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Everything posted by Chaoticgnome

  1. Gold historically has gone through both inflationary and deflationary periods. Most modern economist will tell you that an inflation rate between 1-6% (depending on which economist you ask) is the ideal level for a healthy economy. They will all agree that deflation is a disaster. For references to deflationary periods, see the Great Depression and Japan's Lost Decade.
  2. There's a difference between changes in the price of a commodity and the 'price' of the currency you use to buy things. One of the purposes of a 'currency' is of a store of value. Going long on wood, expecting the price to go up is great but what happens if you expect the value of your currency itself to jump around? If a gold coin is going to buy you less each day, there will be a mad rush to drop your gold and get a-hold of a more stable commodity. If a gold coin is going to buy you more each day, there's an inducement to hoard the gold, put off purchases and reduce the overall commerce of the world. These would certainly be interesting events. I mean hey, gameplay doesn't get more emergent than when you have your own Free Silver movement. I cconcede the choice of craft or coin would mitigate this, deflation would induce more crafters to make coins which would act as a counterbalance and vice versa, but it's hard to know how effective a counterbalance this would be. And I'll concede this kind of economy would grant some interesting potential to wage economic warfare.
  3. Has anyone on this thread actually proposed infinite supply of fiat? Just felt like I had a useful post noting how limited supply defuses the incentives to just farm and then get replies of "an infinite supply will encourage farming and grinding." Gah! I'm okay with a craftable currency or even really gold ingots, which is my guess for what would become the SOJ of choice. I don't think lacking a fiat (and by this definition I simply mean it's not something that can be crafted but has a much more specific outflow) breaks the game, but will lead to more price volatility and the risk of shocks. Some people might argue having commodity crises would be part of the featured experience, but your mileage may vary. Input Or as some put it the grind Obviously commodities we understand. Wood you'll get from lumbermills, iron from mines etc. And these resources will be limited by the rate a mine can harvest and possibly absolute values. I seem to recall the FAQ mentioned something to the effect of "some mines will produce a lot more but it'll be lower quality resources" So the inputs of these resources are well understood A fiat could be inputted in the same way. Let's say the fiat is diamonds...then you capture a diamond mine. Maybe the fiat is the souls of mortals you are 'rescuing' from this dying world. Capture a village that hands over souls at a fixed rate. There is no reason a fiat could not be added seamlessly as another POI or tactical resource. You could also have fiat drop off of monsters, but at long as there is a tight control on the supply, there won't be enough out there to grind. Monster loot will get picked up as an incidental when capturing other objectives. Anyone trying to go out hoping to make lots of loot farming is more likely to get ganked for their trouble. Output Kitchen sink Okay so where does fiat go? Parcel maintenance seems a perfect choice. I don't think any one resource makes more or less sense for maintenance. If you have a parcel that's just a forest, what sense does it make to need wood or iron to 'maintain' it? Souls captured from campaigns makes some lore sense if you had a theory about how EK's don't get sucked towards the hunger. You could also have some fiat necessary in construction of some EK buildings. So only one or two sinks are reasonably available. Good! I argue having only one or two outputs is advantageous. What outputs do commodities have? Hundreds. Absolutely anything that requires that material. And unless resources degrade, players would have 100% control over the output rate. This creates a market distortion. If gold ingots or a currency crafted directly from gold is the unit of exchange, people will use gold less to craft because they want to hold onto it for liquidity. If this desire to hold becomes too great it might lead to self imposed inflation. Oh, but suddenly it's revealed the Krusher Guild has been kicking ass because they discovered Gilded Catapults with their higher AOE damage gives you a huge siege advantage that the meta hasn't caught up to yet. Now everyone needs as much gold as possible or they're getting blown apart in campaigns. Now that unit of exchange might be getting scarce, and you have deflation. With controlled input via limited supply in campaigns and controlled output via a handful of EK places to spend, you allow close control of the overall money supply. If you start to witness deflation or a recession in crafting, you can pump the economy up a bit by throwing more fiat into campaigns. If the reverse happens, you can pull the fiat away. TLDR: Fiat can have just as many inputs as any commodity and would not be infinitely available like in other games. Fiat could have closer control of outputs which would allow for more price stability, which crafters would probably appreciate.
