Sathrago wrote: » I'll be honest I dont get what some of you expected. We knew monster certificates would also drop from mobs. We knew these would drop on death just like materials so they would need to also take up inventory space. Glint can be seen as the alternative resource for people to farm if they dont want to engage with the gathering/crafting systems. Instead of going out and picking up whatever you find, you stack up large amounts of glint for raw gold value.
NiKr wrote: » 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? Glint can be sold directly for gold, so there's that.
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?
NiKr wrote: » Sathrago wrote: » I'll be honest I dont get what some of you expected. We knew monster certificates would also drop from mobs. We knew these would drop on death just like materials so they would need to also take up inventory space. Glint can be seen as the alternative resource for people to farm if they dont want to engage with the gathering/crafting systems. Instead of going out and picking up whatever you find, you stack up large amounts of glint for raw gold value. I expected mats/items, not a yet another currency that doesn't even act like currency
Sathrago wrote: » NiKr wrote: » Sathrago wrote: » I'll be honest I dont get what some of you expected. We knew monster certificates would also drop from mobs. We knew these would drop on death just like materials so they would need to also take up inventory space. Glint can be seen as the alternative resource for people to farm if they dont want to engage with the gathering/crafting systems. Instead of going out and picking up whatever you find, you stack up large amounts of glint for raw gold value. I expected mats/items, not a yet another currency that doesn't even act like currency I mean you said it yourself. Just sell it to a vendor. Did it really need to be a part of the crafting system too? Hell, im now half expecting non-glint materials to not have a vendor value, or the value will be so low the only real profit will be selling to other players.
Neurath wrote: » Sathrago wrote: » NiKr wrote: » Sathrago wrote: » I'll be honest I dont get what some of you expected. We knew monster certificates would also drop from mobs. We knew these would drop on death just like materials so they would need to also take up inventory space. Glint can be seen as the alternative resource for people to farm if they dont want to engage with the gathering/crafting systems. Instead of going out and picking up whatever you find, you stack up large amounts of glint for raw gold value. I expected mats/items, not a yet another currency that doesn't even act like currency I mean you said it yourself. Just sell it to a vendor. Did it really need to be a part of the crafting system too? Hell, im now half expecting non-glint materials to not have a vendor value, or the value will be so low the only real profit will be selling to other players. its not part of crafting system. Just trade system.
Sathrago wrote: » I mean you said it yourself. Just sell it to a vendor. Did it really need to be a part of the crafting system too?
NiKr wrote: » Sathrago wrote: » I mean you said it yourself. Just sell it to a vendor. Did it really need to be a part of the crafting system too? My problem is more with the currency side of things. Why do we need a completely separate currency for some mechanics? Like, I know "why", but why Right now glint looks like a super messy system. Obviously we don't know much about it, but still.
Sathrago wrote: » Would you be happier if they also allowed the right out purchase of these commodities with gold instead of glint as an alternative way to run caravans?
CROW3 wrote: » Hm… looks like a super simple version of the cash to gold reserve system in the US. Where you can tune the trade economy via glint, and the broader macro economy via gold exchange rates. I may actually rethink my plan of vendoring everything I gather as I explore. 🤔
Raven016 wrote: » The way I understand it is that the game offers different systems to make money. Each will be easier to balance if the currencies players own reflect the activities players participated in. Also conversion rates offer a way to encourage players to involve themselves in some aspects of the game more often than in others. So it's about information and control.
tautau wrote: » I like the glint system better than mobs dropping gold directly. A wolf or bear doesn't carry gold. Glint represents the value of the hide, meat, teeth etc. of the mob, which can be turned into gold upon sale. It is much more efficient to deal with glint than with hundreds of different mob related items like wolf pelts, boar tusks, boar ears, deer meat, etc.
pyreal wrote: » Agreed. I hope they still drop mats though.
NiKr wrote: » 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. It's only less if you're farming a ton of different mobs each farming session. But if you're grinding a single spot (for a mat or an item) you'll get filled up with glints more than you would've been with certs. And if mats have the same "tetris" design and somewhat limited stacking, then glints might mess up your inventory. We also can't carry a ton of glint, which implies limited stacking, so glint will fill up your inventory even more!
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.
Nerror wrote: » Did Steven specify some special limits for glint in discord later on or something? Where are you getting this about not being able to carry a ton of glint? From the caravan video we got to see glint in Steven's bag, and it only takes up one slot per type, as opposed to 4 slots for rocks and 2 slots for corn. All the mats seem to stack to 99 at least. So, it really comes down to how much glint is dropped per mob I suppose, in terms of how quickly the space is filled. If every mob drops 10+ dull glint, yeah, bags will fill up fast. If it's 1-2 per mob, with the type depending on level, you can probably grind for several hours or more before having to dump inventory, baring any other materials filling it up.
NiKr wrote: » Nerror wrote: » Did Steven specify some special limits for glint in discord later on or something? Where are you getting this about not being able to carry a ton of glint? From the caravan video we got to see glint in Steven's bag, and it only takes up one slot per type, as opposed to 4 slots for rocks and 2 slots for corn. All the mats seem to stack to 99 at least. So, it really comes down to how much glint is dropped per mob I suppose, in terms of how quickly the space is filled. If every mob drops 10+ dull glint, yeah, bags will fill up fast. If it's 1-2 per mob, with the type depending on level, you can probably grind for several hours or more before having to dump inventory, baring any other materials filling it up. He said in discord that big amounts have to be transferred with crates. And he only had x10 of each type. And his GM cheat was refilling those stacks after every purchase, it seemed.
NiKr wrote: » Raven016 wrote: » The way I understand it is that the game offers different systems to make money. Each will be easier to balance if the currencies players own reflect the activities players participated in. Also conversion rates offer a way to encourage players to involve themselves in some aspects of the game more often than in others. So it's about information and control. Except you farm mobs (and mb quests?) to get glint, which gives you coms. And you, potentially, do the same to get node currency. This is in no way different from what we had before with gold that had several ways of acquisition. It's simply broken into different sub-currencies instead.
Raven016 wrote: » But how would you make the certificates enter into the caravan system depending of the ZoI you harvested them and prevent players transporting them with mules? ZoI can also overlap so which node would you chose as reference to increase certificate value?
Raven016 wrote: » Because how else will you convince players to fulfill mayor's wishes and playing together united by citizenship if others would make more money through the caravan system?
NiKr wrote: » Raven016 wrote: » But how would you make the certificates enter into the caravan system depending of the ZoI you harvested them and prevent players transporting them with mules? ZoI can also overlap so which node would you chose as reference to increase certificate value? Mobs and their specific certs would be tied to their location, be it one node's zoi or several's. And moving further away from that location would determine the multiplier on costs. We currently don't know if mules are even still in the game or what their purpose now is. If mules are supposed to carry mats/gatherables - no one will use caravans for that. And if commodity multipliers are not as crazy as they currently seem to be - no one will use personal caravans at all. Raven016 wrote: » Because how else will you convince players to fulfill mayor's wishes and playing together united by citizenship if others would make more money through the caravan system? That's the reality of the market and preferred gameplay. Mayoral tasks could just be paid for in gold with taxes.