Re: [crossfire] Banking system

2006-01-04 Thread Miguel Ghobangieno
Oh that sounds good.

I'd also like to have valued_as gold18k, gold14k, and
gold10k
(nuggets are not pure gold by weight as it is (good
idea IMHO, makes sence), so we need those aswell).
gold18k etc should be computed by gold/(whatever it's
ratio is).

--- Brendan Lally <[EMAIL PROTECTED]> wrote:

> On 1/4/06, Miguel Ghobangieno <[EMAIL PROTECTED]>
> wrote:
> > this would be looked up and the value computed.
> That
> > way you could have flucuation gold etc values.
> >
> > if you add a valued_as then value should be
> ignored
> > completely.
> 
> But if you combined the two, it would be useful for
> many more items.
> Whilst a gold bar or gold dust would probably have
> value zero, a
> cursed gold ring should have that gold value minus
> an amount
> representing the badness of the curse - and making
> it worth melting
> down - of course the melting process shouldn't be
> entirely efficiant
> either
> 
> That would allow both the price of gold bars to vary
> and the price of
> gold items to vary too
> 
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Re: [crossfire] Banking system

2006-01-03 Thread Brendan Lally
On 1/4/06, Miguel Ghobangieno <[EMAIL PROTECTED]> wrote:
> this would be looked up and the value computed. That
> way you could have flucuation gold etc values.
>
> if you add a valued_as then value should be ignored
> completely.

But if you combined the two, it would be useful for many more items.
Whilst a gold bar or gold dust would probably have value zero, a
cursed gold ring should have that gold value minus an amount
representing the badness of the curse - and making it worth melting
down - of course the melting process shouldn't be entirely efficiant
either

That would allow both the price of gold bars to vary and the price of
gold items to vary too

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Re: [crossfire] Banking system

2006-01-03 Thread Miguel Ghobangieno
I like my way better.
I want to beable to set the value to
gold
gold14karat

this would be looked up and the value computed. That
way you could have flucuation gold etc values.

if you add a valued_as then value should be ignored
completely.

etc.
(nuggets aren't pure gold, by current weight/value
ratio, and that makes sence as they're found just in
the wild).

--- 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] 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] 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
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:
> 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
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:
> 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 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

2006-01-02 Thread Brendan Lally
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

2006-01-02 Thread Miguel Ghobangieno
Changing the value of the metal coins isn't doable as
silver has a set weight to value ratio... 

Perhapse it is best to forget about copper coins.


--- Mark Wedel <[EMAIL PROTECTED]> wrote:

> Miguel Ghobangieno wrote:
> 
> > I suggest an addum to the mappers handbook "don't
> put
> > jade and amber coins in you duengons as rewards".
> Then
> > will come the question "why have them then!" Well
> then
> > why have most of the things we have in CF? We
> could
> > probably chuck most of our archtypes.. why even
> have
> > CF? CF isn't needed in the world etc.
> 
>   Updating the map guide could be done.   I just
> wonder how many people read it 
> :).  That said, the map check scripts could be
> modified to look for unauthorized 
> arches also - some cases may be acceptable, but
> noting that jade coin appears in 
> map xyz coudl still be useful.
> 
> > 
> > I'd also like copper coins, this will require
> value to
> > have decemal points.
> > Could we do that?
> 
>   IMO, no.  There will always need to be a minimum
> value, and keeping that 
> minimum 1 to me makes perfect sense.  Adding
> decimalization adds a fair amount 
> of complication, and as is, a value 1 object really
> isn't worth anything.
> 
>   I'd much rather go the approach of revalueing the
> existing money.  Make the 
> new copper coin worth 1.  Make silver coins worth 5.
>  If gold (10) and platinum 
> (50) coins keep the same value, such a change in
> valuation isn't likely to 
> affect things very much (unless players make huge
> piles of silver to anticipate 
> that change).
> 
>   Or perhaps one that seems like more a hack but
> wouldn't have that problem - 
> create 'new' coin - new copper, new silver, new
> gold, new platinum, etc coins as 
> new archetypes.  Put whatever valuation you want in
> them.  Update treasure lists 
> (and perhaps maps, but I'm not sure how many maps
> actually have coins piled on 
> them)  Maybe change the existing coins to be 'old'
> coins or 'ancient' coins.
> 
>   Thus, all new coinage that shows up should be
> these new coins with new 
> valuation.  However, those old coins still exist and
> can still be used with no 
> inflation in value, so a player that has stockpiled
> piles of them doesn't get 
> anything more from them (and if they find them in
> maps or something, not a big 
> deal - old coins sitting in a dungeon wouldn't be
> that odd).
> 
>   I say all this because, as I've said before, at
> some level, you need a minimum 
> value on objects.  You can't use floats to store
> value because the precision for 
> high/low values isn't there, and you'll get into all
> sorts of errors.  So the 
> only way to do this is what Brendan (I think it was)
> described, which is to 
> multiply and divide internally.  But even then, you
> are still stuck with some 
> minimum, based on the multiply/divide values that
> are set up (if for example it 
> is 100, then your minimum value is .01 - anything
> less is lost).
> 
>   But really, it comes down to the fact (to me) that
> a value 1 object is pretty 
> nearly worthless, and I can't see need to have stuff
> worth less than that.  So 
> this really becomes a matter of a new coin standard,
> and that can be done with 
> just archetype changes, which to me seems like the
> much better way to go.
> 
> 
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Re: [crossfire] Banking system