  4. He means having different qualities of specific items is already one of the advertised feature and the suggestion is superfluous.
  5. Chinese gold farmers won't fare too well when they have to walk to the ambush-I mean embargo site every time they fill their pockets with gold pieces.
  6. I don't see a fiat currency being inextricably linked to killing mobs. It could be another resource that can be generated from mines like gold and iron. What would make a currency fiat vs commodity is simply that it doesn't serve as a source to craft anything. That said, I'm not opposed to a currency dropping off monsters necessarily. The trick is controlling supply. A fiat currency allows tighter control of both the inflow and outflow. I don't have deep experience with MMO's but what seemed to be the real source of farming was infinite supply. When I was playing EVE there was never a time we went "Well, this solar system is out of asteroids." I envision a fiat currency being regulated like any other item in the game and there would only be some finite amount of it in a campaign. Mobs probably don't respawn nearly as often, and the actual money rewards would be paltry by comparison. Let's say 100,000 fiats were to be given out in one campaign. Well, only 833 fiats would be up for grabs during any one day of a 4 month campaign. Or even less, maybe the rewards increase exponentially as winter approaches. You get 2 fiats for a spring wolf but you get 200 fiats for a winter zombie. Remember to embargo your gold, and oh if you just sat around waiting till winter to farm you don't get more than 5% of what you embargo'd cause you weren't active (as per the FAQ) I'm not saying this is necessarily the best way to do it, but it would be viable. With a limited supply of fiat out there to aquire, farming for fiat would be more like mining bitcoins: time consuming, expensive, and ultimately disappointing.
  7. Currency - Yes Game-wide Currency - Yes Campaign-specific currency - No My concern on campaign specific currency is there won't be enough time to reinvent the wheel every campaign. It seems more likely that, barring no official currency, EK crafters will eventually decide on a commodity currency and campaigners will bring that convention with them.
  8. There are a lot of theories of how the currency system was started. One explanation was currency started from tokens used for wages. Let's say an ancient Sumerian's wages for a day's work at the temple are two measures of wheat and a bottle of olive oil. He'd probably be paid on a daily basis, but it's pretty impractical to have bags of wheat and oil sitting on the temple steps to hand off. But you could give each worker a token which they could bring to a separate location where wheat and oil are stored and they could claim their wages there. I heard a theory of currency as a way to quantify debts of honor. If you accidentally killed someone's son, rather than war, a fee is agreed upon. If there is no currency, you have to have some kind of system where you quantify spoons and goats and swords. If you look up the Wikipedia entry on shekel, it also notes that the term referred to a weight, rather than a signage, so all the value gold coins had was by the material worth. In that way, gold and silver coins were commodity currencies more or less, and were chosen over time because they were fungible divisible and rare.
  9. In a simple economy like an MMO, a commodity based currency can work fine. Let's just say people agree on gold ingots. If you know how many gold ingots any commodity is worth, you can now barter much more fairly, similar to how in Fallout, when you barter, everything is priced in bottlecaps. Bottlecaps don't change hands, but because everything is priced in that way you know you're getting what is considered a fair deal. There is one argument for crafting gold coins: A gold ingot might be too valuable to be used for every possible transaction, so maybe crafting a hundred gold coins for each ingot grants a little more divisibility. Different people making competing currencies would be madness, but a universal recipe that even the simplest crafter could use where you take an ingot and make a hundred coins would be logical. There is a strong argument for an overarching fiat currency: If a commodity becomes the unit of exchange, price volatility will be much higher because players will partially control the money supply. If gold ingots become the common exchange, people may begin to hoard them, choosing to craft non-gold items and keeping the gold for liquidity, leading to inflation. Some gold-based item might be shown to provide campaign advantages and suddenly all your money is being turned into siege weapons and we have massive deflation. However let's say currency is measured in diamonds: an item that is found in campaigns that cannot be crafted into anything, but is the only accepted payment for parcel upkeep. Now you have only a single output source. This makes it significantly easier for the devs to regulate the money supply. In this form they can act like the Fed or any other sovereign bank. The same argument is being made here about controlling the supply of a commodity currency. As hamopeche says, if upkeep was denominated in copper bars, the devs could take away the punchbowl when copper gets too plentiful and engage in quantitative easing when copper gets too rare. It would certainly be possible to closely regulate commodities this way, but it isn't desirable. It would be a cludge that added a lot more work and a little more confusion for the sake of not using dirty dirty fiat.
