[crossfire] Banking system

2005-12-24 Thread Anton Oussik
Thinking about lalo's patch, an interesting idea would be to make a
patch that makes the banking system more useful by introducing the
following changes to the banks:

  - Gain interest on money deposited

  - introducing chequebooks.
If
you attempt to leave a shop,
and have unbought items,
and have not enough cash to pay for it,
and you have a chequebook,
then
if
you have sufficient funds in the Imperial bank,
and the chequebook belongs to you,
then
have the money deducted straight from your account.
else
have a message displayed saying that you try to pay with a cheque,
but the shopkeeper does not trust it.

In my opinion this will encourage people to use the banking system to
store money.

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Re: [crossfire] Banking system

2005-12-24 Thread Brendan Lally
On 12/24/05, Anton Oussik [EMAIL PROTECTED] wrote:
 Thinking about lalo's patch, an interesting idea would be to make a
 patch that makes the banking system more useful by introducing the
 following changes to the banks:

   - Gain interest on money deposited

[snip]

 In my opinion this will encourage people to use the banking system to
 store money.

It would, but I think there would need to be an associated opportunity
cost, otherwise there would be no incentive to keep liquid capital.

maybe something like 'real' banks do, where there are two accounts,
one a currant account against which cheques are drawn, and a savings
account, which takes a week (or more) to take money from, has a high
transaction charge, and also offers a reasonable interest rate.

This would unfortunatly require a more complex interface.

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Re: [crossfire] Banking system

2005-12-24 Thread Mark Wedel

Brendan Lally wrote:

On 12/24/05, Anton Oussik [EMAIL PROTECTED] wrote:

Thinking about lalo's patch, an interesting idea would be to make a
patch that makes the banking system more useful by introducing the
following changes to the banks:

  - Gain interest on money deposited


[snip]


 Interest is probably a bad idea - you might very well get players gaining more 
money from interest than they can from adventuring.





In my opinion this will encourage people to use the banking system to
store money.


It would, but I think there would need to be an associated opportunity
cost, otherwise there would be no incentive to keep liquid capital.

maybe something like 'real' banks do, where there are two accounts,
one a currant account against which cheques are drawn, and a savings
account, which takes a week (or more) to take money from, has a high
transaction charge, and also offers a reasonable interest rate.

This would unfortunatly require a more complex interface.


 At some level, it becomes a question of why not just make money a 'stat'. 
Instead of gold pieces, silver, platinum, etc, floating in your inventory, 
something just says you have 123456 gold pieces.


 That would actually simplify the code - look at a lot of the shop code to try 
to figure out if the player has enough money, as well as to give the player 
money.  If it was just a stat, all that becomes a simple add/delete operation.


 It would add some complexity to the pickup code - when picking up money, it 
would have to just add to that stat, but that wouldn't be that hard.


 The hardest part in this is dealing with things where you need to drop money 
to activating them.  Some form of legacy interface would be needed, but even 
that wouldn't be that hard (could just use some unique tag number to make a 
synthetic object in the players inventory or something).


 All this starts to get away from the discussion at hand, but is food for 
thought

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[crossfire] Re: [Crossfire-cvs] CVS commit: arch/mapbuilding

2005-12-24 Thread ERACC
On Saturday 24 December 2005 12:41 am
[EMAIL PROTECTED] wrote:

 metalforge isn't the center of the universe

Yes. It is.

:-p


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Re: [crossfire] Re: [Crossfire-cvs] CVS commit: arch/mapbuilding

2005-12-24 Thread Miguel Ghobangieno
Well in that case the center needs to update it's
archtypes :).


--- ERACC [EMAIL PROTECTED] wrote:

 On Saturday 24 December 2005 12:41 am
 [EMAIL PROTECTED] wrote:
 
  metalforge isn't the center of the universe
 
 Yes. It is.
 
 :-p
 
 
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Re: [crossfire] Banking system

2005-12-24 Thread Anton Oussik
On 24/12/05, Mark Wedel [EMAIL PROTECTED] wrote:
   At some level, it becomes a question of why not just make money a 'stat'.
 Instead of gold pieces, silver, platinum, etc, floating in your inventory,
 something just says you have 123456 gold pieces.

   All this starts to get away from the discussion at hand, but is food for 
 thought

No, it is very much on topic - the main issue here is to avoid the
need to have large piles of money lying about in apartments and having
to carry more than your own weight in platinum in order to go outside
to the shop (perhaps the subject is misnamed though ;-) ).

