pls add gold to buy items

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Insomniatical wrote:
Not only does this not make any sense to me, but what market operates on something other than a simple monetary currency?


Most base civilizations used barter systems because they did not have gold. Seashells, food, tools, labor was the currency for them. Gold is not a requirement but a simplification that arose due to our change in civilization. I don't want to have to barter or perform labor, so I am providing you this currency item instead. That is how the "gold" system works.

If gold doesn't exist, then how can you use it? I don't see anyone mining on the island; I don't see gold being passed around. Heck even the bandit leaders you would think would have gold and they don't. So maybe it doesn't exist on the landmass, and therefore is not a viable option. It really doesn't fit into the world of exiles to have gold being passed around considering you arrive with nothing, and it seems like everyone else as well on land is the same.

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Fluffy wrote:
The current currency items are not a viable currency but could be used to create one. We need an NPC trader who will trade currency items for fairy dust or gold or whatever you want to call it and that will be the currency. The trader must have no or very little mark up (or players will bypass him) and his buy/sell prices must be determined by supply and demand of players. Players must be able to hold an extremely large amount of currency.


You can hold an extremely large amount of currency items in your 4 page stash (which they may increase). They already bumped up the stack size once, and I think they should really just push it to 99 or more considering they want a 10 year lifespan of the game. You don't even have to have them on your character to make purchases. They will be automatically deducted from your stash when you buy something. It really doesn't get much simpler than that.

Also by having the different currency items, they can add more value to some of them due to purchase requirements. If you want that wand, it will cost you 2 Orbs of Transmutation, but that means you wont be able to transmute something till you get more. You could trade with another player to obtain the orbs though by giving up something you don't really need anymore. Now you have both the item and your orbs just in case. If you switch to gold, you remove the currency scarcity aspect from the game.

Change and new things are hard in life, I know. We as players and people don't like change. So when a new thing comes along, most people tend to reject it outright without consideration. It's instinctual for a lot.

I think this thread overall is really premature since selling is not in the game yet. Let them provide you with the full picture before you decide on the validity of the system.
@Sparhawk
you take this GAME way way to serious...

And your Argumentation that gold is not in the game is:
1) gold is not in the game so gold should not be in the game
2) its new, you only dont like it because its new

some big logic failures in there.


Last edited by TheSkeletor#2000 on Sep 15, 2011, 9:49:58 PM
If an online game has a currency, the game must have ways to sink that currency so it does not become worthless. This could be some powerful series of items that need massive currency dumps, or some reusable item or respec that costs. Players often invent currencies that have some value if the core currency, usually gold, has no value.

The advantage of our currency currency system is that every item has multiple sinks to prevent them ever being worthless. (Unless the drop rate is far too high, like ID and Portal scrolls are at higher levels)

It is a little more complex than the standard 'gold' currency, but that is the price of having a system that is more robust and has greater longevity than gold.

That's my thinking anyway!
Balance & Design
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TheSkeletor wrote:
And your Argumentation that gold is not in the game is:
1) gold is not in the game so gold should not be in the game
I would like a car to drive around Wraeclast, please. It's not that gold isn't in the game; gold isn't in the setting of the game.

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TheSkeletor wrote:
@Sparhawk
you take this GAME way way to serious...
Well, Chris and team made the decision on the currency, and I doubt many people would say they take their 6-year project way too seriously.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Last edited by WhiteBoy#6717 on Sep 15, 2011, 10:04:33 PM
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TheSkeletor wrote:
@Sparhawk
you take this GAME way way to serious...

Not sure where you are getting that from. I simply responded to posts by people.


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TheSkeletor wrote:
And your Argumentation that gold is not in the game is:
1) gold is not in the game so gold should not be in the game

GGG created the world. I viewed their game theme/story, and I agreed with the assessment that it shouldn't exist there. I guess I should have expanded more, but I felt I was already being too wordy. Gold currency is not in the game "world", and it works completely fine without it. I see no reason to add it. People just seem to want it because another game had it.

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TheSkeletor wrote:
2) its new, you only dont like it because its new

some big logic failures in there.

Which seems to be exactly what is happening with people here. "Diablo had gold, so this game should have gold!!!!" "Gold is a common currency, who doesn't use gold!?!??!" "This currency system doesn't work because it isn't gold"

Those resons being offered seem to me to be the real logic failures.

Perhaps I didn't explain it good enough, but I think I hit the nail on the head with points.
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Sparhawk wrote:

Which seems to be exactly what is happening with people here. "Diablo had gold, so this game should have gold!!!!" "Gold is a common currency, who doesn't use gold!?!??!" "This currency system doesn't work because it isn't gold"

Those resons being offered seem to me to be the real logic failures.

