On the subject of Gold.

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Mr_Cee wrote:
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Sickness wrote:
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Wittgenstein wrote:
The orbs, are their own sink, which is a superior system and removes the need for extraneous things like repairing or whatnot.
The reason you are struggling is because of assumptions lke this, it's not a superior system. It depends entierly on what the gold sinks are!


Why implement a gold sink, when its only use is to avoid a "problem" that you simply not have if you base your trading without such monetary currency?!


Why not?

You have the same problem with the current "currency items".
In principle there is no difference between clicking in your inventory and clicking on an NPC. That is just arbritray, yet your side seem to think that a sink for gold would always be "extraneous and bad" and the current one is amazing.
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Mr_Cee wrote:
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Sickness wrote:
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Wittgenstein wrote:
The orbs, are their own sink, which is a superior system and removes the need for extraneous things like repairing or whatnot.
The reason you are struggling is because of assumptions lke this, it's not a superior system. It depends entierly on what the gold sinks are!


Why implement a gold sink, when its only use is to avoid a "problem" that you simply not have if you base your trading without such monetary currency?!


Maybe you should read the rest of Fluffy's post. You still have the problem of inflation.

I can also elaborate on what Sickness tried to explain, so that it would be easier for you to understand.

Having a gold sink gives gold intrinsic value...same value that, for example, scrolls of wisdom have in PoE.

SoW provides a service (reveals stats). When you use it, scroll disappears and the end result is an item that you can use.

Gold provides a service(for repairs,as a payment for an NPC that reveals stats on magical items, as a fee for using teleports etc.) When you use it, it disappears and the end result is an item that you can use, or convenience of fast travel etc.

Mechanics are identical (granted, gold is more liquid and facilitates trade), only your perception is different.

But that is the point some of us are trying to make in the first place. There is really no difference between these two systems when it comes to some problems (like inflation)

Barter system has exactly the same issues and none of the advantages of gold systems. It does not fix any of the existing problems by itself (only disguises them) and yet it introduces more new ones.

If you are looking for a redeeming qualities of barter, look somewhere else, and not in the mechanics. I'll try to come up with some of my own in the next post.
Last edited by Vlady#5098 on Mar 2, 2012, 3:48:50 PM
Still same shit cycling... Still !! Drop it !!
"This is too good for you, very powerful ! You want - You take"
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Sickness wrote:
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Mr_Cee wrote:
Why implement a gold sink, when its only use is to avoid a "problem" that you simply not have if you base your trading without such monetary currency?!


Why not?


Cause it doesnt add something really needed to the game, is simply not neccessary?

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Sickness wrote:
You have the same problem with the current "currency items".


No, since the currency items already have a use beside their trade value - even more: they get their trade value mostly by their own purpose in the game. And, this usage makes them disappear, thus creating new demand on more currency.

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Sickness wrote:
yet your side seem to think that a sink for gold would always be "extraneous and bad" and the current one is amazing.


I dont know if this is "our" side or only my opinion; I dont think its bad at all (and I cant say if I'd call the trade system "amazing", but I think its somewhat extraodinary for its abnegation of gold; I think it is best fitting in the desired environment) - I just see no need for it (in the system like it is now).

In my opinion, and compared to the trading in D2, I see this issues:

-you have to define a worth (in gold) of every item (or would it be acceptable, to sell everythin to a fixed amount, regardless of its tier? I dont think so)
->this lead to raising gold stacks for higher level chars (like it scales up in D2, or I think in every other game too?)
-you have to define a price for all crafting ingredients (or is it acceptable to make them available only from drops? I dont think so.)
->you could buy every orb in this system if you grind enough gold: and this is (or would be) bad in my opinion; much different behaviour as in the system now.
-the orbs would be used as trade base anyway (like pg's and runes in D2), no difference to actual, no win.
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
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Mr_Cee wrote:
Cause it doesnt add something really needed to the game, is simply not neccessary?


Needed? No. But still better than the current system.

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Mr_Cee wrote:

No, since the currency items already have a use beside their trade value - even more: they get their trade value mostly by their own purpose in the game. And, this usage makes them disappear, thus creating new demand on more currency.


In this regard it is no different from gold.
Read Vlady's post for another explanation of it.

