Coins, coins, coins, and keys

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

Coins, coins, coins, and keys

Postby MasterCatfish » Thu Nov 12, 2009 7:13 am

Vending stands have made coins valuable. Now a hearthling with a few handfuls of coins can walk down market row and have the option to buy a great number of things. Unfortunately, that handful of coins takes up precious inventory space. It has been suggested before (by Sabinati I believe, and possibly others), that a belt be implemented which adds a few slots for coins only (and maybe for keys too). I think it might reasonably be an item which takes a few high level materials. Perhaps a nugget for a buckle, and silk.

Likewise, now that coins are important, it should be possible nuggets to make into coins, and vice versa. A nugget would make 9 coins, and 10 coins would make a nugget. I hear smelted gold ore becomes nuggets, and it makes no sense that they should need to be made into bars before they can be made into coins.

I realize some of this is redundant, but it seems to me a very important issue.
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Re: Coins, coins, coins, and keys

Postby Peter » Thu Nov 12, 2009 7:27 am

They're phasing out coin inefficiency, so it'd be 10 to nugget and nugget to 10.

Why make it hard for newbies to get essential tools?
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Re: Coins, coins, coins, and keys

Postby MasterCatfish » Thu Nov 12, 2009 7:40 am

Peter wrote:
Why make it hard for newbies to get essential tools?

Assuming you're talking about a keyring/coin belt, it's for items that newbies have very limited access to. Established players will probably have more than 1 key and might have a few stacks of coins. Newbies will likely have no coins at all.
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Re: Coins, coins, coins, and keys

Postby Cain » Thu Nov 12, 2009 7:57 am

I like this idea because it preserves coins as an item (rather than a variable number tied to your character) while simultaneously making life much better. Having to carry around keys is great, until you realize that established players probably use around 4 keys on a regular basis. Maybe it's just me being paranoid, but the ease with which keys are copied makes me very hesitant to leave keys laying around in baskets. 4 keys is a full 13% of your inventory space (backpack/no cloak.) Each "slot" in the belt could carry a key or coins. In order to prevent people from carrying around stupid amounts of coins, make each slot in a belt have a coin limit. (say 100, since you could just trade a bar instead) The number of slots would be dependent on the material.

So a poor man's belt has 2 slot(linen and a block of wood), a leather belt has 3 (leather and bone material), and a silk belt has 4 (silk and a silver nugget).

Might be hard to implement, I don't know how to code, and not really a priority. But would be very nice, and it doesn't seem like it would make the game "too-easy" ;)
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Re: Coins, coins, coins, and keys

Postby btaylor » Thu Nov 12, 2009 8:49 am

MasterCatfish wrote:Newbies will likely have no coins at all.


I do not see a problem with this, in fact I have a rather brilliant solution. Some of the established players should purchase items that can be obtained easily by new players, such as the creation of linen or what have you, and the established player should pay for these goods with coins. These coins can then be used by said new players to purchase goods from stalls, and that would get currency circulating in the hearthlands.

Edit: Thought of another way new players could get coin from the established players as soon as I submitted this post. Labor. New players can work a task given by an established player for a discussed price in coins. The established player gets something done that they might not want to do or don't have time to do it themselves, and the new player gets valuable currency which can be used to buy other goods.
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Re: Coins, coins, coins, and keys

Postby kimya » Thu Nov 12, 2009 1:05 pm

btaylor wrote:
MasterCatfish wrote:Newbies will likely have no coins at all.


I do not see a problem with this, in fact I have a rather brilliant solution. Some of the established players should purchase items that can be obtained easily by new players, such as the creation of linen or what have you, and the established player should pay for these goods with coins. These coins can then be used by said new players to purchase goods from stalls, and that would get currency circulating in the hearthlands.

Edit: Thought of another way new players could get coin from the established players as soon as I submitted this post. Labor. New players can work a task given by an established player for a discussed price in coins. The established player gets something done that they might not want to do or don't have time to do it themselves, and the new player gets valuable currency which can be used to buy other goods.


thats basically what TCoB is doing...
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Re: Coins, coins, coins, and keys

Postby CG62 » Thu Nov 12, 2009 1:47 pm

Sarge wrote:- Deer scrotum + course salt + cure over time + string = coin purse


Am I the only one who thinks this is a sufficient remedy?

Of course, then we need salt. And scrotums.
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Re: Coins, coins, coins, and keys

Postby Potjeh » Thu Nov 12, 2009 2:20 pm

I think that a coin purse made out of scrotum of a slain enemy would be better still.
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Re: Coins, coins, coins, and keys

Postby sabinati » Thu Nov 12, 2009 3:02 pm

i think there should be a keyring item that acts kind of like the fishing pole does now, where you left click a key and right click the ring to add it to the ring, and there's a menu option on the ring to remove all the keys.

i like the idea of there being a tiered belt system, but i think it should be 2/4/6

and coins should have higher stack rates. maybe.
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Re: Coins, coins, coins, and keys

Postby bajuba » Thu Nov 12, 2009 5:57 pm

Potjeh wrote:I think that a coin purse made out of scrotum of a slain enemy would be better still.


How many coins would your scrotum hold? I might be able to squeeze 100 in mine.
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