Enigmatic Sage wrote: » A Simple 2:1 Example:Pure glint (commodities vendor) 10 glint redeemed for: 10 gold 10 glint redeemed for: Case of Kaelar Wooden Soldiers vs Stolen glint (black market vendor) 10 stolen glint redeemed for: 5 gold 20 stolen glint redeemed for: Case of Kaelar Wooden Soldiers
NiKr wrote: » Raven016 wrote: » Ah yes, I didn't thought about that. Then personal caravans can have light versions too which move fast. The slow ones you use when you travel with a small group defending you, a group which will have to get part of the profit too. No caravans can be faster than a running player, because that would mean that no one can attack them, which makes them OP at multiplying gold.
Raven016 wrote: » Ah yes, I didn't thought about that. Then personal caravans can have light versions too which move fast. The slow ones you use when you travel with a small group defending you, a group which will have to get part of the profit too.
NiKr wrote: » Raven016 wrote: » Stolen glint can be redeemed for a lesser value (than the original glint) at black market locations.[3][1] We don't know what "redeemed" means here. Is it purifying the glint back to its normal state? Is it just giving us gold in a lesser ratio? Is it buying commodities for a higher equivalent? The former can't be true because stolen glint is supposed to be valued at a lower cost. And I'm somewhat sure there's no exchange between the rarities, so you won't be able to change a ton of tier2 stolen glint into a lesser ton of tier1. There's a chance that you can do smth like a 2-to-1 direct exchange within a rarity, but I feel like that would lead to a bit too much PKing for Steven's liking. The latter 2 options only provide gold which, while useful, doesn't provide the same level of functions to the player.
Raven016 wrote: » Stolen glint can be redeemed for a lesser value (than the original glint) at black market locations.[3][1]
Raven016 wrote: » I had to go and check the stream again. I thought I misunderstood
NiKr wrote: » Raven016 wrote: » For me the mule system is any mount which has large inventory, faster than a caravan which is a vehicle. Mounts which are meant to run fast should have less inventory space and while technically can be considered mules I would call them just mounts. And being half protected by corruption is an advantage for gatherers. Mules can't be faster than a caravan because they would invalidate caravans completely. Commodities are ultimately useless if your mule can transfer your tons of glint faster than what the commodity multiplier would give you in relative gold.
Raven016 wrote: » For me the mule system is any mount which has large inventory, faster than a caravan which is a vehicle. Mounts which are meant to run fast should have less inventory space and while technically can be considered mules I would call them just mounts. And being half protected by corruption is an advantage for gatherers.
NiKr wrote: » Raven016 wrote: » I had to go and check the stream again. I thought I misunderstood I agree those are good quotes against what I'm saying. We'll have to see which one of those survive the testing, where literally everyone simply takes the fastest caravans and outruns any attackers, while multiplying their income by dozenfold, because they can now go from southernmost point on the map to the northernmost point. It's the classic "plans don't survive an encounter" type of deal. If a caravan, that's faster than attackers, can only carry a tiny piece of coms that would yield less money than just selling some glint - no one will use it. And if that caravan can carry just enough coms to benefit from running it - everyone will use it, because it'll be all the reward with none the risk. This then leads me to believe that Steven will then try to force people to use slower caravans in some way, which will be even worse for the system
Raven016 wrote: » So mules will not be able to transport commodities. That's clear. But resources? And materials produced by artisans?
Raven016 wrote: » I would rather add features which allow ways to ambush such caravans. They'll try to run away but maybe the chance to succeed will depend on caravan state, if it survived a previous attack or not, if is onroad or offroad... Ideally the slow caravans must be more profitable for groups than each of those players in the group to take a light caravan. There must be ways to balance the profit to make players group.
NiKr wrote: » Raven016 wrote: » So mules will not be able to transport commodities. That's clear. But resources? And materials produced by artisans? If mules are still in the game I expect them to carry mats, yes. And the last time we heard about them was in the context of dead mules giving less corruption than a normal kill, so, in theory, they should be attacked more often than just players. But we also don't know how looting them will work. The white icons from the showcase might imply stolen goods that you gotta process or smth. But if those are not stolen and several people can loot the mule for straight mats - I definitely foresee big PKing raids on any and all gatherers with mules next to them.
Raven016 wrote: » Then you will be a happy bounty hunter
NiKr wrote: » Percimes wrote: » If your monthly spending of rare glint is averaging 25 and you already have 12345 of the stuff in storage, why fill your backpack with more of it? Do you know anyone who decides to simply not pick up currency? Cause I don't think I've ever seen a person like that. And glint is literally currency.
Percimes wrote: » If your monthly spending of rare glint is averaging 25 and you already have 12345 of the stuff in storage, why fill your backpack with more of it?
Percimes wrote: » Do you keep that stack of 5 twigs worth 2 copper pieces each or do you pick up that rusty dagger selling for 15 copper? In a way, glint is the same, do you pick up more twigs because they stack or should you allow yourself to ignore them because they're no longer worth the inventory space.
Enigmatic Sage wrote: » I'm getting the impression gold will be more abundant than people think which implies higher economic inflation and taxes. This makes me curious how expensive nodes sieges may as actually be and how frequent they may actually occur.
NiKr wrote: » Enigmatic Sage wrote: » I'm getting the impression gold will be more abundant than people think which implies higher economic inflation and taxes. This makes me curious how expensive nodes sieges may as actually be and how frequent they may actually occur. There's gonna be a SHITTON of gold. Unreasonable amounts. The game literally has a multiplier for your income built into it. I expect guilds to have millions within the first few months, if not quicker. And yeah, depending on what exactly we loot after a siege, siege scrolls might be reaaaal expensive.
Neurath wrote: » Can't defend a caravan alone. Can't farm en mass alone. Can't trust randoms either. The problem is the caravan will broadcast its presence and the pvp will be corruption free. Its like a sick joke by the devs because caravan pvp still has gear degradation and a stationary caravan means people can amass a big force out of sight and sweep the caravan away.
Raven016 wrote: » NiKr wrote: » Enigmatic Sage wrote: » I'm getting the impression gold will be more abundant than people think which implies higher economic inflation and taxes. This makes me curious how expensive nodes sieges may as actually be and how frequent they may actually occur. There's gonna be a SHITTON of gold. Unreasonable amounts. The game literally has a multiplier for your income built into it. I expect guilds to have millions within the first few months, if not quicker. And yeah, depending on what exactly we loot after a siege, siege scrolls might be reaaaal expensive. Could be that gold will be useless and only the other currencies will be important. The statement: "you don't drop gold when you die" is just bait.