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Mr_Cee wrote:

In my opinion, and compared to the trading in D2, I see this issues:

-you have to define a worth (in gold) of every item (or would it be acceptable, to sell everythin to a fixed amount, regardless of its tier? I dont think so)
->this lead to raising gold stacks for higher level chars (like it scales up in D2, or I think in every other game too?)


While I see that as a strictly good thing, there is no reason why it would have to be that way. High level items sell for the same as low level items now, so why couldn't it be the same with gold?

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Mr_Cee wrote:

-you have to define a price for all crafting ingredients


Why?

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Mr_Cee wrote:
(or is it acceptable to make them available only from drops? I dont think so.)


Why not?

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Mr_Cee wrote:

->you could buy every orb in this system if you grind enough gold:

Why?

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Mr_Cee wrote:

and this is (or would be) bad in my opinion;


Why?

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Mr_Cee wrote:

-the orbs would be used as trade base anyway (like pg's and runes in D2), no difference to actual, no win.


Only if they failed with the gold (like in d2).

You are making so many assumptions that only apply to very specific implementations of gold. If you try to give an answer to my "whys" you will hopefully see this.
Can't we agree that no amount of repetition will convince the other side to agree? This is just one of multiple threads that repeats the exact same opinions over and over for pages upon pages... Nothing new is being said here.

No one is 100% correct when the argument is based on opinions of what is good and bad.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Last edited by WhiteBoy#6717 on Mar 2, 2012, 6:31:33 PM
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Sickness wrote:
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Mr_Cee wrote:
Cause it doesnt add something really needed to the game, is simply not neccessary?

Needed? No. But still better than the current system.


if its not needed, it is not better.(IMHO- not better by design, and you give nothing on how it could be (made) better)

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Sickness wrote:
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Mr_Cee wrote:

No, since the currency items already have a use beside their trade value - even more: they get their trade value mostly by their own purpose in the game. And, this usage makes them disappear, thus creating new demand on more currency.
In this regard it is no different from gold.Read Vlady's post for another explanation of it.


it is different by the fact, that the use for the orbs is already in the game. And I never seen any suggestion for sinking gold.(beside the "services" from vlady, that I dont expect to be enough (in amount and usefulness) to eliminate enough gold from the game)

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Sickness wrote:
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Mr_Cee wrote:

In my opinion, and compared to the trading in D2, I see this issues:

there is no reason why it would have to be that way. High level items sell for the same as low level items now, so why couldn't it be the same with gold?


I assume there will be a lot of complaining, if an item of highest tier would sell for the same amount as a tier 1... (what about affixes? they are also tiered...)

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Sickness wrote:
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Mr_Cee wrote:
-you have to define a price for all crafting ingredients
(or is it acceptable to make them available only from drops? I dont think so.)->you could buy every orb in this system if you grind enough gold:

Why/Why not/Why?


you could make them buyable or not; if yes then they would be not longer rare to players with enough gold (but could be out of reach for others), if you take them out from the vendors, their availability would be only depend on drop luck, even if it gets balanced in a different way to now.

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Sickness wrote:
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Mr_Cee wrote:

and this is (or would be) bad in my opinion;

Why?


for the above given influence on the availability of crafting ingredients.

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Sickness wrote:
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Mr_Cee wrote:

-the orbs would be used as trade base anyway (like pg's and runes in D2), no difference to actual, no win.
Only if they failed with the gold (like in d2).


I see no way to not fail, and I've seen no one give me a reason (or an explained suggestion) to change my mind.
Instead all your "why's", ONE question: how to not fail?

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Sickness wrote:
You are making so many assumptions that only apply to very specific implementations of gold. If you try to give an answer to my "whys" you will hopefully see this.


I give MY opinions, on how I see options to involve gold, yes. Maybe there are other ways, yes could be. But nobody actually shows how it could be "better"...
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
"
I give MY opinions, on how I see options to involve gold, yes. Maybe there are other ways, yes could be. But nobody actually shows how it could be "better"...


"Gold is bad because it is bad to use gold in way X" is a complete and utter fallacy.

