How to force trading and make coins viable.

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Anuketh
 
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Joined: 01 Nov 2016, 21:29
Location: Finland

How to force trading and make coins viable.

Post by Anuketh » 08 Feb 2018, 18:43

Here is my idea on how to force people to trade between settlements and make coins valuable:

1. Only guilds with monument lvl 4 can build trade posts and only trade post owners can sell to crown. Only the trade post owners can store money on trade post.

- This is to make only larger kingdoms able to "mint coins" and they would become trade hubs where solo players and smaller guilds sell their goods for money to keep up their monuments. That large kingdom can then either use those produce or turn them into coins at trade post. Creates centralised market places with larger kingdoms controlling the money which might be an incentive to become vassals of those larger kingdoms. People would be travelling around with money which makes criminal life feasible also. (also make coins less heavy)

2. Trading posts are by default open for everyone for standard trading. Access will be denied for guilds with hostile/war standing toward trade post owner and players with criminal tag.

3. lvl 2 monument accepts silver ingots and bars and lvl 3 gold ingots and bars as payments to make them possible but hard to upkeep on your own or when new server is set up.

4. Remove the whole NPC central town, not needed for anything.

P.S. I propose this to be tested on Epleland, the server I am playing and know it can work on first.
Last edited by Anuketh on 09 Feb 2018, 08:38, edited 5 times in total.

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Tashka
 
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Re: How to force trading and make coins viable.

Post by Tashka » 08 Feb 2018, 19:02

Yup it sounds reasonable.
Shadow queen, tyrant, crooked whore, bloody goddess, Princess of Verna, self-proclaimed Queen in Kingdom of the North (Epleland)

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Asrunn
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Re: How to force trading and make coins viable.

Post by Asrunn » 09 Feb 2018, 00:13

Sounds good

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Barlin
 
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Re: How to force trading and make coins viable.

Post by Barlin » 09 Feb 2018, 01:55

"how to force people to trade between settlements and make coins valuable" - u can t force people to trade, and especially not using coins

"1. Only guilds with monument lvl 4 can build trade posts and only trade post owners can sell to crown. Only the trade post owners can store money on trade post."
-> would make small groups and solo players slaves for the big guilds


" makes criminal life feasible" -> at the beginning there have been bandits around the npc town. But playing a bandit sucks because the alignment drops too much. At the moment the alignment-system is kinda limiting/destroying the pvp/endgame

"4. Remove the whole NPC central town, not needed for anything."
-> pretty much the whole server 25 and neighbouring servers is full with solo players/small groups who depend on that town

"3. lvl 2 monument accepts silver ingots and bars and lvl 3 gold ingots and bars as payments to make them possible but hard to upkeep on your own or when new server is set up." -> has nothing to do with trading ?o.O would be just a bigger pain in the ass to farm more gold/silver ??

why the trading isn t working:
pretty much every ressource is available everywhere. the rarer ones are not really needed. so trading (and even fighting for it) is kinda pointless...

I also had the idea about minting coins. In my opinion coins should not have a fixed value, the value needs to be determined by the market/players- just like the coins in the real middle ages got cheap metal mixed in, were smelted and reused for new coins, cut smaller or were stretched/made thinner ect.
-> it would be great if the jeweller skill could be used to examine (the value /metals of) coins. Like in the past, keep the good coins and spend the bad ones, hoping the other won t be able to notice the difference :D

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Anuketh
 
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Location: Finland

Re: How to force trading and make coins viable.

Post by Anuketh » 09 Feb 2018, 08:36

[quote="Barlin"]"how to force people to trade between settlements and make coins valuable" - u can t force people to trade, and especially not using coins

"1. Only guilds with monument lvl 4 can build trade posts and only trade post owners can sell to crown. Only the trade post owners can store money on trade post."
-> would make small groups and solo players slaves for the big guilds

--> No because this system would force actual trading in limited number of trade post so why would big guilds let it happen for taxes? And the money would trickle down to vassals which means any vassal of bigger guild is able to trade in coins. The problem now is that coins have no value whatsoever because you can any time grind for more so why would anyone trade with them?

" makes criminal life feasible" -> at the beginning there have been bandits around the npc town. But playing a bandit sucks because the alignment drops too much. At the moment the alignment-system is kinda limiting/destroying the pvp/endgame

--> Agree, alignment system needs tweaking but it was not the subject here. But you could be full on criminal if people were forced to haul money around.

"4. Remove the whole NPC central town, not needed for anything."
-> pretty much the whole server 25 and neighbouring servers is full with solo players/small groups who depend on that town

--> That is exactly why it needs to go. They should be dependant on trading with other players.

"3. lvl 2 monument accepts silver ingots and bars and lvl 3 gold ingots and bars as payments to make them possible but hard to upkeep on your own or when new server is set up." -> has nothing to do with trading ?o.O would be just a bigger pain in the ass to farm more gold/silver ??

--> Yes, a pain to keep monument up without money. Just what I was thinking about.

why the trading isn t working:
pretty much every ressource is available everywhere. the rarer ones are not really needed. so trading (and even fighting for it) is kinda pointless...

--> The problem is that money is available everywhere and you can grind a limitless amoun of it whenever you want to. It needs to be a scarcer resource and not available for everyone to just grind more when need be.


Kroma
 
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Re: How to force trading and make coins viable.

Post by Kroma » 12 Feb 2018, 01:58

Like you guys i see the actual problem with coin having no real value, so they cant really be used for trading atm.
Their main use is to feed claim, for trading people just trade one resource for another.

But i dont really understand how your changes would actually fix coin problem and make them viable for trading.

The main problem in my opinion and that is why coin is not used for trading is because there are no economy in the central city.

If there were an economy in the central city a lot of items would have a coin value.
This value would be defined by the amount of items / stuff you need to sell to the crown to get coins, the rarity of an item ( supply ) and the demand for it.

Item sold would obviously be more expensive than if you sold them to the crown which would make some items have a minimum coin value. Some items cant be sold to the crown therefore their value has to be fixed by players.

Still is it worth all the trouble to give an item a coin value while you can just trade it for something else you need ?

In history coins were used when barter were not a viable option anymore because too many trading were going on, so they created coin to give a value for items. The point was to simplify trading.

Atm in the game there is not enough trading in the central city to give item a coin value. And not because every ressources are accessible everywhere.


Guild or large guild are autonomous in ressources and doesnt really need trading except maybe for local ressources.
The main issue i think is new player or little group of player doesnt even know there is a city when they start the game. They dont spawn close to it either. So they figure out how to trade with local guild to get what they need or they recruit more players to be autonomous.

If new player spawn into the central city they would atleast know there is such a place. And more people would actually build around it for safety and would not feel the need to create guild or recruit player to sustain themselves.
So the more people living right outside the city the more coin for trading would become relevant. This would start making an economy and theses players would fix the prices of items. The more player the more trading with coin will be necessary and item will have more accurate value in coin etc ...

So the 2 issue that need to be fixed for that to happen is :
- Make people spawn in the city or close to it. At least show them there is a city and where it is.
- Explain how the city work for new players ( trading post, safe zone etc )

I believe this 2 simple thing would make a long way into a stable coin economy.

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