Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
Yes I know, it's a buyers market right now :).
Silver is, however, getting rarer. It is believed to
be only 2 or 4x as abundant as gold now as the silver
is used up as a rapid pace in industrial processes.

If you want we could up silver to 2:10 or maybe even
4:10 rather then the 1:10 it is now and put copper at
1:10. Your thoughts? If you want to do this I'll be
happy to change the archtypes. Someone will need to
change the bank exchange tables though (I'll do mlab).

So should we keep it at 1:10. Put it at 2:10 or 4:10 ?
(or 3:10 ? (odd numbers are unfun at division though))

--- Brendan Lally [EMAIL PROTECTED] wrote:

 On 1/2/06, Miguel Ghobangieno [EMAIL PROTECTED]
 wrote:
  Changing the value of the metal coins isn't doable
 as
  silver has a set weight to value ratio...
 
 Well, today silver has about 1/80th of the weight to
 value ratio of
 gold. So changing the relative prices is certainly
 possible.
 
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Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
gold and silver coins are not fiate currencies, their
value can't be just inflated. You need paper money for
that (or money who's value is more then the value of
the material).

I won't support inflating gold and silver etc. I will
support creating paralell fiat currencies, and yes
they did exist in the ancient world.

--- Brendan Lally [EMAIL PROTECTED] wrote:

 On 1/3/06, Miguel Ghobangieno [EMAIL PROTECTED]
 wrote:
  So should we keep it at 1:10. Put it at 2:10 or
 4:10 ?
  (or 3:10 ? (odd numbers are unfun at division
 though))
 
 I'm inclined to think that if this is going to be
 done, then their
 would need to be a currency system independent of
 the values of the
 individual coins.
 
 Instead of using gold, silver and platinum, define a
 unit and one or
 two subunits, give them absolute values, and then
 make gold, silver
 and platinum coins worth some value relative to
 that. (maybe even a
 sliding value)
 
 so, if we take something like the old spanish
 system, where there is
 the dollar/peso, (or 'pieces of eight' as they were
 called), each
 being worth 8 reals, which in turn is worth 85
 maravedíes (depending
 on /which/ real you are refering to, but you only
 need to pick one).
 
 In that case then, value 1 would be a maravedies,
 prices would be
 given in terms of dollars, reals, and maravedies,
 and silver gold and
 platinum would have values that floated about that,
 with a whole slew
 of other coins as well.
 
 To extend this line of reasoning further, if these
 were tied to areas
 of the game world, it would allow macro-economic
 effects, as various
 currancies became debased due to economic pressure
 (something that
 happened quite frequently in the past - the real was
 originally 3
 maravedies).
 
 This would also lead to a somewhat evil way to
 control wealth
 acquisition, just hyper-inflate the coinage or
 commodities most of the
 wealth is being stored in. (not that anyone would do
 that of
 course.)
 
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Re: [crossfire] Banking system

2006-01-03 Thread Brendan Lally
On 1/3/06, Miguel Ghobangieno [EMAIL PROTECTED] wrote:
 gold and silver coins are not fiate currencies, their
 value can't be just inflated. You need paper money for
 that (or money who's value is more then the value of
 the material).

 I won't support inflating gold and silver etc. I will
 support creating paralell fiat currencies, and yes
 they did exist in the ancient world.

Ah, but now you have to consider what is actually fluctuating. Is it
that the value of gold is dropping, or the value of the currency is
increasing.

In recent history, it has tended to be the case that fluctuations in
the prices of gold/silver etc, have overwhelmingly /not/ taken other
prices with them. Just because the US dollar weakens against gold (or
if you prefer that gold strengthens against the dollar) doesn't mean
that the price of bread alters.

Certainly it is fair to say that gold has traditionally been quite
consistent with reference to other commodities but silver-backed
currencies (and especially silver-backed currencies with a debased
coinage, which is what I am describing here, rather than fiat
currencies) have fluctuated over time with respect to the price of
gold.

Whether you make the 'value' field relative to a fixed commodity, or a
currency, is really an irrelevant point, once you have the same
relationship between them being expressed, however, if we take the
consumer's-eye view of the economy, prices are significant relative to
wages, which are fixed in a currency, not to a commodity that few of
them will ever trade in (plus it involves modifying fewer object
values).

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Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
It would be nice to beable to set in for instance:

Object goldbar
name goldbar
weight 1
value gold

Object goldcoin
name goldcoin
weight 10 (or whatever it is)
value gold

that way the value will be * by the current value to
weight ration (in thiscase 1/1)

--- Brendan Lally [EMAIL PROTECTED] wrote:

 On 1/3/06, Miguel Ghobangieno [EMAIL PROTECTED]
 wrote:
  gold and silver coins are not fiate currencies,
 their
  value can't be just inflated. You need paper money
 for
  that (or money who's value is more then the value
 of
  the material).
 
