Coinperss and economics.

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

Re: Coinperss and economics.

Postby DatOneGuy » Fri Sep 03, 2010 8:21 am

Fucking with market flow is a criminal act, while that's a creative way to punish it it's not leaving the punishing up to the people affected, it's letting the game decide.

Having a seal that lets you stamp everything (as has been suggested and received rather well, even by the devs iirc) would be neat, if it also stamped coins it'd solve this problem too.


It'd actually be VERY neat if said stamp could stamp IGNs a certain way, like let's say if you choose "Stamp Hearthling's Name" it stamps your name on it and it's a nice dark blue (A color not reproducible otherwise), same should work with "Stamp Village Name" so that if you wish to have a system of anything (not just coins) work based on your Hearthling's name or your Village name, you can.

The 'stamp' or what have you should be able to be rubbed/washed off too.
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Re: Coinperss and economics.

Postby Zirikana » Fri Sep 03, 2010 2:48 pm

lol, i love the idea of a stamp. We'd have legitimate regional products then!

- "Hey neighbour, Want a piece of cheese?"
- "What is this, some kind of cheap knock off product? I ONLY eat cheeses stamped from the B2 SG !"
- " . . . F*** off."
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Re: Coinperss and economics.

Postby ciroth » Fri Sep 03, 2010 7:21 pm

then we will have counterfiets where the coin stamp looks very similar but is only different if you actually look carefully :O
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Re: Coinperss and economics.

Postby DatOneGuy » Fri Sep 03, 2010 7:56 pm

ciroth wrote:then we will have counterfiets where the coin stamp looks very similar but is only different if you actually look carefully :O

That's a good thing eh.
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Re: Coinperss and economics.

Postby Potjeh » Sat Sep 04, 2010 1:01 am

I definitely think there's room for counterfeiting.

It should start with comparing original q and material with the copy q and material. Higher q is better, gold>silver>steel>hard metal>soft metal>pottery chip>parchment. Copy material must match original material, of course.

Anyway, counterfeit money is used to buy as if it was normal money, if a stealth check is passed (one for each item purchased). The check is counterfeit q + geometric average of stealth and int vs original q + stall q + bonus from money material, with some randomness involved. The idea is that you can't steal with counterfeit on an undeveloped theft alt, but it's not too hard to reach on an active character. Counterfeit should be consumed even on a failed check, to prevent check spamming.

When the owner collects counterfeit, it will obvious it's fake. In fact, counterfeit shouldn't be same as normal coins, it should be a single item that can represent a stack of coins of any size. Anyway, these counterfeit stacks can be turned into theft scents, if an exploration * perception vs stealth * int check is passed.

With all this in place, I'd make it impossible to steal from stalls directly, it should be counterfeit only. This would give a much needed boost to stall security.

Also, it might be worth considering making it possible to track the guy who crafted counterfeit, but it should be extremely hard.
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Re: Coinperss and economics.

Postby Zirikana » Sat Sep 04, 2010 6:03 am

Potjeh wrote:It should start with comparing original q and material with the copy q and material. Higher q is better, gold>silver>steel>hard metal>soft metal>pottery chip>parchment. Copy material must match original material, of course.

This would be an awesome way to make currency material q relevant, even if only one specific type of material were to be allowed for making currencies.

Potjeh wrote:... these counterfeit stacks can be turned into theft scents, if an exploration * perception vs stealth * int check is passed.

Would there be any problems with using the same kind of scent for both counterfeiting and plain old theft?

Potjeh wrote:With all this in place, I'd make it impossible to steal from stalls directly, it should be counterfeit only. This would give a much needed boost to stall security.

Amen brother, amen.
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Re: Coinperss and economics.

Postby Koya » Wed Oct 27, 2010 1:26 pm

This topic need to get up :)

Also interesting, did Jorb and Lofar reads this type of topics or they just looking for bugs and exploits... ?
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Re: Coinperss and economics.

Postby jorb » Wed Oct 27, 2010 6:19 pm

I at least glance at all threads.

http://en.wikipedia.org/wiki/The_Theory ... and_Credit

Since the relative supply and demand of any two metals will by necessity fluctuate over time, so will their respective prices. It is impossible to perpetually guarantee to exchange one metal for another at a fixed ratio without incurring net losses.

Stamping things should be possible, but not because a silver coin -- which derives its value from the scarcity of the metal in question -- somehow magically becomes safer to use just because it has a pretty image stamped on it. Stamping -- while it can affect a coin's value -- has no material impact on the coin's usefulness as a means of exchange other than to act as a guarantor of a specific silver content, a function rendered entirely moot by the present implementation of coins. Stamping should however be possible because it could be fun to mark one's goods -- be they coins or something else -- quite simply.

Coins have relatively little use in the game for several reasons, the lack of a stamping functionality not being one of them. When we do add stamps, they will decidedly not be authority objects reserved only for villages.

The amount of obfuscation that the economic science has been subjected to by the paragons of the welfare state is a fountainhead of poor policy, fortunately, there's an antidote.

http://en.wikipedia.org/wiki/Austrian_school

Get it quick, while supplies last. ;)
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Re: Coinperss and economics.

Postby Zirikana » Wed Oct 27, 2010 8:15 pm

ROTHBARD 4 EVAH!!!
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Re: Coinperss and economics.

Postby Koya » Wed Oct 27, 2010 11:04 pm

Too bad, my english not so good to translate everything I want to say so I need to use simple terms to describe it and to read answers. Using translator is even worse...
Also not sure everybody here will understand difference between different schools and etc.

To make price independable to materials, coins can be fixed to products done:
-you make products everybody want (jewelry 1000, hq symbel, simple metals hq, steel, armors, slings and etc)
-you set barter stands selling coins for simple stuff (linen, bricks, silk and etc) you need
-total stuff you buy must be same price total stuff for sale, to prevent inflation
-stuff you sell must be required by market
-stuff you bought and used, you need to remove such quantity of coins from use to prevent inflation, or make new products and fill the difference betwen sold-bought sum in coins.

Still not sure how to start it correctly... I will need somehow to distribute coins to other citys, so for beggining I will need to buy some stuff from them, even if I will not need it and just put it to barter stands and it will lie there.
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