guys I just love talking about economics let me tell you why

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guys I just love talking about economics let me tell you why

Postby krawco » Sat Oct 30, 2010 5:34 pm

Image MOD WARNING: THIS MAN THINKS WURM ONLINE WAS A GOOD GAME INSTEAD OF THE SHITFEST IT REALLY WAS Image

I'll tell you about the best economy I have seen in MMORPG game. It's Wurm Online's economy (it's another fantasy simulation game where you don't just hack n slash all in your sight but you build community and it's a lot more complex than HnH and it's also made by guys from Sweeden mostly)

Wurm's currency is like this:
100 iron coins = 1 copper coin
100 copper = 1 silver
100 silver = 1 gold

and 1 silver = 1 €

Yes, all ingame money is bought for real money. People use this money to trade but the main way to spend it are homesteads and villages. They require monthly upkeep fee (I don't remember the rates but the bigger the claim the more you have to pay for it, also, homesteads, as they can only support one player are much cheaper than villages).

Now, when you pay that upkeep money ain't completly gone from the system. 30% of it just disapears, the rest is given to village NPC traders (only the smallest village don't have trader, all bigger options come with one or more) who sells and buys player crafted items (in Wurm all items are player made, like here). As long as trader has money it will buy any item you want to sell and will pay for it depending on it's QL and amount of same type items he already has (supply and demand system).

This way economy really works. Ingame coins value changes depending on how many particular items are on the market (talkin about player 2 player trade).
People are also allowed to sell coins they earn for real money. Coins purhased from other players are usualy cheaper (0.60-70€ / 1 silver).

To sum things up:
Coins have real value, there are graphs availble to anyone where you can see how many coins are currently in the system.
It isn't a must to buy those coins. Players still prefer to pay with items and services. There are also possibilites to work for someone, haul goods and resources for their village and get paid with coins (it's a common newbie money making way, then they can afford decent tools and start working on their skills).

What is the biggest advantage of this solution?
The game is making pretty good money and the developers don't have to work in some warehouse or wherenot, instead, they can focus all their efforts and time on developing the game and you can really see it, coz there are new updates comin out all the time.

Something similar could be done for HnH aswell only I can't come up with any good suggestion coz I'm a newbie and don't rly know game and community mechanics too well.

So... What you think about this economy solution?
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Re: Coinperss and economics.

Postby warhamer » Sat Oct 30, 2010 5:41 pm

I left wurm and joined this game for two reason one was the payment (which I thought wasn't worth it) and the second was the complexity I mean I like complex games and haven and hearth is complex but you can't even figure out a guide for wurm you have to literly guess and and experiment sometimes to figure something out. :x
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Re: Coinperss and economics.

Postby krawco » Sat Oct 30, 2010 6:29 pm

Oh, come on, it wasn't that complex ... Most things were logical and realistic. I've been playing Wurm for almost 2 years and I know what I'm saying =D

Anyway, this is not the topic to discuss about Wurm's complexity but ideas for for creating and decent economic system for HnH =)
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Re: Coinperss and economics.

Postby spectacle » Sat Oct 30, 2010 6:33 pm

krawco wrote:and 1 silver = 1 €

I stopped reading here. I'll quit instantly if they start selling game items for real money. That's just a recipe for way too much bullshit.
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Re: Coinperss and economics.

Postby Wolfang » Sat Oct 30, 2010 7:02 pm

spectacle wrote:
krawco wrote:and 1 silver = 1 €

I stopped reading here. I'll quit instantly if they start selling game items for real money. That's just a recipe for way too much bullshit.


+1 on that brother.
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Re: Coinperss and economics.

Postby jorb » Sun Oct 31, 2010 10:33 am

krawco wrote:Wurm's currency is like this:
100 iron coins = 1 copper coin
100 copper = 1 silver
100 silver = 1 gold

and 1 silver = 1 €


What a horrible abomination of a system. Enforced trimetallism with a peg to the Euro. What is this I don't even. :)
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Re: Coinperss and economics.

Postby Potjeh » Sun Oct 31, 2010 12:40 pm

Hey, if pegging currency to Euro is good enough for Bosnia, it's good enough for an MMO.
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Re: Coinperss and economics.

Postby jorb » Sun Oct 31, 2010 2:07 pm

It isn't good enough for Bosnia. It's legalized counterfeiting and fraud, as are all paper currencies.
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Re: Coinperss and economics.

Postby Potjeh » Sun Oct 31, 2010 2:17 pm

I kinda like it. If our currency wasn't pegged, we'd make Weimar Republic's Marks look stable. And before you bring up gold, you should know all our gold is chilling in private vaults in Switzerland.
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Re: Coinperss and economics.

Postby notalbanian » Sun Oct 31, 2010 2:29 pm

The reason a coin economy won't work in H&H is that we don't really have an economy. There's no consistent demand for any item other then food, and food is very easy for a village with an oven and cattle or a metal meat grinder. Chantrelles and blueberries aren't worth that much because they're not that hard to find. Cavebulbs are, and they're the closest thing we have to a currency. But there's no consistent demand for metal because once you have a brickwall, metal structures, metal tools, weapons/armor, etc. you don't need more, unless you get another villager and you need tools for him. And once you have an iron mine you don't need to trade for metal stuff, except for jewelry and bronze items (which aren't as good as steel items, and for everything except weapons/armor wrought items are a good substitute for steel).
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