  I won't support inflating gold and silver etc. I
 will
  support creating paralell fiat currencies, and yes
  they did exist in the ancient world.
 
 Ah, but now you have to consider what is actually
 fluctuating. Is it
 that the value of gold is dropping, or the value of
 the currency is
 increasing.
 
 In recent history, it has tended to be the case that
 fluctuations in
 the prices of gold/silver etc, have overwhelmingly
 /not/ taken other
 prices with them. Just because the US dollar weakens
 against gold (or
 if you prefer that gold strengthens against the
 dollar) doesn't mean
 that the price of bread alters.
 
 Certainly it is fair to say that gold has
 traditionally been quite
 consistent with reference to other commodities but
 silver-backed
 currencies (and especially silver-backed currencies
 with a debased
 coinage, which is what I am describing here, rather
 than fiat
 currencies) have fluctuated over time with respect
 to the price of
 gold.
 
 Whether you make the 'value' field relative to a
 fixed commodity, or a
 currency, is really an irrelevant point, once you
 have the same
 relationship between them being expressed, however,
 if we take the
 consumer's-eye view of the economy, prices are
 significant relative to
 wages, which are fixed in a currency, not to a
 commodity that few of
 them will ever trade in (plus it involves modifying
 fewer object
 values).
 
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Re: [crossfire] Banking system

2006-01-03 Thread Brendan Lally
On 1/3/06, Miguel Ghobangieno [EMAIL PROTECTED] wrote:
 It would be nice to beable to set in for instance:

 Object goldbar
 name goldbar
 weight 1
 value gold

 Object goldcoin
 name goldcoin
 weight 10 (or whatever it is)
 value gold

 that way the value will be * by the current value to
 weight ration (in thiscase 1/1)

This is an interesting idea, and one I hadn't thought of before.

Probably for ease of parsing however, it would need to be a new
property 'valued_as'?

maybe that should be in addition to the value field? For example, a
gold necklace might have a fixed value based on the workmanship of the
necklace, plus an inherent value based on the weight of the gold.

The final value then would be the combination of the two. This would
also scale nicely to enchanted weapons and the like.

For example a sword could be valued_as steel, with a value of 20 (say)

but a sword +1 might have a value of 1000, and a sword -1 a value of
-500 (this would require negative values, but allow in principle that
a player could make money by melting down cursed items, and reforming
them.

The questions then become, is it better to hijack the 'material' value
for that, and what effect would that have on the things that material
is currently used for?

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Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
:(
The value of a gold bar shouldn't be it's setvalue and
gold spot combination. It should only be the gold
spot. That won't work. Also we shouldn't use the
materials thing for value.

--- Brendan Lally [EMAIL PROTECTED] wrote:

 On 1/3/06, Miguel Ghobangieno [EMAIL PROTECTED]
 wrote:
  It would be nice to beable to set in for instance:
 
  Object goldbar
  name goldbar
  weight 1
  value gold
 
  Object goldcoin
  name goldcoin
  weight 10 (or whatever it is)
  value gold
 
  that way the value will be * by the current value
 to
  weight ration (in thiscase 1/1)
 
 This is an interesting idea, and one I hadn't
 thought of before.
 
 Probably for ease of parsing however, it would need
 to be a new
 property 'valued_as'?
 
 maybe that should be in addition to the value field?
 For example, a
 gold necklace might have a fixed value based on the
 workmanship of the
 necklace, plus an inherent value based on the weight
 of the gold.
 
 The final value then would be the combination of the
 two. This would
 also scale nicely to enchanted weapons and the like.
 
 For example a sword could be valued_as steel, with a
 value of 20 (say)
 
 but a sword +1 might have a value of 1000, and a
 sword -1 a value of
 -500 (this would require negative values, but allow
 in principle that
 a player could make money by melting down cursed
 items, and reforming
 them.
 
 The questions then become, is it better to hijack
 the 'material' value
 for that, and what effect would that have on the
 things that material
 is currently used for?
 
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Re: [crossfire] How do I make an object give damage to the player (this is a carryable object).

2006-01-03 Thread Mark Wedel

Miguel Ghobangieno wrote:

Any ideas? How do I make it do damage. Lava does
damage...


 Other than probably scripting, I don't think there is any way for a carryable 
object to do damage to a player.





--- Miguel Ghobangieno [EMAIL PROTECTED] wrote:


Here is the current object's important parts:

race gold and jewels
attacktype 4
dam 5
speed 0.10
color_fg grey
nrof 1
type 73
material 2
identified 1
editable 2048
client_type 2005



It's not doing damage though...




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