Money and Trade System

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

Money and Trade System

Postby Vlad » Thu Aug 13, 2009 4:34 am

I think thier should be somekind of money system so you could do something with all the stuff you have. Like bringing a cart full of goods to a town full of people and getting some money to go to User-Made stores and buy things. Also I think there should be a trade system. So you dont have to find an emty container or drop the item, improving the chances of some random guy coming and stealing it.
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Re: Money and Trade System

Postby sabinati » Thu Aug 13, 2009 4:56 am

there are already coins, but i definitely think there should be a proper trade interface. right click a player to enter a trade negotiation, which would pop up two "containers" to show what each was offering, with an approve button for each player.
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Re: Money and Trade System

Postby Junkfist2 » Thu Aug 13, 2009 5:14 am

Problem with coins is that nobody gives a crap about them or uses them for trade. What's needed is a form of actual minting so the currency can be controlled and localized by an authority.

Which would be tricky to implement.
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Re: Money and Trade System

Postby Peter » Thu Aug 13, 2009 5:21 am

I agree with the trade interface idea. It's very uncomfortable to put your hard-earned goods up in a basket when you know that the only thing keeping the other party from taking off without paying- especially if you don't have rage- is all the compassion and integrity of the internet.

I think this would facilitate trade greatly.

Indeed, It could even be possible to "steal" from this interface- however, it would leave a scent. Just food for thought, though. I'd prefer keeping the trade interface as safe-feeling as possible.
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Re: Money and Trade System

Postby Erik_the_Blue » Thu Aug 13, 2009 5:23 am

Currency doesn't enable trade, it just makes it more convenient.

As for a dedicated trade interface, it's unnecessary. Simply have both parties drop the goods or put them in container(s), and don't leave until both parties are happy with the trade. If you can't do this much, then the issue is trust between players, not the lack of an interface.

As for player run shops, we've had a tread on that before. Reading it may be of some benefit.
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Re: Money and Trade System

Postby Frelock » Thu Aug 13, 2009 5:29 am

As to localized authorities creating differentiable currencies, an idea is that you could "name" a coin press. This would produce coins of a certain name, and looking at the coin would tell you the name and the type of metal it's made of. For example, you could set a coinpress to produce golden Dabloons. When mousing over the coin, you would see "Dabloons (Gold)". The problem here is counterfeiting. Anyone could name a coin press the same name. However, since the type of metal is displayed, it should make little difference.
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Re: Money and Trade System

Postby Peter » Thu Aug 13, 2009 5:38 am

Erik_the_Blue wrote:As for a dedicated trade interface, it's unnecessary. Simply have both parties drop the goods or put them in container(s), and don't leave until both parties are happy with the trade. If you can't do this much, then the issue is trust between players, not the lack of an interface.


I disagree- as it is, there is no protection from scammers, not even the scent-based protection we enjoy on our claims. It only makes sense that if someone just up and walks away with all your hard-earned trade goods without paying, or even simply walks up while you're dealing with annother user, that there be some system in place to recognize this and flag it as a crime.

The Trade interface has other uses, too. For one thing, it would allow you to simply hand something to a friend without finding a basket or fumbling on the ground. It would allow you to see what the other person is offering before you hand over half of your possessions, so you can back out of a deal without begging them to give back your stuff.

All in all, I'd say that it's UPTI (Utility per Time Invested, [how awesome it is]/[how long it takes to make]) is close to that of boats and world-gen.

I like the idea of minting Greater Brogdorian Dollars (Tin) or whatever, but just remember that the pure value of the metal is all that matters at the moment.
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Re: Money and Trade System

Postby kholhaus » Thu Aug 13, 2009 5:42 am

I believe inscriptions would help with the money system.

On the coin, imprinted in it is a picture of a bottle.
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Re: Money and Trade System

Postby Laremere » Thu Aug 13, 2009 5:55 am

I think it'd be cool to make use of "trading blankets." You walk up to it and an inventory (say, 4x4) pops up. You also everyone else's good on the blanket (so many people could be offering and trading goods at the same time), with a button under each that when clicked, pops up for them saying that you wish to exchange what is in your trading spot with what is in theirs. Additionally, there is a button that is a "sweeten the pot" button, that tells another player you want to trade with them, but want a better deal on your part. There also could be a trading chat, like party or one on one chat. Lastly, there should be something preventing you from leaving your goods on the blanket. This system would lead to a historically correct (though maybe not the correct for the time period) trading system.
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Re: Money and Trade System

Postby Peter » Thu Aug 13, 2009 6:23 am

I think you've got the idea, Laremere, but I for one would avoid having an item be a part of this. It's easy enough to simply hold your goods in your arms while discussing a trade.

Of course, if one is trading tree trunks or chests full of something, it kind of makes sense for someone to be able to try to drag something away.
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