2006-01-01 Thread Mark Wedel

Miguel Ghobangieno wrote:


I suggest an addum to the mappers handbook "don't put
jade and amber coins in you duengons as rewards". Then
will come the question "why have them then!" Well then
why have most of the things we have in CF? We could
probably chuck most of our archtypes.. why even have
CF? CF isn't needed in the world etc.


 Updating the map guide could be done.   I just wonder how many people read it 
:).  That said, the map check scripts could be modified to look for unauthorized 
arches also - some cases may be acceptable, but noting that jade coin appears in 
map xyz coudl still be useful.




I'd also like copper coins, this will require value to
have decemal points.
Could we do that?


 IMO, no.  There will always need to be a minimum value, and keeping that 
minimum 1 to me makes perfect sense.  Adding decimalization adds a fair amount 
of complication, and as is, a value 1 object really isn't worth anything.


 I'd much rather go the approach of revalueing the existing money.  Make the 
new copper coin worth 1.  Make silver coins worth 5.  If gold (10) and platinum 
(50) coins keep the same value, such a change in valuation isn't likely to 
affect things very much (unless players make huge piles of silver to anticipate 
that change).


 Or perhaps one that seems like more a hack but wouldn't have that problem - 
create 'new' coin - new copper, new silver, new gold, new platinum, etc coins as 
new archetypes.  Put whatever valuation you want in them.  Update treasure lists 
(and perhaps maps, but I'm not sure how many maps actually have coins piled on 
them)  Maybe change the existing coins to be 'old' coins or 'ancient' coins.


 Thus, all new coinage that shows up should be these new coins with new 
valuation.  However, those old coins still exist and can still be used with no 
inflation in value, so a player that has stockpiled piles of them doesn't get 
anything more from them (and if they find them in maps or something, not a big 
deal - old coins sitting in a dungeon wouldn't be that odd).


 I say all this because, as I've said before, at some level, you need a minimum 
value on objects.  You can't use floats to store value because the precision for 
high/low values isn't there, and you'll get into all sorts of errors.  So the 
only way to do this is what Brendan (I think it was) described, which is to 
multiply and divide internally.  But even then, you are still stuck with some 
minimum, based on the multiply/divide values that are set up (if for example it 
is 100, then your minimum value is .01 - anything less is lost).


 But really, it comes down to the fact (to me) that a value 1 object is pretty 
nearly worthless, and I can't see need to have stuff worth less than that.  So 
this really becomes a matter of a new coin standard, and that can be done with 
just archetype changes, which to me seems like the much better way to go.



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Re: [crossfire] Banking system

2006-01-01 Thread Miguel Ghobangieno
I think you should have to go to the bank to convert
coins to other currencies etc.

If people don't want to bother with money they can use
the checkbook and have to put up with the small %
fees.