  10. There has to be 'some' kind of in game currency so that you can pay taxes on your parcels, and possibly guild management dues etc. This could be VIP tokens, or whatever commodity the game demands, or crafters might turn gold bars into gold coins... Ironically, accepting the payment of taxes in a given currency is one of the examples given of what gives a fiat currency inherent value.
  11. Can I have a goatee in the mirror world?
  12. Variable item quality may make it difficult to implement such an API unless the quality is strictly tiered.
  13. Trusting players to name things? We never said we wanted the gameplay to be that emergent.
  14. Oculus Rift integration might make the difference, allowing you to look where you want to walk and bind one of the mouse buttons to move forward.
  15. "This should be in a later patch and not part of the core game" describes about 70% of the threads in the Suggestion Box forum.
  16. I have no problem with unique items breaking down like everything else. Everything must waste away eventually. The story of a legendary item's death can be as important as the story of its creation. In fact, a memory wall would be pretty cool. It could be a website or a structure inside an EK or whatever...meant to immortalize old legendary items. That's what things like Excalibur are to us now anyway. Ashbinder the Two Handed Sword Forged by Talos the Merciless on August 25th 2017 (Or some in game calendar system) Wielded by Haggosh Slim, Micah Frostbinder, and Jayne Tirindale. Snapped in twain when Jayne Tirindale plunged it into the belly of Timmet Oak In a world where some games will track how many steps you take throughout a campaign, I would guess it wouldn't be too difficult to record who has worn an item in battle (either actually dealt damage with it or absorbed damage in the case of armor), who was wearing an item when it broke and who/what was on the other side of the breaking. Throw in some color commentary like "shattered in the duel between..." etc and it starts to create some history.
  17. This is similar to my thoughts on how players could create interactive content into their Eternal Kingdom. I would never want PvE rewards, but anything that can make an EK more unique or interesting seems like a positive direction. There are a lot of people that react very negatively to those three letters together. You say "It'd be cool if you could make Pve-like content as another way to have fun and interactivity at your EK" and people hear "PvE PvE, PvEPvEPvE raidsdropsinstance PvE PvE." Imagine the other options: Guild Training: Sometimes people need to train raw recruits not just on how to fight against other characters, but in how to beat the zombies and wolves they will encounter as well. Sometimes you can't always have a senior guild member around every hour of the day for newbies to work with. Learning how to dodge some NPC's in an EK will help you learn to dodge when that enemy Templar is barreling at you too. Want to see just how good you are at communicating with your teammates, head through the cave of horrors at the guild EK. If you can stay organized enough to beat that, then your enemies in the next campaign won't know what hit them. And if you make it through the whole cave, you get a little trophy to remember your accomplishment by. Build Test: Is that agility boosting sword really going to help your play-style? Just what does it do to your survivability if you're in +4 chainmail instead of +3? Getting ambushed by 3 assasins is the wrong time to decide how your gear is going to hold up. Random fun and games: Gee, this EK tradehub is just like the last 45 trade hubs I've come across. Oh, but this is kind of interesting, there are a bunch of thralls that ask you riddles. It's nice to have something to do as I wander around the shops. I hear the riddles change periodically, I should stop by next week and see if there are new ones. Hey did you hear about Hogmarn the Mountain King? Yeah, I know his crafted gear is the best. I heard he has a special shop on his EK carved into a mountain where he sells legendary named items, but to reach it you have to pass through a valley of Hunger Infected wolves.
