Implementing "Ripple" for Trades?

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

Re: Implementing "Ripple" for Trades?

Postby Sultan » Thu Nov 13, 2014 1:07 pm

Jesus_Smith_Nandez wrote:...I'll give an in-game example: person A buys person B's soil for top price on credit. Person C finds better soil and sells it for the same amount, and drops the price of person B's soil. Person A now has a loan from person B that is more than the value of the items he has.

With the current system of pay with items when you need, it would be a bummer because person A overplayed for his soil, but on this loan system, he would have a loan he can't repay or would have to pay extra out of his own pocket for...


I'm really sorry, I am not quite sure I understand the scenario properly here. Are we suggesting that the price will fluctuate because of other people affecting the market, which would mean that you may have paid a different price at the time of trade, rather than at the future time of valuing your items?
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Re: Implementing "Ripple" for Trades?

Postby Jesus_Smith_Nandez » Thu Nov 13, 2014 4:14 pm

@Sultan yes. This is especially bad in haven, as I said, since someone could have, say q94 soil and have it be the best that world, but as soon as someone finds better, the price will drop since it's now second best.

If the guy buying q94 soil had payed up front, he would be upset because he overpayed, but not much else, but on credit, he would have a debt not equal to his items' value.

@Bitza I was kinda working off of 1929 but I guess they made the same mistakes in 2008 too.
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Re: Implementing "Ripple" for Trades?

Postby AnnaC » Thu Nov 13, 2014 4:16 pm

I'm just wrapping my head around the idea that in-game hearthland economic transactions are so big and require so much capital to need a third party organizational structure to keep track of. :?

Since when is such "debt" so importantly accumulated in the hearthlands? How is the potential loss really more than expected of decay or overhead anyway?
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Re: Implementing "Ripple" for Trades?

Postby Sultan » Thu Nov 13, 2014 5:38 pm

@Jesus

If one is acquiring these items then that counts as speculating, of which the risk should be on the buyer. It wouldn't make sense that if I bought a house on a mortgage, but then there is a flood of houses available on the market, I shouldn't have the right to go to my mortgage company and go: "I owe you less money now, because my house is worth less"

@Anna I think what I am trying to say is that in Haven, so it seems, there is already a system of debt in place between two very close villages. And it isn't that one is perpetually in debt to the other, it is just used as a lubricating facility for inexact trades with credit jumping back and forth. With this ripple idea you can extend that further and create a network of these intimate 'trusted' villages to form a useful payment method which is just simply co-ordinating and exchanging debt between parties that already trust each other.
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Re: Implementing "Ripple" for Trades?

Postby borka » Thu Nov 13, 2014 6:01 pm

Oh yes can we have a commodity futures exchange Bizmess implementation please ?!? :roll:

DDDsDD999 wrote:We should also have coins.
8-) 8-) 8-) 8-) 8-) 8-) 8-) 8-)
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Re: Implementing "Ripple" for Trades?

Postby Sultan » Thu Nov 13, 2014 6:04 pm

borka wrote:Oh yes can we have a commodity futures exchange Bizmess implementation please ?!? :roll:

DDDsDD999 wrote:We should also have coins.
8-) 8-) 8-) 8-) 8-) 8-) 8-) 8-)


If things were perishable, a futures market actually serves a useful function!
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Re: Implementing "Ripple" for Trades?

Postby borka » Thu Nov 13, 2014 6:07 pm

2 simple words:

WRONG GAME

hope that's loud enough

nobody hinders you using an external solution ... like we have to use for village member management (which would be much more important to have implemented) etc.

btw. for how long are you playing HnH and how many trades did you do ingame again?!?

Also for such we have C&I ...
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