--- Mark Wedel <[EMAIL PROTECTED]> wrote:

> 
>   My point about dropping money in the shop is more
> a convenience thing, not 
> realism (using the 'r' word with crossfire is never
> a good idea).
> 
>   But my general thought is that if a bankkeeper is
> willing to accept usage of 
> the check card (or whatever its called), it just
> makes it easier for players so 
> they don't have to run to the bank every time they
> want to get rid of their 
> coins.  That's not one of the things I really like
> in real life, so could do 
> without it in a game.
> 
>   As far as check books, various thoughts:
> 
> 1) the bank itself could charge some fee (fixed
> percentage) of the money being 
> deposited.  After all, they are taking all those
> coins and storing them away. 
> Number should probably be relatively low.
> 
> 2) Shops could add some surcharge if using such a
> card.  Perhaps make this a map 
> property.  Arguably, the bigger the purchase, the
> smaller (percentage wise) this 
> charge would be.  If you're buying something for 4
> gp, its a bit of a bother for 
> the shopkeeper to take that check and get the money.
>  If you're spending 50,000 
> pp, the shop keeper would probably prefer that money
> get transferred directly to 
> their bank account - they don't want 5 tons of
> platinum.
> 
>   If one was going to be more realistic, there
> really should be regional banks 
> (scorn bank, navar city bank, etc), and you'd need
> to use the appropriate check 
> book in the appropriate city (or the shops should
> demand a lot more money for 
> using accounts of a foreign nature).  Or perhaps the
> at the bank itself, you 
> could transfer money, but with a fairly hefty fee
> (have to use magic after all 
> to really confirm there is the money in that remote
> account, etc).  But that 
> really just makes things more a bother for the
> player.
> 
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Re: [crossfire] Banking system

2006-01-01 Thread Miguel Ghobangieno
Checkbook arch committed.
There is also a bankcard arch.


--- Rick Tanner <[EMAIL PROTECTED]> wrote:

> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
> 
> ERACC wrote:
> >
> > That is why I suggested a bank card that debits
> the bank
> > account rather than a credit card. I don't think
> CF should implement
> > a credit system. I see ways to exploit /that/
> right now.
> 
> Hmm.. I thought the discussion all along was for
> some sort of
> debit/check/cheque card that automatically deducts
> the money from your
> bank account *assuming* you have enough cash in
> there to cover the
> purchase.  Otherwise you see some sort of message
> showing how much more
> money you need to make the purchase.
> 
> I agree, I think it's a bad idea for a credit card
> or making purchases
> without cold hard cash to back it up.
> 
> 
> 
> 
> 
> 
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.2 (GNU/Linux)
> Comment: Using GnuPG with Thunderbird -
> http://enigmail.mozdev.org
> 
>
iD8DBQFDsbmDhHyvgBp+vH4RAqqqAKDNYdG9Psbcuw2XfLmwSujwwRon/wCg7O68
> Y0Soiyofjh3eTWQ1wdnhcZ0=
> =zXPP
> -END PGP SIGNATURE-
> 
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Re: [crossfire] Banking system

2006-01-01 Thread Miguel Ghobangieno
Who said jade and amberonium coins would be in any
duengons? I am not putting them as treasures in my
maps atleast (and does anyone else map anymore besides
me?). As for "we have gems/this/that which can be used
instead" it's nice to have multiple ways to do things.
The role of jade etc IMHO, since I'm not going to put
them in my duengons as treasure (and hopefully others
won't either) is to beable to have "10,000 dollar"
notes kindof thing. All apprasals etc should be in
silver, gold, plat and never jade and amber.

I suggest an addum to the mappers handbook "don't put
jade and amber coins in you duengons as rewards". Then
will come the question "why have them then!" Well then
why have most of the things we have in CF? We could
probably chuck most of our archtypes.. why even have
CF? CF isn't needed in the world etc.

I'd also like copper coins, this will require value to
have decemal points.
Could we do that?

--- Rick Tanner <[EMAIL PROTECTED]> wrote:

> 
> Post on behalf of Todd Mitchell (Avion):
> 
> The Imperial Banking system was not intended to be a
> modern bank, more 
> of an old fashioned type bank.  The Imperial Note is
> not money, it is a 
> credit note.  Basically it was to allow players to
> carry and transfer 
> large amounts of wealth between cities or as a way
> to pay for large 
> ticket items (such as guilds) while avoiding
> inflation of value that 
> large coins would bring.  The coin system is based
> on weight and this is 
> a good thing that limits the amount of treasure
> folks can carry. 
> Because they are low weight and easy to carry, the
> Imperial notes are 
> not supposed to be worth anything intrinsically and
> cannot be used as 
> money, but can be used to transfer large sums of
> money (and always for a 
> convenience fee). All this talk of large
> denomination coins seems to be 
> to me misplaced since the point of the coins is to
> limit what can be 
> hauled out of dungeons easily and limit wealth
> accumulation.  Large 
> coins will lead to inflation as they allow players
> to carry more cash on 
> hand. As for 'credit cards' and other stuff to pay
> for big purchases? - 
> why bother when you can easily make special altars
> (or use scripting) 
> for expensive things that accept Imperial notes. 
> They are already 
> credit notes.  Allowing their use as *money* however
> would simply make 
> them into large coins and defeat their purpose.
> Also the bank code was designed to allow for
> alternate credit 
> institutions and easily changable service fees.
> 
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Re: [crossfire] Banking system

