Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
valor

C&C Weekly Discussion/Poll: Coins

Recommended Posts

As you can see here, the player is trading items to the vendor in exchange for other items (the 4 bottlecaps are just to make up the difference.) The dollar sign at the bottom on the trade window is is just an indicator of the value of each side of the deal. My point is you could remove the bottlecap currency, mod it out of the game completely and this system would still function.

 

Which is exactly what some MMOs have done... know what players did?  They created their own currency standard.

 

Diablo 2 used the Stone of Jordan as a staple trade item because gold was not valuable enough to warrant trading it for items.  Path of Exile carried on this tradition with scrolls and runes.  In fact, any time an MMO has had worthless currency or no currency at all, players have simply come up with an easily transferable, low weight, valuable alternative to serve as currency -- even if it's Bullets, bulk Rares, or Sheep.

 

You can remove currency from the game.  You can't remove the concept of currency from the community.  Players want to be able to assign a value to something.  Saying it's worth 40 Chickens makes it clear whether or not it's more valuable than something worth 30 Chickens.  Supply and demand can change the value of an item, like machine guns being less valuable than apples in Soviet Russia.  But having a rough sense of worth is the act of quantifying just how much of a change there actually was.

Share this post


Link to post
Share on other sites

You wouldn't need to set prices for that many resources/items, just once for each of the ones you actually wish to buy. All Artcraft need to do is enable thrall vendors to take these items in barter. As I said, look at the fallout series or the recent wasteland 2 for examples of this system in action.Edit: Maybe it would be easier to just show you what I mean:RkVw9ud.pngAs you can see here, the player is trading items to the vendor in exchange for other items (the 4 bottlecaps are just to make up the difference.) The dollar sign at the bottom on the trade window is is just an indicator of the value of each side of the deal. My point is you could remove the bottlecap currency, mod it out of the game completely and this system would still function.

Um...Fallout's system is based on a universal currency.

 

If you assign a relative value for each item, to place on a vendor, you have just set a currency value, whether that currency exists or not.

Share this post


Link to post
Share on other sites

Both Eve and GW2 have external-to-internal economies. In both you pay $$ to get a virtual thing (PLEX or Gems, respectively) that can be converted into an in-game currency (ISK or Gold). This process can be reversed, buying the Thing with the in-game currency. In Eve, you can sell Plex for real cash out-of-game (although it is not condoned by the devs). I am not sure if you can sell GW2 Gems for real-life cash.

 

But in both systems, while the price of the virtual Thing (PLEX or Gems) fluctuates/changes based on market forces, it always goes up.

 

WEwXL6f.jpg

and...

5twH2iA.jpg

 

This inflation requires constant attention by the devs. PvE rewards and other loot or quantities has to get more and more valuable so new players aren't stranded with too little money to do anything. The gap between rich and poor player continuously get's bigger. And often the cost for raw resources ends up being MORE valuable than the finished goods.

 

I'd like to know if the dev's have a plan to address this.

Edited by toxophile

eEvERiW.jpg

Share this post


Link to post
Share on other sites

Both Eve and GW2 have external-to-internal economies. In both you pay $$ to get a virtual thing (PLEX or Gems, respectively) that can be converted into an in-game currency (ISK or Gold). This process can be reversed, buying the Thing with the in-game currency. In Eve, you can sell Plex for real cash out-of-game (although it is not condoned by the devs). I am not sure if you can sell GW2 Gems for real-life cash.

 

But in both systems, while the price of the virtual Thing (PLEX or Gems) fluctuates/changes based on market forces, it always goes up.

 

WEwXL6f.jpg

and...

5twH2iA.jpg

 

This inflation requires constant attention by the devs. PvE rewards and other loot or quantities has to get more and more valuable so new players aren't stranded with too little money to do anything. The gap between rich and poor player continuously get's bigger. And often the cost for raw resources ends up being MORE valuable than the finished goods.

 

I'd like to know if the dev's have a plan to address this.

 

This wealth gap will always happen with free market economics. The only way to change it is through wealth redistribution and some kind of in-game socialism. I'm not saying that's necessarily a bad thing, if they want to do that, but it looks to me that most players want this game to be as free and open as possible in all things.

