buy/sell using gold, not product.

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Author Posts
May 22, 2011 at 1:27 am #7729
Avatar of sefer
sefer
Player

Gold will remain worthless until people actually start trading gold for things instead of product for product.. Except gold is universal, and products are very very non-universal currencies. Anyone can get gold, but only certain skills can get certain products… So stop trading with products, and use gold instead.

examples of benefits:

A person without any gathering skill can buy copper bars with gold.
a person with just consumption skills, like a blacksmith, can buy copper ores with gold, make copper bars, and sell those bars.
a person with mining can sell copper ore for gold which he can use to buy clothes from a tailor.
a person with skinning can sell their materials to tailors for gold.
a tailor can sell his clothes to the miner, then use that gold to buy materials to make even more clothes.

the way its working right now:

everyone makes 4 alts for crafting/gathering.
everyone attacks the same, small amounts of long recharging resources.
everyone sells the resources they horded for the resources others horded before they could horde said resource.

congrats, you have formed a monopoly system in the game, a thing we have tried to banish in the real world due to the horrible problems they caused.

May 22, 2011 at 1:28 am #7730
Avatar of catnips
catnips
Player

the really sad part about this is, there really isnt much gold coin in the game, ergol going on forever now has had 2 modes buys everything and has nothing to sell, or has lots to sell ( no one wants) and wont buy anymore. and to now compound this problem, hardly any mob drops cash, wich pretty much leaves only one way to do things. Now since there really is nothing folks need to buy, I can never see cash coin moola having a value at all, you get new folks from time to time, that are stuck in old ways from old games that want to hord gold and will try and sell anything to anyone at outrages prices to make a buck, but when all is said and done there are 3 items that have a value in the game wood stone and metal, the only problem is if you need one of those, you need them all. I have offered in the past solutions to this , but just like ford everyone seems to have a better idea, and well, here we are ))

May 22, 2011 at 1:28 am #7731
Avatar of GMPathy
GMPathy
GameMaster

The problem is a new player as limited gold, and older players now have more money than they can ever spend. Gold needs a function in the game, the only possible method I can see for adding a true value to money is by making a huge money sink associated to something that all players will use. By adding a financial upkeep to permanent items you find a way to remove coins from the game that adds value to coins. If every building and boat has a financial upkeep then all players will need some coins, even if its a small ammount. Boats could have a small fee of say 1000g per month increasing with size, and buildings similar forcing factions to start taxing their members to upkeep the shared buildings such as bastions and warehouses. Buildings could also have a material requirement for repairs etc but I think using some financial tax system would add value to gold coins. Players would need to sell items or goods to raise funds or simply find gold spawns and mint currency.
If players have a use for coins then they will start trading other items to get coins, while coins have no function there is no reason for players to aquire or use them.

This is my opinion, and not that of the dev team.

May 22, 2011 at 1:28 am #7732
Avatar of aganauton
aganauton
Player

I agree GMPathy, except I wouldn’t allow players to mint coins. The amount of gold coins in circulation should be strictly controlled by the developers. The economy is going to be tricky enough to monitor as it is without the X factor of players creating coins. Modeling something like that would be a nightmare.

May 22, 2011 at 1:28 am #7733
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I started yesterday, and so far I’ve got about 3k gold. I’m not sure what that’s worth since nobody uses gold. I’ll preface this by saying I always do one or two trade skills in an mmorpg. That said, there’s almost no chance me or the guys I usually play with would get into an mmorpg where there is no currency used.

When I found that I can’t upgrade from my starter gear because I spent my time killing stuff instead of farming resources, it made me want to quit. And that’s exactly what I’m going to do. IIRC Wiz has stated that he wants this game to not require hours of grinding to see results, and everyone knows that’s exactly what gathering is. Not using currency requires every single new player to spend hours farming resources before they can buy better gear because low level mobs don’t drop stuff you can barter. Those of you who haughtily talk in game about gold being useless are helping doom the chances of this game ever making it.

That said, I’m confident gold use will catch on somehow eventually. But I think I speak for a great deal of players in saying that I’m not playing any more until it does.

May 22, 2011 at 1:28 am #7734
Avatar of GMPathy
GMPathy
GameMaster

DISCLAIMER: This is my individual opinions and thoughts not that of the dev team or any other individual beyond myself. I will probably take criticism for this post but I feel its needed in defence of the small team that work very hard on an ever growing list of player requests in a massive project.

The use of gold will only take place when there are sufficient players in game to support a natural economy, and also players have a method of trading without the aid of trader ergol. Players have only recently aquired the global chat chanel and still there is very little trade taking place. If you want to trade you need something of value, gold has a value but it is insignificant compared to the value of materials in a game where everyone wants to build and craft. I can sell you armour but the price will be reflective of time spent, I can gather gold ore at 10g per tap, or 50g per click as I can craft coins at that rate. So if you would like a weapon that reqiures 4 wood for the handle and then another 5 ore for the weapon the minimum value is 100g in just time investment. Trader ergol will not pay that ammount and will resell for less so players will not buy from me. That does not even factor in the skill investment I have made, so why would you buy form me and why would I sell to you. This is all about ballance, and in a beta of this nature there is no ballance. Economy forms over time, using the simple mechanics of supply and demand. While there is an NPC trader in game undermining the cost of everything no economy will ever form, and this is why I have been asking for player based vendors since the open beta began, and in fairness Temko had been asking for it before that.

I may have a GM title on the forums and the tools in game but I am very much a player at heart. I have experienced many games in various developement stages and all have suffered economical issues prior to launch. Dawntide has a fundamental issue that wont be addressed in a hurry because of the size of the playerbase and the rate at which the dev team can add content. Trader ergol is required to remove unwanted items from the game, and to provide a turnover of coins. In providing this service it undermines the player based economy that relies on the distribution of skills amongst the playerbase, and true supply and demand economics.

It is my opinion that a skill in game is required to allow players to destroy items for a lowered ammount of base quality resources. All coins in game be minted/crafted by players. All NPC traders removed and replaced by a functioning player based system. All buildings to require a financial upkeep of some form even if very small. I can elaborate and go into fine detail about how I htink this should happen but I am not in a position to affect change other than to try and offer my opinions to the dev team. It is also MY opinion that beta testing is not for everyone and traders are not going to find suitable tools in dawntide at this current time, so not participating is everyones choice if they wish to make it. I also think that players wanting to trade can make a better impact by testing and participating while offering ideas and solutions.

Anarchist, in your post your commented about upgrading your equipment, a simple purchase of a skinning knife would offer you the ability to gather hides which you could trade for equipment, or craft yourself. Your decision to not participate in gathering and crafting is what has isolated your options and made you form the opinions you have about money. A little more time in game and speaking with knowledgable players would have revealed that allocating 50 skill points to skinning would have solved all of your complaints. While gold is the normal currency in a game and in real life, in Dawntide the value of materials is greater simply due to players wanting to experiment with the one thing in game that is truely functional and that is the crafting.

You also dont like the grind aspect of the game, well there is only a grind if you make it that way. Race to the skill cap and you can then participate in the world pvp that is turned off, or you can hunt the mobs that are far too easy for your skills and your starter equipment. I realise now that I am being a little aggresive in my post, but it is my opinion that your lack of patience and understanding is actually causing your frustration.

Dawntide is not a gear based themepark MMORPG where the challenge is to reach the skil cap and then be awesome and better than everyone else. Dawntide is a sandbox game in developement, and not even close to being complete. Trying to play an incomplete game will always result in frustration, testing, experimenting, exploring and learning is much more rewarding.

The simple fact is Dawntide was recently heavily publicised in a few places and was sold in a misleading fashion. I have tracked down the posts on a number of forums in multiple languages, and by more than one player. In none of the posts does it mention the development style of the game, the fact that its in a creative beta, or that its still missing key features. This brings new players into a game that is not ready for playing. Sure you can kill mobs and craft, you can even make buildings and boats, but its not ready for “playing”. There are key ballance issues that lead to problems with currency as you have found. There are combat issues that make pvp almost pointless, and the seige mechanics that have not even been put in game. All of these things have been left out of the widespread advertising that has seen the average server population double in the last few weeks.

There have been a number of players in game that have been very helpful and supportive in the last few weeks, that have assisted new players in finding their feet in Dawntide. I appreciate their help in trying to ease people into the game and answer the hundreds of questions every new player has. This is not a normal stress test beta, and its not for everyone right now. I completely understand that some people have certain expectations when they invest time into a game, and that right now Dawntide may not reach those levels.