  18. Massive guilds overpowering smaller groups has been my largest concern because I hope to be able to play effectively as part of a small tight knit guild with some current friends. God's Reach and The Infected will have guilds forming alliances due to being under the banners of the same faction/deity. Allowing alliances to balance out against large guilds in The Shadow seems reasonable. The only other alternative I could see would be campaigns that only allow a limiited number of guild members to join. I think the one thing guilds should offer is a way to organize and communicate. 10 guilds made of 5 tightly knit friends can likely be more effective than a single 50 person guild of mild acquaintances because each smaller guild can have tight focus on specific tasks. The EK system of fealty might offer some potential. Chains of command could be established to help organize guild activity. These need not be strictly hierarchical. A circular system of crafters, harvesters, and fighters might all report on what is needed from the other groups, materials, protection, and crafted items.
  19. Your ideas are intriguing to me and I wish to subscribe to your newsletter.
  20. The "Thousands of Exaliburs" was more choosing a cliche weapon name as an example of why exclusivity might give more meaning to a weapon name and wasn't a commentary on the lore of the game. My idea was not that people could assign any old sword or shield a unique name, but that a skilled crafter using the best materials would, every now and then, make something truly exceptional. A non-dedicated crafter would never have the commitment to get to that level.
  21. It would be a wonderful achievement for crafters if every now and then, when making an exceptional item, they could assign it a unique name. You'd want this to be something that doesn't happen too often. The FAQ mentions getting variable quality if you make the same thing multiple times, so it could be an added reward for a rare critical-success at crafting. It'd be nice for names to be unique so there aren't a thousand Excaliburs flying around a campaign. You'd also want the names to recycle eventually to be reused elsewhere, say six months after the item was obliterated due to wear etc. What would you name your critically successful crafted items? Rockblock: Some sort of armor with elemental resistance The Chimney Sweeper: A flail with fire damage An Exceptional Sword: self explanatory
  22. None of this is relevant to the MMO. All this is arguments about macro which won't really exist in a meaningful way. Successful groups will follow close to communist models because it's indicative of overall player cohesion and the real payoff is successfully navigating to embargo points rather than any one transaction inside a campaign. But hey, anyone who wants to make the Ayn Rand guild that organizes itself on pure objectivism is welcome to improve the meta. Krugman is one of the most accurate prognosticators in the country. Since the recession he's noted that increasing the monetary base wouldn't increase inflation because we're in a liquidity crisis He's pointed out austerity and raising Fed interest rates would be contractionary, which much of Europe has borne out He's explained that interest rates on treasury notes will not increase in reaction to a high national debt as long as you are lending in your own currency. Current treasury notes have recently had negative real interest rates He has had to deal with people making the same macro 101 errors over and over and watched as others fail to ever learn from their false predictions or admit error.
  23. Adding Objectivism to Crowfall is essential! Can Andrew Ryan be a stretch goal deity? I could see this being useful for faction and deity campaigns when you may have a lot of non-guilded players thrown together. I would prefer something that is less focused on posting quests and rewards and more a set of tools that helps organize players by their capability and needs. The crafter could log in and see the faction has requested some more armor and warhammers after a recent battle . An hour later three friends log in and see on the board that the crafter is calling for people to bring him another 100 units of copper so he can finish his craft projects. Alternatively, every campaign could come with a forum that gave a space for faction/diety teams to communicate. Be a board for tasks that need to be done etc. If teams are going to make some of the tactical choices mentioned in the recent bloodstone example update, something more than a chat window to divide labor would help a lot.
