Economy and coin system. Can we expect any change?

Ibarruri

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Economy. Can we expect any change?

Another debate that I recently saw in Discord was in relation to the economic system.

Some believe that the current system, with NPCs generating gold coins exclusively and unlimitedly, is valid.

Others, on the other hand, believed that perhaps it is a somewhat outdated concept and perhaps it would be interesting to see how the economy evolves by itself, through a system of exchange and perhaps with the time of crafting coins by the guilds.

I think that given the nature and structure of the MO, it will be difficult to replace the NPCs as currency brokers. Among other things because they produce them in an unlimited way, which makes the economy really revolve around them.

I have never been clear if a change would be feasible in relation to this. After all, the mechanics of the game are what limit what can and cannot be done.

On the other hand, if there were no NPCs, the cities would really have little value, since little could be done in them, beyond keeping things in banks.

If NPCs did not exist with their infinite flow of coins, it would really be difficult to know how the economy would evolve in the game.

I suppose that the barter and exchange of merchandise would be the dominant system, and only very powerful guilds, with vast lands and very strong numbers, could perhaps implement the use of coins in their territory.

Still, the idea of players creating their own currency sounds interesting, but it depends on many factors.

Gold and silver, in Myrland, as minerals, had other functions.

What do you think about it?
 
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Xunila

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The idea is definitely interesting but it would move MO2 into a ecumenical simulation. This could only work in case of a large number of players who are willing to trade. Trading via broker would be impossible unless one can somehow tell the broker, what stuff one wants for e.g. a bow. In MO1 we can't even make a buy order without having the item we want to buy.

There have been some vendors with exact this gold-coin-less trades in MO1, e.g. the armor book vendor next to the tectonic bridge and also some other armor book vendors and some vendors in Sarducaa.

Some more problems I see are the standard book vendors, architecture vendors and e.g. the tax for houses. Maybe more required vendors with difficulty how to pay.

This system could work!. But would StarVault really change this?
 
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Ibarruri

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The idea is definitely interesting but it would move MO2 into a ecumenical simulation. This could only work in case of a large number of players who are willing to trade. Trading via broker would be impossible unless one can somehow tell the broker, what stuff one wants for e.g. a bow. In MO1 we can't even make a buy order without having the item we want to buy.

There have been some vendors with exact this gold-coin-less trades in MO1, e.g. the armor book vendor next to the tectonic bridge and also some other armor book vendors and some vendors in Sarducaa.

Some more problems I see are the standard book vendors, architecture vendors and e.g. the tax for houses. Maybe more required vendors with difficulty how to pay.

This system could work!. But would StarVault really change this?

It just echoed what I had read on Discord.

It is clear that they would be profound changes, perhaps it is better that we continue with the old system. But is interesting
 

ThaBadMan

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This imo would take too much time and development to get right. Something that would take away from other more important aspects and content from the game.

But I see coin making having a use in addition to the MO1 economic formula.

Where players can turn gold/silver/cuprum ingots into coins through crafting. Would be a way extractors could make money without the need of vendors since vendor prices on time consuming resources are way lower than the prices through players most of the time.
Now if vendors sold metals for example that would not be a thing since players would buy from them over overpriced players valuing their time spent.

But I also see a coin making system taking over vendors for end game players over new players if you add in Cronite and Oghmium coin making as end game coin making craft.

So we could have both if SV give us the tools for it while still keeping the old system so not to ruin the game potentially.
This could also create player factions refusing to take gold/silver/cuprum coin payments and only take Cronite and Oghmium payments.
 
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Ibarruri

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This imo would take too much time and development to get right. Something that would take away from other more important aspects and content from the game.

But I see coin making having a use in addition to the MO1 economic formula.

Where players can turn gold/silver/cuprum ingots into coins through crafting. Would be a way extractors could make money without the need of vendors since vendor prices on time consuming resources are way lower than the prices through players most of the time.
Now if vendors sold metals for example that would not be a thing since players would buy from them over overpriced players valuing their time spent.

But I also see a coin making system taking over vendors for end game players over new players if you add in Cronite and Oghmium coin making as end game coin making craft.