 

I think the way that ACE has chosen to address this is just by having the campaigns reset. That way, while this wealth gap will likely still be there, the impact will be minimized in the campaigns, requiring any in-campaign empire builders to rebuild from (near) scratch every few months.

Share this post


Link to post
Share on other sites

I don't think coin will inhibit a player driven economy in any way. What hurts player-driven economy? Gear that doesn't decay, being able to make your own gear, gear dropping from monsters, and lack of interdependence between crafting disciplines (or however crafting arises).

 

I'm sure there are others, but I think the whole barter system ALWAYS turns into currency anyway. Like others have said, it would just be a matter of time before iron bars or whatever turned into a currency. And besides, how on earth would they handle taxes and maintenance and vendors without a common currency? I've yet to hear a cogent (or any) response to this question. How do you collect taxes without a currency? Does one person pay in chickens and the other in iron bars? What's the conversion rate? See how it gets messy?

 

Currency seems inevitable, which is presumably why they decided to put it in. Either players create it or the devs do.

Edited by Varaben

Share this post


Link to post
Share on other sites

Um...Fallout's system is based on a universal currency.

Actually there were several, all worth a trade value of $1. At least in fallout tactics, can't remember if this was true of 1&2.

 

If you assign a relative value for each item, to place on a vendor, you have just set a currency value, whether that currency exists or not.

That's the point I was trying to make, the currency doesn't need to exist for the system to function. It can work -and often did- as a pure barter system, I spent a lot of my time trading guns and other looted junk for medkits.

 

For the record I'm not an advocate of a pure 100% barter system with no currencies, I just don't accept the argument that it would be hard to program or be overly complicated to use/manage when the fallout series did it almost two decades ago.

Edited by Fenrial

Share this post


Link to post
Share on other sites

For the record I'm not an advocate of a pure 100% barter system with no currencies, I just don't accept the argument that it would be hard to program or be overly complicated to use/manage when the fallout series did it almost two decades ago.

 

But Fallout didn't do it, they had bottlecaps too.  The set value of items is like how MMOs have values on their trash loot.  By your example, EVERY existing MMO has a barter system like Fallout because you can simply load the Sell window with countless trash drops to buy whatever you want from the vendor.  Gold is optional.

 

On the player side of things it would also go back to what I said, the community would create currencies that were easier to manage than carrying fifty-seven suits of armor to trade for a single legendary sword.  They'd instead deal in some low weight, high value trade good that carries the same backing as those suits of armor.  You're right that it's not overly complicated to use such a system because it's the same system that has been in place for every game since EverQuest.

Share this post


Link to post
Share on other sites

Also can we please come up with an official name for the in-game currency. I'm sick of calling it VIP tokens. That title is so non-fantasy its disturbing. How about CROW (Currency and Recognition of Winning). God I'm terrible at Acronyms. VIP sucks. Replace it please ;)

Call them CoR's, or gold CoR's or golden CoR's, or just plain cors

 

CoR/cor = Coin of the Realm 

 

As it is Written, So Shall It Be Done

Edited by Warprose

Obsidian-ForumSignature.jpg

 

@Obsidian_Guild - Covert Stealth Operation Specialists -  http://theobsidian.co

 

 

Share this post


Link to post
Share on other sites

This has basically been answered with a "no". In fact, one of their primary reasons for creating a currency was for coding player owned NPC vendors

 

 

The campaigns are the primary focus of the game and combat is the jumping off point. Again, I think self proclaimed "hardcore PvPers" are getting a bit over their skis with how much they are going to be able to avoid non-combat interaction and gameplay. The campaigns are meant to be fully fleshed out MMORPG worlds themselves, not just extended battlegrounds.

Exactly, where will they get their beginning armor, weapons, food, etc. 


Obsidian-ForumSignature.jpg

 

@Obsidian_Guild - Covert Stealth Operation Specialists -  http://theobsidian.co

 

 

Share this post


Link to post
Share on other sites

Exactly, where will they get their beginning armor, weapons, food, etc.

WUT?

 

Explain please


 

This game looks like a larger scale version of marvel heroes so far with forts.  - nephiral marts 7 2015

 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...