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| Trading, Crafting and Economy Discussions about Trading, crafting and Economy |
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#2 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 74
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Bring back the gold standard!
If there's player lead cities/nations then there should be player created money.
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#9 (permalink) |
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Newbie
Join Date: Apr 2008
Location: A dark little corner.
Age: 24
Posts: 8
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I agree with this.
Used to it now and it does it purpose. ;P /Provoke
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#10 (permalink) |
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Newbie
Join Date: Apr 2008
Location: State of Disarray
Posts: 7
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I really love the idea of having a barter system. Hell of a way to eliminate those who would farm to sell for real cash.
It also makes sense in an eviron that spans such distances and, presumably, cultures. What would be considered coin in one local may be worthless in another. A cache of fine arrows, however, is useful any place.
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"The thing I treasure most in life cannot be taken away. There will never be a reason why I will surrender to your advice to change myself, I'd rather die." ~ Disturbed |
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#11 (permalink) |
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Newbie
Join Date: Apr 2008
Location: A dark little corner.
Age: 24
Posts: 8
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Freaky siggy pic you have there ! o_O
*hides in a corner* /Provoke
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"This is the internet where men are men, women are men, and little girls are FBI agents." |
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#14 (permalink) | |
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Junior Member
Join Date: Apr 2008
Posts: 72
Rep Power: 1
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Quote:
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Also known as Killuminati on Darkfall! |
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#16 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 46
Rep Power: 1
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Heh, that bartering system sounds really interesting actually. Would force players to set up their own currencies.
"Fine swords for sale! Only for five squirrel skins and two wolf fangs!" Would it be too hardcore for this game? I can't think of any MMO that didn't have fiat currency, issued and controlled by developers acting as central bankers. Are there any? |
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#17 (permalink) |
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Member
Join Date: May 2008
Location: <-- That way -->
Age: 33
Posts: 427
Rep Power: 1
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I like the idea of different cultures having their own monetary systems, but I'm also a fan of coin in varying values.
I recently read a book that had a monetary system that dealt in "Pieces", "Nobels" and "Crowns". So say, 10 Copper Pieces was equal to 1 Copper Nobel and so on. The "Crowns" were only used in the upper end of the chain of metals. So say that Platinum was your highest metal value, then Platinum would have the "Piece", "Nobel" and "Crown". Code:
PC 1 PN 10 PP 100 GN 1,000 GP 10,000 SN 100,000 SP 1,000,000 CN 10,000,000 CP 100,000,000
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[Mats Persson], 'Things might sound cool and/or realistic on paper, but it's a completely different thing how they play out in the game.' |
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#18 (permalink) |
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Member
Join Date: Apr 2008
Posts: 580
Rep Power: 2
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That just made me laugh, as right now you are living in a world that uses the Barter system. Its just we changed what we barter with. We have a general object that we barter with to buy objects.
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#20 (permalink) | |
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Junior Member
Join Date: Apr 2008
Location: USA
Age: 20
Posts: 149
Rep Power: 1
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Quote:
Btw, I like the simple copper, silver, gold system. It made sense to me the first day I used it and has remained effective ever sense. I do feel that money should not be automatically coined up and that each different valued coin should have a differing weight from each other ( if MO uses the weight system).
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#21 (permalink) |
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Member
Join Date: May 2008
Posts: 161
Rep Power: 1
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Money huh... lets not too complicated with this...
The usual currency System of Platinum > Gold > Silver > Copper works for me. Creating player crafted currency sounds like a hassle for game designers, and probably not worth the hassle. |
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#22 (permalink) |
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Junior Member
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Having a currency system that deals with copper/silver/gold whatever is tried and true. If you simply have 1 type, say Gold coins, it would get kind of ridiculous feeling.
Someone would be selling wolf skins for 100000 gold and it would be just fine. Numbers that big seem silly to me, maybe it's just me though. As for a barter system, I don't see that really working too well.
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10 years playing MMO games and I still get giddy about the good ones that are up and coming. (Yes I mean you MO!) |
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#23 (permalink) |
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Newbie
Join Date: Jul 2008
Age: 26
Posts: 12
Rep Power: 1
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A currency based on gold/silver/copper makes most players feel right at home from the first minute. In my opinion it's important that all new players quickly can understand something as basic as the game currency and trade.
I don't think a barter system is fully applicable in the online gaming world as long as the average player don't spend half their waken time in-game. In the real world barter usually replaces money as the method of exchange in times of monetary crisis, i.e. when the currency is instable. As long as gold farming is prevented by measures such as someone mentioned, the possibility to loot other players gold I don't see that happening in this game. I also think the common player would find it difficult to stay "up to date" with all fluctuations in value for each commodity. Let's face it, most players find it hard enough to keep up with market values as it is. The larger mass is required for a MMORPG to really evolve and prosper. Let's not make it too hard for them and scare them away. A good game is advanced, challenging and filled with limitless possibilities for its players. But the basic gameplay and trade must be as simple as possible for everyone to grasp instantly. A compromise on the subject with barter could be to set up a "Global Trade Exchange" (or several local Exchange Markets for each region) where players could swap their loot for either services or other goods without forcing a barter system on all players, even though it's cool. |
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#25 (permalink) |
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Junior Member
Join Date: May 2008
Posts: 85
Rep Power: 0
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Gold coins. Just go with gold coins, please! I hated dealing with all those different types of coins. It made making money a pain in the ass. You need this many coppers to make a silver. You need this many silver to earn a gold. Ugh, no more of that WoW crap.
UO had it right. Gold coins and nothing else. |
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#26 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 75
Rep Power: 0
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I'd like to see culture based currency. Each region, each culture, as in real life, has it's own monetary system, there could be brokers who offer an exchange perhaps, but the value should fluctuate, and it could do so based on in game transactions. So if city X has more goods bought and sold in a week than city Y, city X's money goes up, Y's goes down. Oversimplification of economics, but hey, it's a game.
Now to keep it from getting too complicated, you could also have silver, gold, tin, bronze, coins or chunks drop from mobs, which could be sold to a culture for their coin. |
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#27 (permalink) | |
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Junior Member
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Quote:
But, I should point out, the copper,silver,gold system is not WoW crap. That kind of system has been used in several video games, as well as tabletop/pen and paper D&D type games. I actually don't mind either system. However you put a face on money in games, it is still the same system. It's like game shows where each question is worth 10 points and you play to 100; why not each question be worth 1 point and you play to 10? So either 100 copper will equal 1 gold to buy a hat, or 100 gold will buy a hat. |
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#28 (permalink) | |
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Member
Join Date: May 2008
Location: <-- That way -->
Age: 33
Posts: 427
Rep Power: 1
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Quote:
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[Mats Persson], 'Things might sound cool and/or realistic on paper, but it's a completely different thing how they play out in the game.' |
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