Re-Rethinking Gold as a Currency
"Then there's no reason to have it! If it does exactly what orb-to-orb trading does (lets players set their own values for each trade based on their own ideas), then it simply adds another step to the process to achieve the same result. But, this is not what it would be doing. It would be dictating exchange rates, not setting them based on players. How would the prices be set based on players, anyway? Based on the average orb purchases from vendors across the board? That's still the game's decision on values, not the players'. The system is supposed to be flexible and dynamic. If I value my 1 Divine Orb at 4 Alchemy Orbs (or gold of equal value), how am I going to accomplish making that trade if the game is telling everyone else that it's only worth 3? I have absolutely no room to negotiate a deal because absolutely no one would make that trade when they could get a better deal from the vendor. "As I said above, this is a negative aspect of the proposed system. Market-wide relative values would be set by the game, removing negotiations and flexibility from the trading process by dictating what's good and what's bad in terms of trade deals. This is what I mean when I say that it will remove the majority of social interaction involved in a trade. "In the proposed system, no you can't. Since each orb drops as a relative amount of gold, changing the gold value for 1 orb would do absolutely nothing to that orb's purchase availability. Example: 1 Divine Orb = 50 gold Players are using this orb's effect too often, causing imbalance. 1 Divine Orb = 60 gold Who cares? Unlike drop rates, exchange rates need a much larger change to have drastic effects. A 10% drop rate reduction means 10% less of that orb overall. A 10% exchange rate hike means almost nothing when you can readily exchange any other item to make up the cost. It doesn't mean 10% less orb use, it means 10% more sells to convert to gold to cover the new cost. This brings up all sorts of balance issues since the perceived value of lower items would drop drastically, as they're used more often for gold than their intended purpose. What kind of market produces items out of thin air for consumers to buy? Sure, drops are like that (although they're equated to what we earn for our work), but you're talking about taking dropped/earned gold to a vendor who produces an infinite supply of whatever good you want on command. Equate it to real-world economics all you want, but there are some parts of it that just can't possibly follow real-world rules. There are also many parts of it that don't have to. Games skip major steps in the economic process, and are nowhere close to being realistic markets. Games dictate supply (drop rates and vendor availability) and demand (utility of goods/services and how important they are to excelling in the game). The proposed system here further removes player decisions and influence in the market. Closed Beta/Alpha Tester back after a 10-year hiatus.
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" I was not able to read further than this due to facepalming so hard my eyes popped out. You are clearly not willing to listen and your mind was set long before you even read the OPs suggestion. "It is impossible to defeat an ignorant man in argument." Sorry to have confused you with facts. Have a good day. |
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Way to try for the last word while ignoring all the important parts of my post, especially the argument dealing with the part you quoted. It's not like anyone else is reading this anyway, so whatever.
Closed Beta/Alpha Tester back after a 10-year hiatus.
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"Whitheboy, just get it through your head that players ALWAYS set their own values for each trade in EVERY economy. Period. No exceptions. Barter system, uniform currency, doesn't matter. Prices are determined by opinions. "The problem is that in that system you can exchange orbs and gold at 100% efficiency. It turns all currency items into a single commodity, which makes trade redundant and limits it exclusively to equipment. Last edited by Strill#1101 on Dec 26, 2011, 3:57:43 PM
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fuck gold
Шось? (IGN: Owner)
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"Yeah... I know. That's exactly what I'm saying. Not once have I ever said that there won't be relative values based on the community's collective mind. In fact, I've said numerous times that this will occur. What I'm saying is that they are not dictated by the game, nor should they be, and that having the proposed system does just that. I don't see why this isn't understood by people who proclaim to be economic academics. Closed Beta/Alpha Tester back after a 10-year hiatus.
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I read through this thread and I still think gold is a terrible idea when we already have a better alternative to it
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