it doesn't work that way yet. The stand cannot give many items In exchange for one._Gunnar wrote: One barterstand at the trading hub sells named coins for sub tokens/gold/whatever else you might want...
Another barterstand at the trading hub sells products of hq industry (weapons/armour/tools) for the same named coins.
Now the trader doesn't have to be online for the trade, just has to ramcheck and refill containers that sell out every now and then.
So no, it won't be obsolete once you have all the metals... I'm not sure how user-friendly it is though, since I haven't bothered with trading really, and I havent even tested the stands tbh.
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hitzu
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Re: Game Development: Dubloons
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subie
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Re: Game Development: Dubloons
That's exactly what the coins are for... so you can say, buy glimmers for 1 coin and sell steel bars for 10, effectively trading 10 glimmers per one steelhitzu wrote:it doesn't work that way yet. The stand cannot give many items In exchange for one.
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hazzor
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Re: Game Development: Dubloons
so coins are for providing an unnecessary stage in the middle of normal trading?subie wrote:That's exactly what the coins are for... so you can say, buy glimmers for 1 coin and sell steel bars for 10, effectively trading 10 glimmers per one steelhitzu wrote:it doesn't work that way yet. The stand cannot give many items In exchange for one.
Oh boy, here I go cheesemaking again...
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Amanda44
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Re: Game Development: Dubloons
hazzor wrote:so coins are for providing an unnecessary stage in the middle of normal trading?subie wrote:That's exactly what the coins are for... so you can say, buy glimmers for 1 coin and sell steel bars for 10, effectively trading 10 glimmers per one steelhitzu wrote:it doesn't work that way yet. The stand cannot give many items In exchange for one.
I have always wanted the coins to be used for trading but I have thought this whole time that certain aspects about the way they have been implemented make them pretty pointless, however, if a big town were to set up like a market place with lots of stands selling different goods, players milling around checking out the wares on sale, little houses with tables and seating set up outside selling food and wine, then I would be tempted to visit and actually trade.
The problem then ofc is getting in and out of the town safely ..... so, not going to happen, lol.
Koru wrote:
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It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
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shubla
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Re: Game Development: Dubloons
Now just give us teleports to villages so we can start using coins for trades.

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Granger
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Re: Game Development: Dubloons
Exists, called Milestones.shubla wrote:Now just give us teleports to villages so we can start using coins for trades.
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Amanda44
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Re: Game Development: Dubloons
Which can be camped and blocked by ppl waiting to kill you and take your goods.Granger wrote:Exists, called Milestones.shubla wrote:Now just give us teleports to villages so we can start using coins for trades.
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
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Raffeh
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Re: Game Development: Dubloons
All that you have stated here is that Mr. Trader will be selling all his goods for named coins. What does Mr. Trader do with those coin after he has got them? and if you say buys from another trader that defeats the object because somewhere down the line those coins will stop being traded? then what do you use them for? smelting back to metal?_Gunnar wrote:One barterstand at the trading hub sells named coins for sub tokens/gold/whatever else you might want...Raffeh wrote:I fail to see how this will work!
I would like to see it in place though, but think about it technically your trading 'metal' for everything as all that coins would be good for at the end would be smelting them back into bars?
so for a village who has all the metals this would become pointless?
Another barterstand at the trading hub sells products of hq industry (weapons/armour/tools) for the same named coins.
Now the trader doesn't have to be online for the trade, just has to ramcheck and refill containers that sell out every now and then.
So no, it won't be obsolete once you have all the metals... I'm not sure how user-friendly it is though, since I haven't bothered with trading really, and I havent even tested the stands tbh.
thanks for your explanation and i understand how people want it to work. But if i was selling my product i would not want coins/metal for my goods because i wouldnt be able to use it for anything? and if i wanted coins id just smelt my own bars?
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Potjeh
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Re: Game Development: Dubloons
Named coins are a physical representation of the points we saw in all the Apples for Oranges threads in previous worlds. What could you do with those abstract points back then when they weren't even an actual item?
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simimi
- Posts: 447
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Re: Game Development: Dubloons
You need coins when you need something that :
- is in constant demand
- dont decay
- can be transport in small and big quantity
There are very few things like that IRL ( gold, etc ...) but enough of it in game ( pearl, steel, gold, cheese, .... ).
- is in constant demand
- dont decay
- can be transport in small and big quantity
There are very few things like that IRL ( gold, etc ...) but enough of it in game ( pearl, steel, gold, cheese, .... ).