  24. There's some good feedback here and gives me a good sense of how the player base is currently leaning. PvE is a four letter word to some people, and I probably would have been better saying something like "player made interactive content." I'm not really worried about adding balance for PvE with the above idea. As it's pointed out, that isn't the core focus. But having the ability to spawn monsters would give the option to fight a few mobs to blow off steam, test a new ability or build etc. Adding the ability to trigger spawns or something to that effect could create fun little sideshows that add extra flavor or interest to an EK. Combat oriented things were where most of my example went, but the real thrust would be new things to do that would encourage more exploration of other people's EKs. Like this idea. Jetah's idea isn't combat oriented, but has potential for being a fun side activity and options to have something to do besides trade goods at an EK. The strongest argument given to the thread is there's no reason for any of this to be implemented because it's not part of the core PvP game, but I get the sense a lot of people think that applies to EK's in general. I think adding more interactive options can open up EK's. ArtCraft could have made a static screen where you click on what relics you want to use..or made it a giant empty hallway. But they made parcels with lots of space and customization options. Adding a few extra tools that could make an EK unique beyond how the buildings are arranged seems desirable.
  25. This is pretty low on the priority list, but reading through the Eternal Kingdoms and their potential got me thinking about additional customization. It seems like Eternal Kingdoms have only a small handful of reasons to go public: Trade Hub Tournaments or other structured PvP battles General Social/Chat area As I heard about the arranging of parcels and different things to be built, I felt there is a great deal of potential to go a step further. PvP campaigns are the true focus of the game, which wisely avoids the massive expense that is required to maintain PvE quests etc...but what if you created a few tools that allowed players to create their own quests and scenarios. I'm not looking to make a gonzo option or make Crowfall something it's not. I was drawn to the game for its PvP focus, but seeing the tools available for Eternal Kingdoms started giving me ideas. Proposal Create tools that allow the creation of customized PvE situations inside a player's eternal kingdom. These tools could be as simple as the ability to build spawn points to generate PvE baddies like you would build some other structure, or have complex elements like dialog, quests, fetch items, event triggers etc. Possible Application Guild's creating training scenarios to prepare for campaigns Time trials: Who can kill 100 zombies fastest Player created quests and adventures Various custom game scenarios -Survival game: Players sit in a castle and zombies just keep spawning and coming to kill them, how long can you last? -MOBA style PvP -Tower defense? Challenges My coding experience consists of reading a book about Ruby once. I don't know realistically how much time and money would be needed to implement any of this. This idea is extremely tangential to the core concept of the game. I don't know how much effort implementing this sort of thing would actually take. The creators likely would not want to make this too elaborate, because it would distract from their core focus. If things like event triggers and some sort of questing system were not available, scenario options would become much more limited. There is no good way to create rewards for completing PvE scenarios. Resources must all flow from campaigns to maintain the focus of the game, so it's unlikely these player made PvE scenarios would generate any loot. However, I think many players would enjoy these scenarios for their variety and to allow a break from the campaigns while still fighting stuff. And there would be many players who would be willing to make these scenarios for creative satisfaction rather than hoping for material fees from people for playing through them. Notes and Thoughts: Spawn points, event triggers etc could be craft-able items the same as a sword or a castle. You could make them with the regular resources like wood and alloys, but it would be interesting to have custom items brought back from campaigns. For instance you want to make a wolf spawn point. Well you need so much lumbar and iron but also need a dozen wolf souls, which occasionally drop off of wolves found in campaigns. Throw those souls into the spawn hut and it will make a dozen wolves near where you build the hut, and every 15 minutes, it respawns the wolves. This mechanic would make the PvE building linked to resources found in campaigns. You could even have the spawn points degrade with time. Rather than PvE players getting gold and items, the focus would be the satisfaction of the play-through. To help maintain costs, the creator may even ask for a small fee for the right to play through the adventure. You could potentially craft special rewards like a trophy that players who beat a scenario receive, like a merti badge, to give more inducement to players to try out the campaign. These would have no material benefit to them but would be for bragging rights and personal satisfaction.
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