Coinperss and economics.

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

Re: Coinperss and economics.

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

PS Forgot to add... if I will have unique coins and this will not work out, I will drown my character :) So to explain responsibility...
Of course not in case some assholes will get there somehow and will destroy all marketplace...
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Re: Coinperss and economics.

Postby serpentyngallery » Thu Oct 28, 2010 1:18 am

I personally enjoy the influx of outside currency, especially low Q coins. It means that I can turn those into more opportunity for growth in my barter stand, meaning I can offer higher end goods out of the vending booth, without having to purposely nerf the smelting the people around me do, so as to simply supply the currency so that the vending booth can thrive.

The two points of comparison I use when figuring things out is the value of a cave bulb VS the value of a bar of low Q metal. I could convert every trade topic out there to their own coin equivalent value. The big point of contention out there seems to be the value of Silver and Gold, if gold is worth twice or three times as much as silver. Everyone seems to agree that a nugget of silver is worth a bar of wall grade steel.

Also, sure, an influx of coins to a market can be a problem when all the vending booths are empty and are unable to be turned around, but with the advent of the barter stand, that has mostly been fixed in my mind. I personally pull any stacks of coins that are over q40 out and melt them into bars, and use those for repairs and such.

At the end of the day, if you don't like using coins, stick to barter, you can do that now. Your limiting yourself in the selling market with that (needing to build 100 barter stands with every possible combination), but that is your choice. On the other hand, you can accept that the market system is a little flawed, accept everything that you can, and be able to offer more over all. If you don't want things you cant use, only sell for Q of coin or type of coin you want in vending booths. Not a whole lot of folks out there can produce q110+ metal as a base product, that is likely the easiest way I see to control your market with the current system, at least until an automatic branding of the name of who made something comes around, even then I'd never put a single to to a value greater than the metal it was made from, ever, but at least you'd know who was flooding your market with coins and be able to poke fun at them for it.

That's my 2 bronze in the jar!

Edit: sorry for any redundant ideas you've posted elsewhere Koya, but I read, after I posted this, the last 5 pages of the Constantinople Center of Trade thread.
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Re: Coinperss and economics.

Postby firsov » Sat Oct 30, 2010 3:14 pm

The worst thing in coins is that it is possible to turn them back into nuggets and bars. And if it is not possible:

-less coins in a world - everybody needs metal, and it will be a decision for them to make coins or to build a house
-coins can mean what they should mean, f.e. 1 coin = 1 bar of gold
-...

I hope they should be made from silver or gold, 'cause I wish there were no incidents of poor villagers taken tin and exchanging lots of tin to the goods =) To get coins you should sell something at the Central Market.

If coins can't be re-smelted, they will work. That is it.
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Re: Coinperss and economics.

Postby 0racle » Sat Oct 30, 2010 7:02 pm

in my opinion if economy is to truely thrive and towns are to have true control.
that they need a currency that works inside the town like say a value is kept for each member in the village by them selling to the town itself. then oher villagers in the town would buy the goods from the town warehouse persay.
from there people would be able to trade more effectiely. and government could ration certain items say if a new government project is underway and it needs alot of wood or clay. That would allow for a more nationalistic kind of town.

In order to keep track without modifying the game, the leaders or who-ever is elected would regulate trade, by keeping record of what goes in and out.

Say if someone has alot of town credit that the town controls they are less likely to commit crimes for fear of being caught.

from there if people wanted to trade with other towns couldn't they just buy from there town and go to another.

i also figure that ths technique could be used when makeing an empire.
Last edited by 0racle on Sat Oct 30, 2010 7:12 pm, edited 2 times in total.
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Re: Coinperss and economics.

Postby jorb » Sun Oct 31, 2010 10:32 am

firsov wrote:The best and in fact only meaningful attribute of coins is that it is possible to turn them back into nuggets and bars.


Fixed that for you. :)
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Re: Coinperss and economics.

Postby Dataslycer » Mon Nov 01, 2010 6:23 pm

There isn't much luster for coins in this place is because the demand for the usage of actual coins is limited beside being converted back to its base metal and the bars themselves have much more usage the coins.