If you want reasons to why gold would be better, then get your head out of your behind and read the posts by all those who knows anything about economics.
It has been explained over and over in this thread.
Last edited by Sickness#1007 on Mar 2, 2012, 8:52:55 PM
Man. How many times is this concept going to be rehashed?

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Garr0t wrote:
I posted a response in the beta forum that may help you better understand the currency system as it is implemented in Path of Exile. I have cut/pasted it here so that those that don't have beta access can read it as well...

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garr0t wrote:
On a personal level, I am attracted to a goldless economy, and I do not feel it is necessary to have a fiat currency for efficient trading to take place.

For those of you intellectually inclined to do so: I urge you to read Fiat Currency in France.

I challenge you then to draw a parallel between what history has taught us about using an asset backed (gold standard) note versus fiat currency and what is currently happening in the global economy today.

To me, GGG's choice to do away with a fiat currency is refreshing, if only because it allows me to forget about the chaos that is happening in the real world ever since the US moved away from a gold standard.

Artificially pegging any item that does not have a finite availability (be it gold, scrolls, orbs, etc.) with a fixed exchange rate will invariably lead to item inflation. Anyone with a basic understanding of economics should see this.

The problem with any in game item is that supply is constantly being increased as people play the game (it is like a government/bank that continues to print money). As people kill monsters/open chests and stuff spits out, they are basically making the 'bank' print money. As currency supply increases, people will offer more and more for the same item. This is called inflation.

The concept of a money sink is to design a game mechanism that reduces the amount of currency in circulation. The problem with this is that no money sink is perfect because it is up to the user to voluntarily give up her/his money.

GGG's choice to use expendable items is a partial solution to the constantly growing money supply because the expectation is that people will use these things for their primary purpose and not just for trade. This should help address some of the risk of inflation.

There will always be a currency/trade problem in a gaming world because new items are being created at no cost all the time.

The only way for a fiat monetary system to actually work in game is to have a finite amount of currency available that would be issued on demand to players through a central bank. The problem with something like this is it would require a huge amount of administration and a huge amount of research to set exchange rates so that inflation doesn't happen. That is why every government has a central bank, with hundreds of very well educated staff monitoring market trends and data.


As it stands, even without a structured trade UI, we have been able to negotiate trades for items for in game currency (orbs) pretty well. I hope that you will have an opportunity to experience this for yourself to alleviate your current fear of a lack of a 'gold' currency...

<edited to add a bit from yet another post I made concerning the economy in Path of Exile>

Introducing a fiat currency because it is superior for trade creates a capitalist economy that can and will be manipulated by those that know how.

Having multiple currency items with intrinsic value (i.e. they can be used for something in game other than buying/selling/trading) allows the economy to establish it's own value system that will dynamically flow depending on the metagame. This is the truest form of free market economy, and does not require developer intervention (i.e. setting an exchange rate).

Invariably, there will be one currency type that will stabilize to become the de facto gold standard. Guys, just let it play itself out...
"We were going to monitor the situation but it was in the wrong aspect ratio."
Last edited by Garr0t#3474 on Mar 2, 2012, 8:29:02 PM
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Vlady wrote:
@gh0un You said that he made a useless point, and that real money transactions wouldn't be any different, which tells me that you didn't take the time to read more then last 2-3 posts. Otherwise, you would have known that there is actually a significant difference between those two when it comes to 3rd party RMT.

In this system people will have more incentives to use RMT. Much more then in gold currency systems, because of basic, core features of bartering.

In gold systems, it is much easier to get anything from trade, just by playing the game legitimately and buying it when you have enough gold.




No you dont, as i explained in my other post.
Games that are based on gold systems ultimatively culminate in a currency based system anyways, because gold inflates.
See diablo2, sacred, guild wars for reference.

These games utilized gold as currency, but had items that started to crystalize as the currency items of the game, which later on were the ones to be bought by real money off the internet.
Gold is almost never bought with real money, because gold (in most cases) isnt worth anything in these types of games (because you cant buy anything of value with gold).

The only exceptions to this rule are games that allow players to actually buy useful stuff with ingame gold:
WoW for example.
Gold is being sold and bought in the internet for real money, because gold is actually worth something ingame (you can buy mounts and important ingame material).
Last edited by gh0un#3019 on Mar 2, 2012, 7:57:31 PM

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