Kesthely wrote: » MrPockets wrote: » Noaani wrote: » While this is good in theory, the most recent game I can think of that had anything similar to this is Path of Exile. The game sort of had currency, but only sort of, as the "currency" was consumable items. What tended to happen in that game is about 65% of players just didnt bother trading at all. It worked well enough for the remaining 35% or so. It was indeed more social for that percent that bothered with it - though an argument could be made that the 35% didn't need any assistance in socializing. To me, this means that if your purpose for having a currency and trading system is to facilitate the easy and frequent trade between players, anything that removes basic currency from the picture is a negative. If your reason for having currency and a trading system is different to that, then perhaps that outcome may change. I think this brings up good questions about player psychology. For sake of argument, let's assume we want to try an avoid players using items as a currency. One option to accomplish that is to just make the main currency infinite, as almost all games do. But what if another goal we have is to prevent infinite inflation of that currency? I think than then leads to the most common practice of "gold sinks" - remove currency from circulation to curb the infinite influx of money generated by the game itself. I think the next line of thought is then: How easy is it to manage/design those gold sinks? Does a fixed money supply change this at all? I think the sinks just turn into "gold recycle systems"....and now that I'm thinking through this, if a game had perfect gold sinks, would that be equivalent to a fixed money supply? inflation actually isn't caused by a surplus of money, its caused by a surplus of goods. Restricting money, or adding gold sinks only increases inflation, if you don't have enough good sinks. With node development causing a lot of goods to be consumed, and those nodes beeing destructible, inflations will be a lot less
MrPockets wrote: » Noaani wrote: » While this is good in theory, the most recent game I can think of that had anything similar to this is Path of Exile. The game sort of had currency, but only sort of, as the "currency" was consumable items. What tended to happen in that game is about 65% of players just didnt bother trading at all. It worked well enough for the remaining 35% or so. It was indeed more social for that percent that bothered with it - though an argument could be made that the 35% didn't need any assistance in socializing. To me, this means that if your purpose for having a currency and trading system is to facilitate the easy and frequent trade between players, anything that removes basic currency from the picture is a negative. If your reason for having currency and a trading system is different to that, then perhaps that outcome may change. I think this brings up good questions about player psychology. For sake of argument, let's assume we want to try an avoid players using items as a currency. One option to accomplish that is to just make the main currency infinite, as almost all games do. But what if another goal we have is to prevent infinite inflation of that currency? I think than then leads to the most common practice of "gold sinks" - remove currency from circulation to curb the infinite influx of money generated by the game itself. I think the next line of thought is then: How easy is it to manage/design those gold sinks? Does a fixed money supply change this at all? I think the sinks just turn into "gold recycle systems"....and now that I'm thinking through this, if a game had perfect gold sinks, would that be equivalent to a fixed money supply?
Noaani wrote: » While this is good in theory, the most recent game I can think of that had anything similar to this is Path of Exile. The game sort of had currency, but only sort of, as the "currency" was consumable items. What tended to happen in that game is about 65% of players just didnt bother trading at all. It worked well enough for the remaining 35% or so. It was indeed more social for that percent that bothered with it - though an argument could be made that the 35% didn't need any assistance in socializing. To me, this means that if your purpose for having a currency and trading system is to facilitate the easy and frequent trade between players, anything that removes basic currency from the picture is a negative. If your reason for having currency and a trading system is different to that, then perhaps that outcome may change.
Kesthely wrote: » inflation actually isn't caused by a surplus of money, its caused by a surplus of goods.
Percimes wrote: » Depraved wrote: » MrPockets wrote: » Percimes wrote: » If no coins are minted anymore and only those in game are in circulation, players will find another currency for as many things as possible (aka when with other players). Trading items directly. Used to see a lot of that in EverQuest on my server: trading this item and this item plus X pp against that other item. Hard currencies will be reserved for trading with NPCs. Some drop items would probably become more valuable than their use would suggest if they were easy to trade to NPC merchants for gold. Better start collecting sea shells folks. I never thought of this, it is a good point. But would this really be a bad thing? would it drive away players? or would it be a unique selling point that brings in new players? I know a lot of players want to bring the social aspect back to MMOs, and this helps in that endeavor, right? how is trading an item for an item more social than trading an item for money? It must be a in person trade, rather hard to implement in an automated player shop. And both parties can haggle for the exact term.