Coins (gold or any generic currency) are more of use in other MMOs is because the system has a lot of "vendors"' so to speak in forms of NPC shopkeepers that can pretty much procure the merchandise out of thin air. In addition many great items are of great usage requires coins to purchase (or is dropped as a rare) and many players will custom sell these rares for more coins. With the typical MMO system , coins have a lot more usage.

Haven and Hearth is entirely different as everything is run by players, the economy, the goods, the merchants, the needs and wants. The merchandise is only in limited supplies for the most part especially with the 3rd world having limited resource node that only procures materials at a set rate. In additional, the merchants have actual needs and will not buy your vendor trash like NPC merchants unless it is of use for them. Also coinage is yet another extra step that is currently not necessary and bares little benefits. Let's say an MMO gold farmer decides to set shop here and started strip-mining a gold mine. It would actually be a bit wasteful for them to be going "Buy 1M gold coin for $99" as it is easier for them to just sell the nuggets for money or even the gold goods if their bot their skills high enough (which is the smarter option). Now if a group of superpowers were to be arsed enough to start coinage for their specialized goods (ex. AD's silvers, Sodom's armor, Buyan's sheeps), then it is a possibility for coinage to work especially if there is an agreed system of exchange as they can fill in the void of the missing NPC shopkeeper system. However....

There are several limitations that actually discourages coinage. For one, the material for coin press itself is a bit of a hindrance, the cast and wrought isn't a big problem but steel tends to be a bit discouraging and a limitation for beginners and a nuisance for veterans and this is just he smallest problem. The bigger problem is the limitation of coins carrying. For one, you can only stack up to 100 coins, a bar worth. Why not just carry the bar itself? The biggest problem is that merging coins of different quality will not average the coins qualities but lower it down to the lowest quality. Averaging the quality can be undesirable itself due to losing a high quality bar for crafting but to completely fuck up the whole stack (it will happen due to human error) is rather discouraging at the least.

Anyways this is my humble input on the coin and economy system.
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Re: Coinperss and economics.

Postby Potjeh » Mon Nov 01, 2010 6:39 pm

I think the main problem why coins don't work is the fact that there are no proper metal sinks. The closest you get is metal plough, and that doesn't need all that much metal for repairs. We need something that eats metal and gives something in return, analogous to food/stats system.
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Re: Coinperss and economics.

Postby Neptjunoue » Mon Nov 01, 2010 6:54 pm

You do have one for iron at least.
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Re: Coinperss and economics.

Postby sabinati » Mon Nov 01, 2010 7:23 pm

Potjeh wrote:I think the main problem why coins don't work is the fact that there are no proper metal sinks. The closest you get is metal plough, and that doesn't need all that much metal for repairs. We need something that eats metal and gives something in return, analogous to food/stats system.


i think the effort involved in converting to/from coins and the fact that there is no inventory space benefit to using coins are more of a problem. like dataslycer said, why not just trade with bars? and as far as things eating metal, symbel items come to mind.
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Re: Coinperss and economics.

Postby Koya » Mon Nov 01, 2010 7:36 pm

Actually the main thing as constant here is time... time spent to mine, smelt, farm, harvest, cook...
So if we will find object that represents 1 point of time spent it can be that curency.
Cavebulb cannot be such unit because it mostly purchased by Sodom or AD. So if we will stop - it will fail.
Also one of good ideas is steel of specific quality.

Still I'm keeping idea of coins that cannot be copied by others most fun idea. Different currency can be fun to play with. Barter stands to exchange them. Their rate can change depending on products made.
Because if you have something nobody have, and want to change for simple stuff everybody have, you need something in between so people can change A, B, C, D... stuff by alittle for Z instead of shitton of A to Z. Or if you have D and people selling Z didn't need it, but need A, you need to go find somebody needs D and can change it to A.
Money in game helps go stright from D to Z excluding D-A change. I don't want this game be slavery type, where to play you need spend all your time here to succeed. It already takes shitton of time to keep everything running so the trade add more time spend...
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