Neurath wrote: » Wiki says Glint is tied to Economic Areas but Economic Areas are most of the map.
NiKr wrote: » Neurath wrote: » Wiki says Glint is tied to Economic Areas but Economic Areas are most of the map. That's there to give context to the changes to the system.
CROW3 wrote: » But there’s a variable exchange rate for glint to gold. So, essentially we have an abstract currency with a gold standard.
Raven016 wrote: » We need glint clone and glint stash features. Else I cannot commit.
NiKr wrote: » Yeah, glint being a currency was my first thought, but no, it's a buncha mats instead, so inventories will get overpacked and mats won't be exchanging into each other like currency so we'll have to grind glint to have precise numbers of it. In other words, right now this system just seems like a huge pain in the ass.
Neurath wrote: » Will be small intakes unless the guild is together with a few caravans. Cargo boxes would be required.
NiKr wrote: » Neurath wrote: » Will be small intakes unless the guild is together with a few caravans. Cargo boxes would be required. This could potentially work towards the node loyalty design, but we don't know the mob distribution, so it's hard to say if those who go out to farm will have to go back to their og node and deposit their daily glint just so that they always have it for fees and taxes. Just yet another potential fault in the system.
Nerror wrote: » Considering they are supposed to drop on death, like mats, and might possibly be crafting materials as it is, I actually see glint as a system that reduces inventory clutter, because it seems like the only drops we get from mobs are either glint, other materials and the occasional finished item from certain mobs. I have zero issues with that.
NiKr wrote: » We also can't carry a ton of glint, which implies limited stacking, so glint will fill up your inventory even more!
Taleof2Cities wrote: » NiKr wrote: » We also can't carry a ton of glint, which implies limited stacking, so glint will fill up your inventory even more! This will be interesting to test in Alpha 2. I’m sure it will be a pain for character inventory … so there’s incentive to run the caravans.
Percimes wrote: » 1) Glints. Drop from mobs, bound to the character. Can be used to pay for some node/citizen services or to buy commodities. 2) Gold. The traditional currency. Obtained through the sell of commodities (possibly part of quest rewards too). The universal currency for player to player transactions and to pay NPCs. Am I missing any?