Re-Rethinking Gold as a Currency
"Economic efficiency solves the problem of you having to spend copious amounts of time not playing the game and not interacting with other players in order to get what you want. For those who want to focus on trading there will always be things to do, but for everyone else, trading is nothing more than a hassle with people wasting time trying to appraise the value of twenty different currencies. And for the record I talk to lots of people I transact with. Personal transactions happen all the time when very expensive trades are on the line. It's the mundane repetitive trades that currency cuts down on. "Where? The only reason I've seen is the patently false argument that gold in D2 and Guild Wars is not used because it's not a usable item. Last edited by Strill#1101 on Dec 19, 2011, 11:12:58 PM
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" http://www.pathofexile.com/news/2011-02-08/dev-diary-currency Disregard witches, aquire currency.
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"Correct. "Absolutely false "Irrelevant as long as handleability is satisfactory. "Correct. Utility is completely irrelevant to the effectiveness of a currency as evidenced by fiat currency in real life. In fact, using fiat currency frees up a great deal of resources which can be used for trade and the creation of wealth. Scarcity is only important if you're trying to circumvent price ceilings or inventory space issues, neither of which should be issues in the first place. "Name a single game where players have chosen a different currency than the nominal one, and where the nominal currency was not restricted by price ceilings or bans on using money to trade for certain items. If you look at situations where players resorted to trading items you'll find that it happened because the items were a way to get around artificial penalties or restrictions on money use which items did not suffer from. ---------------------- To make my position clear, I can definitely understand where they're coming from with this system. They want to make it really hard and convoluted to trade in order to constrict and homogenize wealth, which keeps prices high, but also keeps feelings of reward when playing the game high. What I am against, however, is their statements insinuating that they want a thriving economy. Fostering lots of uncertainty in the marketplace through constantly fluctuating exchange rates, and imposing high transaction costs as they specifically enumerate in their statement is the way you discourage people from trading, not encourage them. Stifle the economy all you want, but at least call it like it is. Don't kid yourselves and say this is going to help create a "thriving" economy. In fact, I would not be surprised in the slightest if players rejected the system and chose a single item type to use as primary currency, then established exchange rates for it and other items, just as they did in Guild Wars. Of course, Guild Wars did so for different reasons, but the economic benefit of choosing one currency is undeniable. Last edited by Strill#1101 on Dec 20, 2011, 5:42:07 AM
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" (emphasis mine) You're missing the point here. They're introducing a currency system, and when you try to create a currency, its utility is very much an important consideration. Look at Bitcoins if you don't believe me. Also, game currencies are always introduced alongside "gold sinks" - in other words, uses for the currency. In the context of Wraeclast, there are no forges, no blacksmiths, no tailors - no one who would want to take your gold if you had any. What would they buy with it? There's hardly anyone to buy things from. If anything, a universal currency would end up being food, and I suspect that having that drop from zombies might be going a little far for some players. As for the stack size limitation - the point is that these, too, are items, and they do take up some space, however little. I have wandered through insanity;
I have walked the spiral out. Heard its twisted dreamed inanity In a whisper, in a shout. In the babbling cacophony The refrains are all the same: "[permutations of humanity] are unworthy of the name!" |
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" You are not really bringing the argument of realism into this, are you? I'll answer it anyways: the reason why they would take your gold is because they can buy other orbs from vendors with it. And why would they want orbs? I do not know but why do they want orbs and scrolls at the moment? I have yet to read a valid point against the proposed system in this thread. The proposed system provides everything the current system does and more. The only difference is that we get a more practical currency for trading. Everything else stays the same. The only argument against it is that additional ressources in form of work are requirted to implement this. The ressources might be better used for more important things like more content / balancing etc. Last edited by Baki#5652 on Dec 20, 2011, 7:45:14 AM
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There isn't going to be gold in PoE. Developers have stated their views on the matter.. multiple times. Good talk. Points made. end the thread.
Just because I love kicking dead horses.. Utility is not always subjective, the whole premise of utilitarianism is based on that fact. If utility were completely subjective, it would be impossible to try and create an ethical world view with rules of conduct that could be followed by anyone at any time. Utilitarianism is not relativism. "the premier Action RPG for hardcore gamers." -GGG Happy hunting/fishing Last edited by Wittgenstein#0994 on Dec 20, 2011, 8:19:52 AM
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" Currently, there's a "Purchase" and a "Sell" option in place in the Beta, even though the "Sell" option isn't enabled. If there isn't going to be gold, perhaps the "Purchase" and "Sell" options could be combined into a single "Trade" option. On the left side of the screen you'd see the merchant's items and on the right, the player's inventory. After all, in a trade, you're essentially buying and selling at the same time. ![]() p Read My Links!: http://www.theamazonbasin.com/forums/index.php?/topic/121389-read-my-links/
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"I believe the MOST valid point against this system is the FACT that the dev's do not want gold. GGG - We want to make a game with an economy, based around bartering and player defined values, that does not use gold. You - Hey, I know! Let's use gold! Then let's give the currency items set value ratios and use our gold to purchase them! Other Members - Gold is not an option. You - Gold is the best option. What reasons do you have that can show me that gold wouldn't work? Other Members - Why can't you understand that gold IS NOT an option? Your suggestion is completely useless as there will never be gold in this game. How about telling a Realist painter that his painting would be so much better if he had Aliens shooting laser beams at Dragons. Why don't you go tell someone who is allergic to milk that milk is indeed the best thing for them. Give them all the suggestions you want and tell them all the benefits milk has to offer. All you're doing is wasting your time because milk is not an option. Last edited by FaceLicker#6894 on Dec 20, 2011, 9:57:33 AM
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If pure will is the only requirement and discussion is not wanted we can shut down these forums.
" i stated logical reasons for it and proposed something reasonable. Obviously that is the difference between your examples and this proposal. Last edited by Baki#5652 on Dec 20, 2011, 10:11:31 AM
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"And I stated exaggerated and dramatic reasons to embellish and emphasize the point that you are so clearly missing. "There is no discussion on this because you're trying to CHANGE the dev's vision of this game. It's one thing to offer feedback and suggest improvements or additions that make sense and are relevant. Gold is something that does not make sense and is not relevant because the dev's have clearly stated their position on it. It's not an option. Never was. This particular discussion is moot. Last edited by FaceLicker#6894 on Dec 20, 2011, 10:15:48 AM
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