Your idea seems more sensible. Perhaps make all players carry a
special wallet/money pouch item, which is a container into which money
automatically go and become weightless (or near enough so), which will
say you have foo gold when clicked, and from which you can drop
money?

This could also be implemented as a property and interfaced by adding
new server commands and adding a UI pouch... but that is for version 2
of CrossFire.

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Re: [crossfire] Re: [patch] Large-denomination coins

2005-12-24 Thread Anton Oussik
On 25/12/05, Lalo Martins [EMAIL PROTECTED] wrote:
 And so says Anton Oussik on 24/12/05 18:40...
  I also have some concerns that this will cause inflation, and
  platinum is the new silver. Could map and item makers please avoid
  making items that cost that much unless there is a very good reason
  for doing so?

 If I understand the code correctly, a small change in shop.c can make
 these coins pretty much invisible - they will still be accepted in
 shops, but price evaluations will remain in plat, and shopkeepers will
 not give you jade/amber.

 Would that be better?

Having shops give the high value coins is better, for the following reason:
Currently the shops will give you the platinum for a sold item
regardless of the weight of platinum. This means, for example, you can
go and sell something worth 50,000,000, then the shop keeper will give
you 50,000,000 in plat, even knowing this is way more than your carry
limit.

Under the new system this is merely 5,000 of the highest denomination
thing, which should be liftable.

Now it is possible to fix the bug of shop keepers giving too much
weight in money without adversly effecting gameplay if it is still an
issue, although in general it should not be any more.

What I was against is the introduction of super-expensive items to
make use of the coins. 5,000 jade coins should remain to be worth a
small fortune.

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Re: [crossfire] Re: [patch] Large-denomination coins

2005-12-24 Thread Mark Wedel



What I was against is the introduction of super-expensive items to
make use of the coins. 5,000 jade coins should remain to be worth a
small fortune.


 I think the other potential problem is map makers seeing this high valued 
coins and start to place these in maps instead of the lower value coins 
currently there, so therefor, you get an inflation of available money.



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Re: [crossfire] Banking system

2005-12-24 Thread Mark Wedel

Anton Oussik wrote:

On 24/12/05, Mark Wedel [EMAIL PROTECTED] wrote:

  At some level, it becomes a question of why not just make money a 'stat'.
Instead of gold pieces, silver, platinum, etc, floating in your inventory,
something just says you have 123456 gold pieces.



  All this starts to get away from the discussion at hand, but is food for 
thought


No, it is very much on topic - the main issue here is to avoid the
need to have large piles of money lying about in apartments and having
to carry more than your own weight in platinum in order to go outside
to the shop (perhaps the subject is misnamed though ;-) ).

Your idea seems more sensible. Perhaps make all players carry a
special wallet/money pouch item, which is a container into which money
automatically go and become weightless (or near enough so), which will
say you have foo gold when clicked, and from which you can drop
money?

This could also be implemented as a property and interfaced by adding
new server commands and adding a UI pouch... but that is for version 2
of CrossFire.


 As said, this wouldn't be really hard.

 Add a uint64 field to the player object.

 Modify the pickup code to check item type being picked up.  if type == MONEY, 
add it to that stat, a don't insert it (this could actually be done in the 
insert_ob_in_ob for that matter to make sure all cases are caught).


 For new clients, add a mechanism for server to tell client this value - 
probably via stats command makes the most sense.  For these new clients, it is 
then up to them how they should display that (could just be next to exp or 
something).


 For older clients, or maybe all clients until altars and the like are somehow 
fixed up, the server would fake inventory items for the coins.  For simplicity, 
probably only fake gold pieces (I don't think anything actually requires silver 
or platinum, and faking only 1 object instead of 3, makes sense).


 When player tries to drop some gold, the server would catch it is a fake 
object, and convert the objects into a pile of gold and insert it into the map. 
 Covers those altars, tables, etc.  Also, allows players to trade gold easily.


 For these fake objects, the draw_look function of previous/next object in 
large stacks could be used - basically set the high bit on the object tag, and 
drop and examine would catch this special tag and do the right thing.


 It actually isn't that hard to do, and probably a good thing to do.

 The biggest issue is making sure it works - having a bug and wiping out 
peoples gold would be a pain.


 the only real oddity is the weight values - that 'stat' of gold would 
basically be weightless (or presumably a much lower weight than currently in place).


 That said, it would seem an easy fix right now is just change the current 
weight of coins - the weight is currently 10 - it could be reduced to 1, and 
increase carrying capacity tenfold.



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