I just hope that nobody thinks that people dont listen or dont care about what people think. If people rage quit, thats fine by me, I just hope they offer some feedback first and try looking back on Dawntide in a few months to see the progress.

@Anarchist :- I realise this looks like I am directing a rant or rage at you, but I am not. I am just a little frustrated that many people seem to have found this beta without fully understanding it. There are very few games developed in this style and it can work against the team in terms of negative press, and its really not deserved. I cant deny there are flaws, glitch’s, bug’s and missing features but its going to be that way for a while yet. Unfortunately some people who have joined the beta lately were not given fair warning in advance of signing up and downloading.

@The Dev team, if I have overstepped the mark with my post I am sorry but I think this needed to be said with the sudden influx of new players.

May 22, 2011 at 1:28 am #7735
Avatar of catnips
catnips
Player

Cant make something thats worthless, worth something, no one is going to sell you armor, if they cant turn around and buy what they used to make the armor for you with it, or something else they need. Just doesnt make sence to do it, next time you go shopping give the check out person blank pieces of paper and see where it gets you. Then try and tell them it will be worth something ( SOMEDAY ) Making a economy is a tricky biz. Iam sure one day, it will all work out, but the game is not there yet. and hoestly there are far more important things to worry over at this point and time in the game. and of course this is just MHO.

LoL I must have been writing mine, as you where writing yours. And yes Faction merchants is simply a must, however I believe as soon as the ones that want to buy (only) from them see the prices they will freak out. Lets take gleamsteel plate 160 ingots of gleamsteel (if no fails) 34 padding also if no fails, not to bad right? humm thats 96 iron ingots 64 silver ingots 64 limestone and now 64 charcoal 34 padding means 34 curitive that would be 68 worfberries, ok so now lets discuss time involved, well we into some good time already, even if sitting in town you happened to be sitting on these nodes and didnt have to move around for them. Well lets just take the silver, in last 2 weeks I have seen a grand total of one node of silver and you may get enough from it to make one suit of plate ( maybe ) so lets be kind and say 4 hours a day for 2 weeks nets you one suit of plate thats 56 hours, not counting time to get the skill or fails, in 56 hours I can with almost no effort, make 280000 gold crowns, that of course would not include it being enchanted. What this all comes down to is the price of an item like this is going to simply be threw the roof, now you add in fails, add in 1 armor piece at a time, and the fact you will have to have this repaired. Also add in when PVP comes back on, well rotflmao

Iam sure I have made some mistakes in this but iam also very sure iam not to far off, if anything I bet this is an understatement, but again this is MHO

.

May 22, 2011 at 1:28 am #7736
Avatar of indirect
indirect
Player

Bartering > Selling for Gold.

IMO removing Gold from the equation would be better. Trading a service for a service has always been a huge economy factor in Sandbox MMOs. Before SWG had the NGE the people with the best armor, redic spliced weapons beyond belief, spices, stims, etc… were all traded for. Then the CU and NGE came around and ruined the game with credit billionaires.

Service currency > paper currency.

May 22, 2011 at 1:28 am #7737
Avatar of TrueGlowcat
TrueGlowcat
Player

I think it would be cool if “Gold” or any coinage could be minted by Factions, and since they’d be made from actual resources they could be reconverted into whichever material they came from with enough of ‘em. This would make money inherently valuable as it can be directly used for production if needed. It could also help make the noble metals more specialized as they’d be the things used in most currency.

The hard part would be how NPCs valued each currency type if using materials other than gold. I suppose each material could have a set Value Per Coin and change when dealing with NPC merchants could be returned in otherwise useless Fiat Currencies. If using only gold then nothing special needs to be done with how NPCs value money.

May 22, 2011 at 1:28 am #7738
Avatar of GMPathy
GMPathy
GameMaster

You can make gold coins now out of gold ingots, minting recipe in toolsmithing skill.

May 22, 2011 at 1:28 am #7739
Avatar of TrueGlowcat
TrueGlowcat
Player

Is it possible for the recipe to go the other way though? Like say, 1000 coins smelted into an ingot.

Also, I was getting more at customized brands of coin to add more flavor to the currency. Similar to how kingdoms/nations would produce their own coins throughout history.

May 22, 2011 at 1:28 am #7740
Avatar of indirect
indirect
Player
TrueGlowcat said:

I think it would be cool if “Gold” or any coinage could be minted by Factions,

That is honestly a brilliant idea.

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