2005-12-31 Thread Rick Tanner


Post on behalf of Todd Mitchell (Avion):

The Imperial Banking system was not intended to be a modern bank, more 
of an old fashioned type bank.  The Imperial Note is not money, it is a 
credit note.  Basically it was to allow players to carry and transfer 
large amounts of wealth between cities or as a way to pay for large 
ticket items (such as guilds) while avoiding inflation of value that 
large coins would bring.  The coin system is based on weight and this is 
a good thing that limits the amount of treasure folks can carry. 
Because they are low weight and easy to carry, the Imperial notes are 
not supposed to be worth anything intrinsically and cannot be used as 
money, but can be used to transfer large sums of money (and always for a 
convenience fee). All this talk of large denomination coins seems to be 
to me misplaced since the point of the coins is to limit what can be 
hauled out of dungeons easily and limit wealth accumulation.  Large 
coins will lead to inflation as they allow players to carry more cash on 
hand. As for 'credit cards' and other stuff to pay for big purchases? - 
why bother when you can easily make special altars (or use scripting) 
for expensive things that accept Imperial notes.  They are already 
credit notes.  Allowing their use as *money* however would simply make 
them into large coins and defeat their purpose.
Also the bank code was designed to allow for alternate credit 
institutions and easily changable service fees.


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Re: [crossfire] Banking system

2005-12-27 Thread Mark Wedel


 My point about dropping money in the shop is more a convenience thing, not 
realism (using the 'r' word with crossfire is never a good idea).


 But my general thought is that if a bankkeeper is willing to accept usage of 
the check card (or whatever its called), it just makes it easier for players so 
they don't have to run to the bank every time they want to get rid of their 
coins.  That's not one of the things I really like in real life, so could do 
without it in a game.


 As far as check books, various thoughts:

1) the bank itself could charge some fee (fixed percentage) of the money being 
deposited.  After all, they are taking all those coins and storing them away. 
Number should probably be relatively low.


2) Shops could add some surcharge if using such a card.  Perhaps make this a map 
property.  Arguably, the bigger the purchase, the smaller (percentage wise) this 
charge would be.  If you're buying something for 4 gp, its a bit of a bother for 
the shopkeeper to take that check and get the money.  If you're spending 50,000 
pp, the shop keeper would probably prefer that money get transferred directly to 
their bank account - they don't want 5 tons of platinum.


 If one was going to be more realistic, there really should be regional banks 
(scorn bank, navar city bank, etc), and you'd need to use the appropriate check 
book in the appropriate city (or the shops should demand a lot more money for 
using accounts of a foreign nature).  Or perhaps the at the bank itself, you 
could transfer money, but with a fairly hefty fee (have to use magic after all 
to really confirm there is the money in that remote account, etc).  But that 
really just makes things more a bother for the player.


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Re: [crossfire] Banking system

2005-12-27 Thread Rick Tanner
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

ERACC wrote:
>
> That is why I suggested a bank card that debits the bank
> account rather than a credit card. I don't think CF should implement
> a credit system. I see ways to exploit /that/ right now.

Hmm.. I thought the discussion all along was for some sort of
debit/check/cheque card that automatically deducts the money from your
bank account *assuming* you have enough cash in there to cover the
purchase.  Otherwise you see some sort of message showing how much more
money you need to make the purchase.

I agree, I think it's a bad idea for a credit card or making purchases
without cold hard cash to back it up.






-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.2 (GNU/Linux)
Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org

iD8DBQFDsbmDhHyvgBp+vH4RAqqqAKDNYdG9Psbcuw2XfLmwSujwwRon/wCg7O68
Y0Soiyofjh3eTWQ1wdnhcZ0=
=zXPP
-END PGP SIGNATURE-

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Re: [crossfire] Banking system

2005-12-27 Thread ERACC
On Tuesday 27 December 2005 07:26 am
Brendan Lally wrote:

> In case you couldn't gues, I don't like credit card companies very
> much. 

Nor do I. That is why I suggested a bank card that debits the bank
account rather than a credit card. I don't think CF should implement
a credit system. I see ways to exploit /that/ right now.

Gene
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Re: [crossfire] Banking system

2005-12-27 Thread Miguel Ghobangieno
/me thinks it's time to make nrof var a bigger int.
Same with hp and maxhp... :)

Note: I allready committed a bank card, CF did have
paper back then.
However once I get back from vaca (assuming so), I'll
bust out a bankbook or few if you still want that.

--- Anton Oussik <[EMAIL PROTECTED]> wrote:

> On 25/12/05, Brendan Lally <[EMAIL PROTECTED]>
> wrote:
> > On 12/25/05, Anton Oussik <[EMAIL PROTECTED]>
> wrote:
> > > I suspect this would also fix the client bug
> when the client crashes
> > > when it steps on a tile where something has nrof
> > 2^32.
> >
> > Wouldn't stepping on non-money items which have a
> sufficiantly high
> > nrof also trigger such a crash?
> 
> Yes, it does. However you seldom encounter anything
> else in such quantities.
> 
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Re: [crossfire] Banking system

2005-12-27 Thread Nicolas Weeger
Hello.

> I suspect this would also fix the client bug when the client crashes
> when it steps on a tile where something has nrof > 2^32.

I tried to reproduce that bug, and could crash the client, but with
negative numbers.
I just committed changes to make the item's nrof of the client uint32,
like server-side. This could fix the issue :)

Nicolas

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Re: [crossfire] Banking system

2005-12-27 Thread Brendan Lally
On 12/27/05, Anton Oussik <[EMAIL PROTECTED]> wrote:
> Also replying to several posts.
> Firstably card vs chequebook: I don't think there is plastic in CF,
> and so things should not be made out if it.

Why do you assume that credit cards /must/ be made out of plastic?
They could be made out of wood, or copper.

In fact, credit cards give a saner way to charge the player, because
real loan sha^W^W banks do exactly the same thing.

Charge a fixed amount each year/month, everytime you buy something,
send a request for payment of an amount vaguely related to the amount
owed. Every $STUPIDLY_SHORT_SPACE_OF_TIME increment by BIGNUM

You could then have differing credit limits backed by the amount that
you have in the bank (and, maybe, the level of the player). - These
could also have differing costs.

Maybe there could also be a few cards that offer gimmicks - like a
free dragon flight after you spend above a certain limit.

In case you couldn't gues, I don't like credit card companies very much.

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Re: [crossfire] Banking system

2005-12-27 Thread Anton Oussik
On 25/12/05, Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 12/25/05, Anton Oussik <[EMAIL PROTECTED]> wrote:
> > I suspect this would also fix the client bug when the client crashes
> > when it steps on a tile where something has nrof > 2^32.
>
> Wouldn't stepping on non-money items which have a sufficiantly high
> nrof also trigger such a crash?

Yes, it does. However you seldom encounter anything else in such quantities.

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Re: [crossfire] Banking system

2005-12-27 Thread Anton Oussik
On 27/12/05, Nicolas Weeger <[EMAIL PROTECTED]> wrote:
> So if we want to change things, i'd go for a credit card / checkbook
> system, but only for small amounts - like under 1000 platinum.
> This way you wouldn't need to carry money for usual things, but only for
> high-priced ones.
> Rationale is that shopkeepers don't have any way to check whether your
> bank account really has all that money, so prefer to get the real hard
> coins :)

Also replying to several posts.
Firstably card vs chequebook: I don't think there is plastic in CF,
and so things should not be made out if it. For all purposes
chequebook would work like one, since you would implicitly make a
cheque in a shop.

Secondly about dropping money in shops have the amount deposited to
your account - this is not really how banking works - how will the
money get to the bank? If I found some cash, I would not walk into a
random shop, and give it to them (unless I was feeling especially nice
that day).

Thirdly about the amount alowed to use in shops - I was thinking the
racist shopkeeper system could be extended to work with cheque books -
the amount you can buy would depend on your race, religeon, and the
type of chequebook you have. If you are not trustworthy enough, output
a message along the lines of "the shopkeeper laughs at your cheque".

Since Mikee said he was making some archetypes, it might be a good
idea to make several, and once the amount you have reaches some
number, say 1,000, 10,000, 100,000, 1,000,000, and 10,000,000, send
out a new book to the player. Making them primary colours would also
be a good idea, so something like white, red, green, blue, black would
work.

It is unclear if bank should charge for using the service or pay you
interest. In the interests of deflating the economy I'd say they
should charge something like
10plat/day for the basic card,
200/day once you get over 10,000,
3,000/day once you get over 100,000,
30,000/day to those entrusting their millions to the bank and,
400,000/day once you have more money than you know what to do with.

I'n not entirely sure I like this idea though, and I think it will
meet heavy resistance from others in this list, since it introduces a
charge for a fixed amount of time, which a player may or may not
actually spend in the game. Perhaps charging a one time payment when
money are deposited would appeal to more people, but that can be
exploited by dropping many small deposits (unless you argue that if
you pay in a silver coin it should not be credited to your account).

Allowing a player to inscribe a cheque to another player, which can be
paid in at a bank by the player in question, or exchanged for cash at
a bank would be a good idea.

Also banks sending bank statements to the players every day/week is an
interesting though. This all relies on a system that can send items
through the post (I assume that is how people would get their cheque
books? I guess the banks could also be arranged to do give out new
books, by refusing to deposit money over a certain amount until you
purchase the next expensive card.

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Re: [crossfire] Banking system

2005-12-27 Thread Nicolas Weeger
Hello.

> 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:

(catching on mails, so replying to many things at once)

I must say I like the coin system as it is - having pile of coins to buy
items and such. Having enough strength to be able to carry the platinum
you need to get that really nice item is a fun thing imo :)
So if we want to change things, i'd go for a credit card / checkbook
system, but only for small amounts - like under 1000 platinum.
This way you wouldn't need to carry money for usual things, but only for
high-priced ones.
Rationale is that shopkeepers don't have any way to check whether your
bank account really has all that money, so prefer to get the real hard
coins :)

Just my 2 cents (of euro)

Nicolas

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Re: [crossfire] Banking system

2005-12-26 Thread Mark Wedel


 A random thought is that if bank cards are used, and the shops can 
automatically add/debit them, then the question becomes how much different is 
that than just adding a stat.  Although, I suppose a good case can be made the 
coins found in the dungeon would have to remain coins until you do get to town 
to deposit them (that said, life could be made easier - dropping a pile of coins 
in a shop automatically debits your card, etc).  My only real point in all this 
is one should think of the long term plans and how this all works out.


 As for as deflating the economy, I see that as real difficult at current time. 
 If we could go back in time, having copper coins or more valued coins make 
sense.  But adding a new coin at 1/10th the price of the current silver makes no 
sense IMO.  As it is, silver is already somewhat worthless (get a big enough 
pile, may be worth something, but you're never really going to use individual 
silver coins for much of anything.  And to refactor all the current items in the 
games, those on maps, those in players inventories, etc, seems like a near 
impossible task.  And this in itself doesn't help balance the economy much - I 
think it is fair to say the main source of money isn't gathering the coins, but 
rather selling the items you find, so it becomes more about the relation of 
those values.


 For that reason, reducing the money to a float, or conversion at load time, 
doesn't make a lot of sense.  The minimum value being 1 is perfectly fine - at 
some level, you need some minimal value, and as things stand now, I can't see 
any reason something less than 1 is needed.  It would be like adding a 1/10th 
cent to the US banking system - as things stand right now, the US 1 cent coin is 
pretty much worthless - what is the point add at 1/10th coin.



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Re: [crossfire] Banking system

2005-12-25 Thread Miguel Ghobangieno
/me whips out the gimp and starts work on the bank
card.