Depraved wrote: » MrPockets wrote: » Percimes wrote: » If no coins are minted anymore and only those in game are in circulation, players will find another currency for as many things as possible (aka when with other players). Trading items directly. Used to see a lot of that in EverQuest on my server: trading this item and this item plus X pp against that other item. Hard currencies will be reserved for trading with NPCs. Some drop items would probably become more valuable than their use would suggest if they were easy to trade to NPC merchants for gold. Better start collecting sea shells folks. I never thought of this, it is a good point. But would this really be a bad thing? would it drive away players? or would it be a unique selling point that brings in new players? I know a lot of players want to bring the social aspect back to MMOs, and this helps in that endeavor, right? how is trading an item for an item more social than trading an item for money?
MrPockets wrote: » Percimes wrote: » If no coins are minted anymore and only those in game are in circulation, players will find another currency for as many things as possible (aka when with other players). Trading items directly. Used to see a lot of that in EverQuest on my server: trading this item and this item plus X pp against that other item. Hard currencies will be reserved for trading with NPCs. Some drop items would probably become more valuable than their use would suggest if they were easy to trade to NPC merchants for gold. Better start collecting sea shells folks. I never thought of this, it is a good point. But would this really be a bad thing? would it drive away players? or would it be a unique selling point that brings in new players? I know a lot of players want to bring the social aspect back to MMOs, and this helps in that endeavor, right?
Percimes wrote: » If no coins are minted anymore and only those in game are in circulation, players will find another currency for as many things as possible (aka when with other players). Trading items directly. Used to see a lot of that in EverQuest on my server: trading this item and this item plus X pp against that other item. Hard currencies will be reserved for trading with NPCs. Some drop items would probably become more valuable than their use would suggest if they were easy to trade to NPC merchants for gold. Better start collecting sea shells folks.
Arya_Yeshe wrote: » What if people who mine gold could mint more coin? Or bring that gold to the node so more coin is minted. It is quite crazy that there are so many MMOs with people mining gold, but the option of minting more coin was never there. edit: What if minting was a skill? You would bring your minerals to a player who can mint an he could make coins of many kinds. So, your node could actually have it's own coin, a guild could have it's own coin and so on. There would be people making money by exchanging coins
WeGbored wrote: » I feel like this would just drive the RMT market to absolutely insane prices.
MrPockets wrote: » Let's say that a game starts with X amount of gold that is given to players by the typical means: mobs, quests, npcs, etc. But once X reaches 0, those systems temporarily no longer give out gold rewards. The only way to get them to payout again is by cycling the gold through the game's gold sinks: taxes, fees, etc that would feedback into that initial pool of gold.
Gui10 wrote: » @MrPockets an alternative is a money supply fixed PER player. like each players gets 100k from quests, and thats it. Traders dont buy anything unless they sell their stuff to players and have gold in reserve. This too doesnt work because we already know there will be an infinite supply or natural resources like wood, metals, plants, furs etc, so you just end having humongous stockpiles of low and high tier resources that sell for dirt cheap, and it forces players to make alt after alt after alt to grind out quests and cash, which I dont think is the game experience we are looking for. I dont want to get into the RMT discussion because I feel a game should do everything possible to eliminate it right out. RMT will always go up and down according to the games popularity and state of economy.
MrPockets wrote: » To reiterate, I have no clue if this would actually work or not, it is just an idea I find interesting.
bloodprophet wrote: » A couple of years ago there was a thread about RMT and ways to prevent it. There was mention of a game(don't remember which one) that doesn't allow players to trade in game currency. As a result players used other things as currency. The same would happen here. If you read Tomas Sowell he talks about how at an internment camp in WW2 the prisoners had no money. They all got the same daily kits of rations. They all chocolate and cigarettes. Clearly some people don't want one of these things and barter began trading one for the other. People will just find away and if the system is bad enough they will find a substitute. If a developer took complete control of the economy and stopped all player trading of in came currency and items. People would still find away or just not even bother playing.