So we could have both if SV give us the tools for it while still keeping the old system so not to ruin the game potentially.
This could also create player factions refusing to take gold/silver/cuprum coin payments and only take Cronite and Oghmium payments.

good idea. Iike me
 

Oscar

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May 30, 2020
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Economy. Can we expect any change?

Another debate that I recently saw in Discord was in relation to the economic system.

Some believe that the current system, with NPCs generating gold coins exclusively and unlimitedly, is valid.

Others, on the other hand, believed that perhaps it is a somewhat outdated concept and perhaps it would be interesting to see how the economy evolves by itself, through a system of exchange and perhaps with the time of crafting coins by the guilds.

I think that given the nature and structure of the MO, it will be difficult to replace the NPCs as currency brokers. Among other things because they produce them in an unlimited way, which makes the economy really revolve around them.

I have never been clear if a change would be feasible in relation to this. After all, the mechanics of the game are what limit what can and cannot be done.

On the other hand, if there were no NPCs, the cities would really have little value, since little could be done in them, beyond keeping things in banks.

If NPCs did not exist with their infinite flow of coins, it would really be difficult to know how the economy would evolve in the game.

I suppose that the barter and exchange of merchandise would be the dominant system, and only very powerful guilds, with vast lands and very strong numbers, could perhaps implement the use of coins in their territory.

Still, the idea of players creating their own currency sounds interesting, but it depends on many factors.

Gold and silver, in Myrland, as minerals, had other functions.


What do you think about it?
swindler silence
 
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Phen

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May 29, 2020
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Economy. Can we expect any change?

Another debate that I recently saw in Discord was in relation to the economic system.

Some believe that the current system, with NPCs generating gold coins exclusively and unlimitedly, is valid.

Others, on the other hand, believed that perhaps it is a somewhat outdated concept and perhaps it would be interesting to see how the economy evolves by itself, through a system of exchange and perhaps with the time of crafting coins by the guilds.

I think that given the nature and structure of the MO, it will be difficult to replace the NPCs as currency brokers. Among other things because they produce them in an unlimited way, which makes the economy really revolve around them.

I have never been clear if a change would be feasible in relation to this. After all, the mechanics of the game are what limit what can and cannot be done.

On the other hand, if there were no NPCs, the cities would really have little value, since little could be done in them, beyond keeping things in banks.

If NPCs did not exist with their infinite flow of coins, it would really be difficult to know how the economy would evolve in the game.

I suppose that the barter and exchange of merchandise would be the dominant system, and only very powerful guilds, with vast lands and very strong numbers, could perhaps implement the use of coins in their territory.

Still, the idea of players creating their own currency sounds interesting, but it depends on many factors.

Gold and silver, in Myrland, as minerals, had other functions.


What do you think about it?

Personally I do not see a player based currency working. Mainly because it's based on players and being able to know a buyer and or seller. A new player wouldnt be able to make money if no one is around to support them with money. It would cool, just not ideal for newer players who have no direction.

I think it would be great to simplify the exchanges. Each NPC only accepts what they work with ( Cook only buys cooking items, butcher and his yields, herbologist and its grasses ect..) Although one thing I would like to see, crafted items sold to NPCs.. Honestly even at low return ( just basing them off stats, and quality ) it would help players learn how to craft items with value without wasting as many resources. In return I could see more items being produced allowing a heavier player based exchanges. In turn, we all know.... materials = wealth.
 

Amadman

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May 28, 2020
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A padded room.
Since we have cuprum, silver and gold coins , I have always wondered why we could not melt them down for their metal content?

Maybe when/if they get a system in to extract materials from items the coins will work that way as well.

If that was possible then it would be just another step to make our own coins that have the same value as a generic one.

The npc vendors could still always give out generic coins from their local area though. They basically could just be melting it down and making their own coins with it. That way they don't have to actually keep track of the different coins. So only player to player transactions would actually circulate the player made coins.

As for other uses of said metals, they could always be tweaked to use combinations of coins and bars depending on how costly they want it to be.