Perhaps I didn't explain it good enough, but I think I hit the nail on the head with points.


Exactly. I havn't seen anyone really explain why the current currency system "doesn't work". It seems perfectly functional to me. So far the "doesn't work" complaint seems more rooted in "it's weird and unfamiliar".
I really like the system as it is right now. Using drops as currency is an excellent idea. I really can't wait to see how the selling of items will turn out to be. I think that's the part that will really make or break this kind of system.
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Rory wrote:
If an online game has a currency, the game must have ways to sink that currency so it does not become worthless.


That argument applies to everything the game world generates and apart from letting the default league rot and starting leagues with new empty worlds you don't seem to have a solution.

I have not suggested the game world generates any currency. I have suggested an NPC will trade the consumable currency items for gold or fairy dust or IOUs or whatever you want to call it. Apart from a starting 'float' that trader does not generate currency or consumable currency items. The NPC must have no or very small mark up. His fairy dust or whatever will become the currency players use because it is easy to manage and of known and equal value to all players.

When you implement a forum based auction house (we unwashed beta testers are not privy to all your plans but it seems obvious to me) will people be bidding 2 of this orb + 3 of that orb + a stack of portal scrolls for a pair of fancy boots or something? Ridiculous. Maybe you are planning on that NPC trader being part of the forum.

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WhiteBoy88 wrote:
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TheSkeletor wrote:
And your Argumentation that gold is not in the game is:
1) gold is not in the game so gold should not be in the game
I would like a car to drive around Wraeclast, please. It's not that gold isn't in the game; gold isn't in the setting of the game.


And tens of thousands of exiles dumped onto the same island talking, partying, and trading with each other isn't in the 'setting' of the game either.
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Sparhawk wrote:
Most base civilizations used barter systems because they did not have gold.


Exactly. Most base civilizations did. They moved onto a currency based system because not only was it easier to manage, but because it simplified trade. You didn't have to promise labor, you didn't have to carry around seashells and crap anymore -- money was a unifying feature. It was easier, simpler.

Now, in an online world it's been proven that real world market strategies don't exactly work because MMOs aren't affected by all the same principles so, as the dev said a moment ago, money sinks are necessary.

Still, my point is that it's a little naïve to say this game has no currency; scrolls are a currency, no matter how you paint it. They're just a little cumbersome right now. Give me a money purse or scroll purse, or whatever and I'll be fine. It'll all end up being the same thing anyway.

Oh, and just so you devs know -- orbs are what the players are trading, not scrolls (but you prolly know that anyway). ;)
Last edited by Insomniatical#2984 on Sep 15, 2011, 11:48:55 PM
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Fluffy wrote:
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Rory wrote:
If an online game has a currency, the game must have ways to sink that currency so it does not become worthless.

That argument applies to everything the game world generates and apart from letting the default league rot and starting leagues with new empty worlds you don't seem to have a solution.
The orbs and scrolls are their own sink because they can be inherently used for useful gains, unlike gold. That is the solution - this is explained in the Dev Diary entry on the subject.
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Fluffy wrote:
I have not suggested the game world generates any currency. I have suggested an NPC will trade the consumable currency items for gold or fairy dust or IOUs or whatever you want to call it. Apart from a starting 'float' that trader does not generate currency or consumable currency items. The NPC must have no or very small mark up. His fairy dust or whatever will become the currency players use because it is easy to manage and of known and equal value to all players.
Either it runs out quickly or it generates more. Your suggestion requires this NPC to generate fairy dust to be of any actual use so that it doesn't run out. So why are you saying it doesn't?
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Fluffy wrote:
When you implement a forum based auction house (we unwashed beta testers are not privy to all your plans but it seems obvious to me) will people be bidding 2 of this orb + 3 of that orb + a stack of portal scrolls for a pair of fancy boots or something? Ridiculous. Maybe you are planning on that NPC trader being part of the forum.
That's not ridiculous at all. Is intended and cool. People will offer trades based on what the item is worth to them compared to what the orbs are worth to them. Not that this is how lots of trades are conducted on Diablo 2, using Runes and so on, because the gold is kinda worthless, due to all the problems our system is set up to avoid.
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Fluffy wrote:
And tens of thousands of exiles dumped onto the same island talking, partying, and trading with each other isn't in the 'setting' of the game either.
There's quite a lot of people who have been exiled on Wraeclast. Probably not "tens of thousands", but a lot. And you'll never see tens of thousands of them in game because there are limits to how many people can be in one instance at a time. Them talking and trading IS a part of the setting. Why would it not be - they're all trying to survive, why wouldn't they trade if some of them had things the others could use?
Last edited by Mark_GGG#0000 on Sep 15, 2011, 11:53:40 PM

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