Re: [crossfire] Banking system
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. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire __ Yahoo! for Good - Make a difference this year. http://brand.yahoo.com/cybergivingweek2005/ ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Banking system
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.) ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire __ Yahoo! DSL Something to write home about. Just $16.99/mo. or less. dsl.yahoo.com ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Banking system
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). ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Banking system
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). ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire __ Yahoo! DSL Something to write home about. Just $16.99/mo. or less. dsl.yahoo.com ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Banking system
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? ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Banking system
:( 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? ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire __ Yahoo! DSL Something to write home about. Just $16.99/mo. or less. dsl.yahoo.com ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] How do I make an object give damage to the player (this is a carryable object).
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... __ Yahoo! for Good - Make a difference this year. http://brand.yahoo.com/cybergivingweek2005/ ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire __ Yahoo! for Good - Make a difference this year. http://brand.yahoo.com/cybergivingweek2005/ ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire