Experienced Currency

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Experienced Currency

Postby jock » Sun May 03, 2020 9:48 pm

Currency in this game is really interesting but It has several issues that happen every world. These are:

Low-level currencies - tin, copper, iron coins etc - Hold no value and often pose as a risk for joining a market as a trader early. Trust comes at a premium and is often abused.

High-level currencies - Gold, Silver - Often used to solve the issue of low currencies but fall prey to inflation as the world goes on, the prices also continue to be established by shifting gold and silver prices and there are not enough sinks.

Solution

When crafting coins allow the players to "back" the currency with experience.

Soft metals 100xp per bar ( 1 per 1 coin)
Hard metals 500xp per bar ( 5 per 1 coin)
Silver 1000xp per bar ( 10 per 1 coin)
Gold 2000xp per bar ( 20 per 1 coin)

These are arbitrary numbers and would need some balancing over time, the obvious issue is Botting experience but this can be solved by removing lower currency from using this setting this system to silver/gold only.

The players would have the choice to melt the metal, receive the bars. Absorb the XP and destroy the coins or keep the coins.

This creates a good sink of resources, backs currency and will stabilise currencies demand.

This will tie into a future suggestion on realms, villages and Buffs.
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Re: Experienced Currency

Postby boshaw » Sun May 03, 2020 10:05 pm

Sounds like a great way to funnel XP if you have lots of silver and gold.
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Re: Experienced Currency

Postby MagicManICT » Mon May 04, 2020 7:50 am

Basically, what this does is turn coin from something anyone can make into something only kingdoms can produce. If I'm a hermit/small village running a trade center, I can't reliably keep up on coin production. On the other hand, kingdoms can have quite the surplus of authority they can send back to those that are minting coins.

Fiat monetary systems are always a risk and there is always an implied trust between the issuer and the recipient. Adding an XP factor won't actually change anything that I can see, only commoditize XP. That just opens up another complex system that will be hard to balance once it runs out of control.
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Re: Experienced Currency

Postby Glorthan » Mon May 04, 2020 8:59 am

This doesn't really solve the of currency inflation that much, exp also inflates over time, and large realms have access to magnitudes more than anyone else.

The real problem is that gold is used for a lot of upfront development tasks; think realms, some armours, rings. The armours are replaced occasionally, but as the world goes on the demand for gold and silver drops drastically as its not needed as much.

Removing the use in realms, and buffing precious metal curio to be massively better than other alternatives would make demand more stable throughout the length of the world. I've brought this point up before.

In the meantime, you can always just use a group's currency as an immediate intermediary in their market stalls, and the real value of the coins is irrelevant. This is like how money is used in real life, especially in countries with high inflation. After all, it's just paper in the end.
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Re: Experienced Currency

Postby SnuggleSnail » Mon May 04, 2020 9:03 am

Gold won't inflate so much with spiraling gone
haha jorb give us a way to transfer experience between characters. It'll be funny
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Re: Experienced Currency

Postby Glorthan » Mon May 04, 2020 9:08 am

SnuggleSnail wrote:Gold won't inflate so much with spiraling gone
haha jorb give us a way to transfer experience between characters. It'll be funny

Why would gold inflate less without spiraling?

In my naivete I would assume less spiraling -> less reason to remake gear and jewelry -> less gold usage.

What could possibly go wrong? /s
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Re: Experienced Currency

Postby SnuggleSnail » Mon May 04, 2020 9:18 am

Less mining to fuel the infinite cast iron consuming anvil. Just spam out a good anvil/hammer once a month, get some decent feld, cast to replace a few sets of gear and you're done. Unlike before, where everybody was dumping thousands of wrought on the ground every other day.
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Re: Experienced Currency

Postby maze » Mon May 04, 2020 1:54 pm

transferring EXP would be a great way to transfer EXP to your main while using the bot army that gathers exp already.

IE: bad idea, very easy to exploit.
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Re: Experienced Currency

Postby jymnils2 » Mon May 04, 2020 7:09 pm

just make the gold/silver a must have for making kingdom buffs and or use them as fuel for some kind of offering to the gods to ask for kingdom buffs.

burning the silver/gold that way wil finish with the over stock of them.

we can have also some new craftable items for indoors use, like gold statue, ear/head jewery, that provide buffs for the room, but decay over time
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Re: Experienced Currency

Postby Mr_Bober » Mon May 04, 2020 7:29 pm

This makes XP into something u can trade. Which is an awful thing to add.

WHAT IF CUSTOM CURRENCY WAS AVAILABLE ONLY TO REALMS?
Only the realm leaders should be able to mint customised coins, just like nations do. Everyone else would still be able to make coins, but not custom ones (aka all non-realm coins are the same). A hermit should be bartering anyway, not minting his own currency.

With a little help from the devs, a counter could be added to the realm options that allows you to keep track of how many custom coins have been minted, and possibly how many are in circulation (eg. Total_minted_coins - [Melted_coins + Lost_coins ], with Lost_coins being stuff despaired on the ground or in water). This would help a lot with keeping inflation in check.
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