Currency Overhaul

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

Re: Currency Overhaul

Postby Phizuol » Mon Aug 01, 2011 4:17 am

sabinati wrote:coins are worthless only because there isn't a market to spend them at


Exactly. Coins are just a tool for representing small values without taking up a ton of inventory. In w3 blueberries were worth about 4 bronze coins each. 20 blueberries = 20 inventory slots, 80 bronze coins = 1 inventory slot. If you don't need the tool then don't use it. I don't complain that a shovel is worthless just because I don't really need one most of the time.

Before the w3 reset coin trade was really starting to heat up. I think that's proof enough that they're at least useful. The thing that will help them is improving vendor stands more than anything else. Also, more uses for low quality metal.

I've seen a few whack ass suggestions for coins like some top ten village BS and now an LP bonus... it's not needed. Do you need bonus LP for using a shovel to get rid of a stump instead of an axe? I don't think that you do. People play too many damn games where breaking barrels and pots is a moneymaking activity.

"Oh no, I have all I could want, but I don't have any coins... I'm so poor."
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Re: Currency Overhaul

Postby Potjeh » Mon Aug 01, 2011 10:29 am

Coins are only useless because walls are useless. I would've made a market long ago otherwise.
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Re: Currency Overhaul

Postby TeckXKnight » Mon Aug 01, 2011 11:09 am

I think it's safe to say that as long as crime is easier and more prevalent than actual trade, any form of currency is worthless. You need some semblance of security before it's profitable to take goods out of their vaults and exchange them.
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Re: Currency Overhaul

Postby Potjeh » Mon Aug 01, 2011 11:44 am

If only we had some kind of towers that shot shoplifters...
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Re: Currency Overhaul

Postby sabinati » Mon Aug 01, 2011 2:34 pm

MagicManICT wrote:Give it a month or two, and I'm sure there will be markets. I've seen a couple of discussions about it and nobody has came to a conclusion about base valuation yet. We don't have any trading tracking tools like in other economic games, so it makes it very hard to come up with markets.


don't count on it. nobody gives enough of a shit at this point. dog and i were going to be working on setting one up but we both quit so :V

edit: also, you'd think by now coin trade would be really popular since you can melt any excess for a curio. the main concern in w3 when coins were in popular use at buyan and some other places was excess coin being useless, people devaluing the market by bringing in outside coin, etc.
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Re: Currency Overhaul

Postby Vek17 » Sun Aug 07, 2011 11:20 am

A stable monetary system based on credit needs to be carefully regulated to ensure the value of its coinage. A stable monetary system based on the intrinsic value of its currency only needs to insure that it is made of precious enough material to ensure the value of its coinage.

H&H is a game based on a completely unregulated world which makes a credit based economy make no sense, unless a group large enough and powerful enough would regulate it. Since no such group exists to my knowledge all coinage should be based on the intrinsic value of its composition (i.e. what we have now). Even still money based trade will not develop until enough people begin to accept it as a method of trade instead of a bar of metal. The coinage will never be worth more then the metal it is made of, but it will be accepted by other traders (if it is to be used) thus allowing an easier circulation of goods and services. This is the purpose of money (at least more or less in this time period) and the only way I can see it being used practically.

EDIT: The biggest issue with this is that any metal precious enough to provide a relatively stable value (silver/gold) is too useful as a raw good. Why trade gold coins when you can make wonderful things with gold.

Additionally a system based on the value of money would still have to have some sort of conversion rate established by the player base based on coin quality as higher quality coins are intrinsically more valuable.
Last edited by Vek17 on Sun Aug 07, 2011 11:25 am, edited 1 time in total.
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Re: Currency Overhaul

Postby Skorm » Sun Aug 07, 2011 11:24 am

Vek17 wrote:bla bla bla bla


i love your avatar so much ( because i *think* know where it came from.)

Anyway, coins won't work, normal coins are worth because of the value we have gave em, the fact that p much anyone can make coins kills this "value".
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Re: Currency Overhaul

Postby Vek17 » Sun Aug 07, 2011 11:28 am

Skorm wrote:
Vek17 wrote:bla bla bla bla


i love your avatar so much ( because i *think* know where it came from.)

Anyway, coins won't work, normal coins are worth because of the value we have gave em, the fact that p much anyone can make coins kills this "value".


That's why I'm talking about intrinsic value of their components... Coins and bars would be worth the same, but coins would simply be used as a medium for trade. The problem is most metals are too common to hold a stable value and suffer as trade vessels because of it. Coins need to be made of rare materials to be viable for trade.

EDIT: That or there would need to be a way to track coin usage and/or production so inflation could be tracked.
EDIT 2: Coins could also be made more useful if they could still stack to 100, but bars only made 10. (you should also be able to make 1 coin with a nugget)
And my avatar is from Scandinavia and the World.
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Re: Currency Overhaul

Postby Skorm » Sun Aug 07, 2011 11:35 am

Vek17 wrote:
Skorm wrote:
Vek17 wrote:bla bla bla bla


i love your avatar so much ( because i *think* know where it came from.)

Anyway, coins won't work, normal coins are worth because of the value we have gave em, the fact that p much anyone can make coins kills this "value".


That's why I'm talking about intrinsic value of their components... Coins and bars would be worth the same, but coins would simply be used as a medium for trade. The problem is most metals are too common to hold a stable value and suffer as trade vessels because of it. Coins need to be made of rare materials to be viable for trade.

EDIT: That or there would need to be a way to track coin usage and/or production so inflation could be tracked.

And my avatar is from Scandinavia and the World.


rare enought so only major factions ( or just avery few players) can make em, but not to much so you can still see newbies running around whit their coins, basically make it just like jewelry overall ( is easy to make q 100 thanes, ONCE you have the q 100 Golbeaters Skin, wich is the hard part)

knew it !!! Scandinavia and the World!!!
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Re: Currency Overhaul

Postby GoodGirl » Mon Aug 08, 2011 8:30 pm

It's pushing the realism aspect a little, but I think coins would be useful if you could turn 10 of any item into a single coin (coin quality is the average of the item quality). You could then redeem the coin for 10 of that kind of item at your ancestral altar, or perhaps at a new "market stand" building.

For example, you could take 10 blueberries of average q25 to a coin press and make 1 q25 blueberry coin. You could make a few more of these, then go trade blueberry coins for other items without having to lug around giant chests of the fruits themselves. The person you traded to can turn the coins back into blueberries or keep them to trade with other people.
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