Coinperss and economics.

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

Re: Coinperss and economics.

Postby Zirikana » Tue Aug 31, 2010 10:24 pm

spectacle wrote:outside of rarity


quite right. Outside of scarcity and time investment (i.e. quality in most cases), everything in the game is just an "object".

spectacle wrote:Any gold and silver coins that appear on the market will be quickly taken out of circulation as people use the metal to craft jewelry


Not sure if I buy this, but at any rate it doesn't really get to the point of using coins of lesser base material value to stand for a larger value. Yes, minted gold coins are only useful for trading with a "gold" standard, but using increments of value of < 1 nugget worth of gold, but at that point we might as well stick with a barter economy. I think one of the real benefits of the OPs idea is not as much about getting metal as a material into the general economy, but more to provide an interesting semi-standardized mode of exchange beyond naked bartering for those who don't have access to large quantities of metal.
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Re: Coinperss and economics.

Postby Alecela » Wed Sep 01, 2010 12:52 am

The big thing about 'currency' is that if people begin to accept it, than it will automatically be valuable. If there was ONE central coin, say, Constantinople, than trading could be made easier. Based on what you percieve the value of the coin to be, you buy or sell higher. A major problem with currency though is transportation. You'd need to monopolize the creation of this currency, make it popular with a range of important people from other places... there's a long list of things you'd need to do to make this work.

Personally, as an absolute hick-nobody I would gladly accept the change. I could sell my wheat crop for 1 copper for a basket, versus 1 leather for 50. The barter system fails, because there's no monetary value to it and you can easily take advantage newer players. If there were to be actual currency, by the time someone was in a trade position, they'd know what to pay.

Sorry if something doesn't make sense or I'm repetitive. My parents are screaming at me to get off the computer.
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Re: Coinperss and economics.

Postby DatOneGuy » Wed Sep 01, 2010 1:22 am

Just give gold/silver coins quality already, at least that way only two~four people would be able to step up to the q500+ silver/gold coin market and actually attempt to fuck with it.
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Re: Coinperss and economics.

Postby Potjeh » Wed Sep 01, 2010 2:24 am

sabinati wrote:i don't see any need to have "backed" coins (they are backed by the metal they are made of) or to have any difference in coins between villages.

It lets me control the trade in my shop better. If my barter shop was selling my custom scrip and my coin stall was only accepting that scrip, I could be sure that I won't get metal I don't really need instead of the fish/chants/whatever, which I wanted to actually buy with the goods in my coin stall.

Naturally, you shouldn't just blindly accept any amount of scrip I offer you. But if you see that my shop is well stocked with goods you need, and you were selling me a modest amount of something I need, why not accept store credit as payment?
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Re: Coinperss and economics.

Postby sabinati » Wed Sep 01, 2010 2:57 am

Potjeh wrote: why not accept store credit as payment?


see, this is how i do all my trades (goonbucks = store credit).
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Re: Coinperss and economics.

Postby Koya » Wed Sep 01, 2010 2:20 pm

If we will keep everything as it is, economic system will fail. There is no real price for any stuff around, there is no place you sell and buy stuff and there at any moment you can do it. No matter trader online or not.
You can keep gold in bars, but what if person don't need it... what if you have bar and you need to pay 1-2 nuggets... what if you need to pay less than 1 nugget of gold... It gives everybody a lot of trouble. Also if bags for coins will be there, i see 9slot bag, so you can keep 900 bars of silver in one bag if that system will work stable. It allows to make big deals, and do it safe, because you don't need to travel with chest of silver bars to trade...
If everything set on line and one currency made, other city can bring their valuables like silver or gold to change it to coins... So coins for that value made, and bars go to vault.

I see all this implemented ingame. Or coins with coinpress removed. Because it is most useless thing in game...
To currency be alive, it must have some value behind it, products or expencive materials. This game is not mid age simulation... its stone age... because civilization started with alphabet and money...
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Re: Coinperss and economics.

Postby Potjeh » Wed Sep 01, 2010 2:26 pm

sabinati wrote:
Potjeh wrote: why not accept store credit as payment?


see, this is how i do all my trades (goonbucks = store credit).

You can't use a goonbuck in a stall.
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Re: Coinperss and economics.

Postby sabinati » Wed Sep 01, 2010 4:29 pm

well i wouldn't put the majority of things i sell in a stall anyway :P

stalls are ideal for trading low value items and things you're not going to miss much if they get stolen. or if you have a secured enviornment available only to a limited customer base (e.g. buyan market) you can worry a little less and put some more valuable shit in them, but i still wouldn't be selling swords or rings out of one.
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Re: Coinperss and economics.

Postby Potjeh » Wed Sep 01, 2010 5:32 pm

Stalls are a godsend for food, and food is easily the No1 trade commodity once you got a full metal gear. Now, don't you think it's easier for me to give you 100 PotScrip and let you pick what you want from my stalls than it is to rummage through my cupboards and try to find the exact items that you want? As long as you know that my stall is well stocked with goods you desire, I don't see a reason to refuse PotScrip as payment.

To make my position easier top understand, you need to look at all your coin and barter stalls combined as if they were one shop. The goal of your shop is to trade away your excess goods for goods that will be more useful. Coins come in as a way of making trade a lot easier, since if you're buying a dozen different goods and selling a dozen different goods, the number of possible good->good trades is absurdly high and you'd need to build dozens of stalls to cover all the combos. Plus you couldn't sell one item for two different items.

Changing from good->good to good->coin->good really makes shops work a lot smoother. The problem, like I said, is coins coming in from the outside when you really don't want any more metal. And you can't avoid it with price manipulation, either. If you overvalue the coins, everyone will just bring in coins from outside and won't buy any from your barter stall. If you undervalue them, people will just buy out all your coins for smelting into bars and won't spend any at your coin stall. Really, the only solution for making a "hermetic" shop is customizable scrip.
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Re: Coinperss and economics.

Postby Zirikana » Wed Sep 01, 2010 7:59 pm

Potjeh wrote: don't you think it's easier for me to give you 100 PotScrip and let you pick what you want from my stalls


I like that idea .... :P
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