How can we revitalize trade?

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

Re: How can we revitalize trade?

Postby Brickbreaker » Tue Apr 06, 2010 9:30 pm

People would trade anything even right now for rl money.
And anyways thats a completely different issue.
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Re: How can we revitalize trade?

Postby Pansy » Tue Apr 06, 2010 9:52 pm

What trade are you trying to revitalize?

Seems to me that there are a completely different issue when it comes to different types of trade like trying to start a cottage industry in silk coccoons, distributing missing seed types and chest nuggets to newbies or swapping high q steel armour for thane's rings.

Why do you want to revitalize trade?

So you don't have to pick mushrooms? Because it takes too long to travel to get stuff? Because you can't get silver so you want someone to trade it to you? Because you're darn good at finding cave bulbs and you want to get rich at it, but not by supplying just one guy? Because you feel it would make a sense of community and you want to have that? Because you are afraid new players are giving up because they have no access to metal?
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Re: How can we revitalize trade?

Postby jorb » Wed Apr 07, 2010 11:43 am

I can has economics!
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Re: How can we revitalize trade?

Postby arriel » Wed Apr 07, 2010 11:50 am

ThirdEmperor wrote:Supply and Demand my good man! You correct, the cast iron would be as valuable as ever UNTIL THE MACROER TRADES IT. Imagine the hypothetical town A, everyone in town A is a farmer and needs three iron bars to make a farming tool they desperatly need, but no one in town has any. Then the macroer comes to town and trades them all 3 CI bars, suddenly they all have enough ci to make their tools and therefor need it less. Before the farmers greatly needed ci to build tools, now they have more ci, and therefor don't need it as much, meaning they will trade less for it and therefor the value of ci has dropped in village A


I`m sorry to ruin it for you, but plows do break and need repairs. That is the most obvious sink for metals. Next one is probably armor that too wears out. More walls require more wrought iron and steel, etc. Most of the things you trade will too require replacements. Food, leather, linen, clay, soil, water. It all eventually run out and is needed again, same as metal (except indoor or inventory tools).
If I am a villager of town A, and know that my supplier only comes in once a week, I`ll try to make a stash of metals that`ll last me a week (that is, besides the plow). And if I am a merchant, I am probably aware that I won`t sell more than certain amount in one village, so I`ll have excess metal and won`t have to macro as much next time.

Metals exchange is working right now, I can`t see why it would suddenly stop doing so if metal was disassembled and reassembled into coins in process.
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Re: How can we revitalize trade?

Postby ThirdEmperor » Wed Apr 07, 2010 8:14 pm

To be honest I'm not the best at explaining this stuff, but point is, the best way to make a stable economy is to make a specific resource which can only be used to make coins and exists in a limited amount.
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Re: How can we revitalize trade?

Postby Potjeh » Wed Apr 07, 2010 8:18 pm

That's not how economy works IRL at all. With a finite supply of money, value of money would actually rise with time due to economic growth. This would mean that it'd make sense to keep your money stashed in a sock under your pillow, which would kill the whole banking system and consequently kill the economy. There's a reason why all countries have *some* inflation.
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Re: How can we revitalize trade?

Postby Potjeh » Wed Apr 07, 2010 8:26 pm

Metal has inherent value, same like silk, chants or any other good you want to trade. Coins are small bits of metal. The only problems with them is that they're hard to acquire if you don't own a mine (no reverse shops), and you can't smelt them into usable metal if you don't have metal to start with (for a finery).
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Postby Ferinex » Wed Apr 07, 2010 10:22 pm

thirdemporer, you have no understanding of how value-inherent currency works.

say the system where you get 1 coin for each q of a nugget. you mine a q32 nugget. you get 32 coins. you melt those 32 coins back into a nugget... q32 nugget.

Nothing is lost or gained in the process. This also means you could turn two q32 nuggets into one q64 nugget. the quality is doubled, but the quantity is cut in half.

all this bullshit about inflation is retarded and you have no clue what you're on about. if someone started churning out coins and flooded the world with them, so what? so people have metal finally, awesome. the majority of the player-base already doesn't have metal. everything you are presenting relies on someone writing an AI to mine and create coins. even if they did, and now everything was worth more coins, how is that a bad thing? it means everyone has more metal to play with. metal has a use in and of itself.
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Re:

Postby Brickbreaker » Wed Apr 07, 2010 10:56 pm

Ferinex wrote:thirdemporer, you have no understanding of how value-inherent currency works.

say the system where you get 1 coin for each q of a nugget. you mine a q32 nugget. you get 32 coins. you melt those 32 coins back into a nugget... q32 nugget.

Nothing is lost or gained in the process. This also means you could turn two q32 nuggets into one q64 nugget. the quality is doubled, but the quantity is cut in half.

all this bullshit about inflation is retarded and you have no clue what you're on about. if someone started churning out coins and flooded the world with them, so what? so people have metal finally, awesome. the majority of the player-base already doesn't have metal. everything you are presenting relies on someone writing an AI to mine and create coins. even if they did, and now everything was worth more coins, how is that a bad thing? it means everyone has more metal to play with. metal has a use in and of itself.


Inflation in general is bad. It will mean the value of metal will eventually go down. And if everyone has enough metal to play with won't that mean there will be less trade? which is not what we want.
But don't get me wrong, I dislike the fact that the miners are the one's that would run the economy but at the same time I want there to be balance and let metal continue to be valuable.
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Re:

Postby ThirdEmperor » Wed Apr 07, 2010 11:29 pm

Ferinex wrote:thirdemporer, you have no understanding of how value-inherent currency works.

say the system where you get 1 coin for each q of a nugget. you mine a q32 nugget. you get 32 coins. you melt those 32 coins back into a nugget... q32 nugget.

Nothing is lost or gained in the process. This also means you could turn two q32 nuggets into one q64 nugget. the quality is doubled, but the quantity is cut in half.

all this bullshit about inflation is retarded and you have no clue what you're on about. if someone started churning out coins and flooded the world with them, so what? so people have metal finally, awesome. the majority of the player-base already doesn't have metal. everything you are presenting relies on someone writing an AI to mine and create coins. even if they did, and now everything was worth more coins, how is that a bad thing? it means everyone has more metal to play with. metal has a use in and of itself.


Yes, but eventually everyone will have as much metal as they need, and then they wouldn't want any more, making it worthless. Obviously I don't know that much about economics, but you obviously know less.
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