--- ERACC <[EMAIL PROTECTED]> wrote:

> On Sunday 25 December 2005 01:37 am
> Miguel Ghobangieno wrote:
> 
> > You want a checkbook. I can make the archtype face
> pic
> > and perhapse cave can do the code
> 
> How about a bank card that is tied to the banking
> system? There would
> then be reason to deposit money in the banks. Could
> charge a fee for
> use of the card too, or not. I think keeping the
> coins in the system
> is a good thing. Removing them, not so good. For
> very costly items
> deposit in the bank and use a bank card in the
> shops, etc. Also
> making the existing bank notes work as cash would be
> a good thing.
> 
> Gene
> -- 
> Mandriva Linux release 2006.0 (Official) for i586
>  19:31:37 up 10 days,  2:38, 10 users,  load
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Re: [crossfire] Banking system

2005-12-25 Thread Miguel Ghobangieno
Finished drawing. Bank card pic and arc have now been
submitted to CVS. All that's needed is the code and we
can be done with this silly talk of turning the coins
into a 'stat' :). The bank card shall fulfill what is
wanted without touching the wonderful coins.

--- ERACC <[EMAIL PROTECTED]> wrote:

> On Sunday 25 December 2005 01:37 am
> Miguel Ghobangieno wrote:
> 
> > You want a checkbook. I can make the archtype face
> pic
> > and perhapse cave can do the code
> 
> How about a bank card that is tied to the banking
> system? There would
> then be reason to deposit money in the banks. Could
> charge a fee for
> use of the card too, or not. I think keeping the
> coins in the system
> is a good thing. Removing them, not so good. For
> very costly items
> deposit in the bank and use a bank card in the
> shops, etc. Also
> making the existing bank notes work as cash would be
> a good thing.
> 
> Gene
> -- 
> Mandriva Linux release 2006.0 (Official) for i586
>  19:31:37 up 10 days,  2:38, 10 users,  load
> average: 0.00, 0.02, 0.00
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Re: [crossfire] Banking system

2005-12-25 Thread Miguel Ghobangieno
PLEASE don't implement this (gold, plat, silver as a
stat). 
What you want is a check book. If the player has the
checkbook applied the $$ will be deducted or added to
his account.

Please don't alter the gold weight/value ration (nor
the silver etc). Please don't make money a stat.

I will make a checkbook arch face.

uint64 is good.
value as a double (so we can add copper coins) would
be good too.

Please keep the coins as they are though. Please no
money stat.

(Also when is the jade etc coins going in? I think
they should exist and be acceppted but not given as
change except if region = azamuindo (perhapse another?
darcap? maybe just azamuindo).

--- Brendan Lally <[EMAIL PROTECTED]> wrote:

> On 12/25/05, Anton Oussik <[EMAIL PROTECTED]>
> wrote:
> > On 25/12/05, Mark Wedel <[EMAIL PROTECTED]> wrote:
> > > 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'.
> > >
> > >   As said, this wouldn't be really hard.
> > >
> > >   Add a uint64 field to the player object.
> >
> > I suspect this would also fix the client bug when
> the client crashes
> > when it steps on a tile where something has nrof >
> 2^32.
> 
> Wouldn't stepping on non-money items which have a
> sufficiantly high
> nrof also trigger such a crash?
> 
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Re: [crossfire] Banking system

2005-12-25 Thread ERACC
On Sunday 25 December 2005 01:37 am
Miguel Ghobangieno wrote:

> You want a checkbook. I can make the archtype face pic
> and perhapse cave can do the code

How about a bank card that is tied to the banking system? There would
then be reason to deposit money in the banks. Could charge a fee for
use of the card too, or not. I think keeping the coins in the system
is a good thing. Removing them, not so good. For very costly items
deposit in the bank and use a bank card in the shops, etc. Also
making the existing bank notes work as cash would be a good thing.

Gene
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Re: [crossfire] Banking system NO MONEY STAT, Use a checkbook if you want that.

2005-12-25 Thread Miguel Ghobangieno
PLLLEASE DO NOT change the weight of gold
etc. Please DO NOT MAKE MONEY A STAT. GOLD CANNOT
change into silver like magic etc. Do not do this
please. If you want something like this then make a
checkbook tied to the banking system. 

If gold coins, silver, etc are made into a stat I
cannot work on this project anylonger. I have invested
considerable effort in bullion arches etc.

PLEASE DO NOT SCREW WITH GOLD, SILVER, AND PLAT coins!

PLEASE DO NOT DO THIS.

You want a checkbook, it can be made, I can make the
checkbook face. 

PLEASE DO NOT SCREW WITH THE COINS.
(Ps none of the players I spoke with want this change
either, so the players are against it too).

If you want a "crossfire-simple" mode then code that
in as an option or fork off to a "crossfire-simple"
project.

Gold has a weight to value ration, PLEASE DO NOT FSCK
WITH THIS!.

If you are so concerned with the weight of the coins
then make paper money for each region (in _addition_
to the bullion). Imperials should remain the
international banking note, however.

Damn.. every month there is a "let's remove stuff"
iniative.

GOLD IS NOT SILVER
they ARE diffrent elements.
THEY HAVE EXACT WEIGHT TO VALUE IN CROSSFIRE
which I have based all my bullion and other metals on.

DO NOT DO THIS.

--- Anton Oussik <[EMAIL PROTECTED]> wrote:

> On 25/12/05, Mark Wedel <[EMAIL PROTECTED]> wrote:
> > 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'.
> >
> >   As said, this wouldn't be really hard.
> >
> >   Add a uint64 field to the player object.
> 
> I suspect this would also fix the client bug when
> the client crashes
> when it steps on a tile where something has nrof >
> 2^32.
> 
> >   The biggest issue is making sure it works -
> having a bug and wiping out
> > peoples gold would be a pain.
> 
> I agree, it would need a lot of testing before being
> put into "production" use.
> 
> >   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.
> 
> Yes, one can do that, but then it would only be a
> workaround, and one
> that would not fix all money carrying related
> problems.
> 
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>
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Re: [crossfire] Banking system

2005-12-25 Thread Miguel Ghobangieno
Please do not implement this. Gold is gold, silver is
silver, plat is plat; elements, metals, useful in
their own right. If you want a "money pouch" then what
you want is a checkbook in addition to using what we
have now. Mark was making a point in his post, saying
basically 'this will make money as if it is nothing',
contrast that thought with having a physical gold coin
in you hand... gold coins are real not thin air.

You want a checkbook. I can make the archtype face pic
and perhapse cave can do the code, however real gold
etc must not be mangled.

--- Anton Oussik <[EMAIL PROTECTED]> 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.
> 
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Re: [crossfire] Banking system

2005-12-25 Thread Miguel Ghobangieno
I think it should be made clear that these
denomination notes are ankin to 10,000 USD and
1000,000 USD notes, respectivly. This should be put in
the mappers hand book. I will be careful to not
inflate my prices.

Another thing I would like to have is the value
variable as a double. That way we could have copper
coins. Then we can make copper the "new silver" and
deflate the economy (by editing the random wealth arch
treasure list and the low and mid level monsters lists
and putting in copper where silver is and silver where
gold is and gold where plat is (and rarely a plat).
This way money will have value again.

Also conversion tables in banks for these new
denominations, as they sound like something that would
come from the east, shouldn't be in scorn or navar or
brest. I think the conversion tables should only be in
azamuindo, maybe (or maybe not) darcap (it may have
stumbled upon
some). All shops should accept them ofcourse but not
give them as change (unless perhapse the shop has a
given region set (azamuindo(sp)? darcap?).

(Note: I'm opposed to the money as stat idea, I guess
that was just a point being raised though for
contrast).

--- Mark Wedel <[EMAIL PROTECTED]> wrote:

> 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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>
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> 




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Re: [crossfire] Banking system

2005-12-25 Thread Brendan Lally
On 12/25/05, Anton Oussik <[EMAIL PROTECTED]> wrote:
> On 25/12/05, Mark Wedel <[EMAIL PROTECTED]> wrote:
> > 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'.
> >
> >   As said, this wouldn't be really hard.
> >
> >   Add a uint64 field to the player object.
>
> I suspect this would also fix the client bug when the client crashes
> when it steps on a tile where something has nrof > 2^32.

Wouldn't stepping on non-money items which have a sufficiantly high
nrof also trigger such a crash?

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Re: [crossfire] Banking system

2005-12-25 Thread Anton Oussik
On 25/12/05, Mark Wedel <[EMAIL PROTECTED]> wrote:
> 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'.
>
>   As said, this wouldn't be really hard.
>
>   Add a uint64 field to the player object.

I suspect this would also fix the client bug when the client crashes
when it steps on a tile where something has nrof > 2^32.

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

I agree, it would need a lot of testing before being put into "production" use.

>   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.

Yes, one can do that, but then it would only be a workaround, and one
that would not fix all money carrying related problems.

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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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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] 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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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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[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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