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[Economy] DH resell shop?

Dazureus

Legacy Supporter 4
Joined
Jan 14, 2011
Location
Texas
Based on this, which Kain apparently posted at some point.

If it's going to cost materials to get rings on a town, I suggest that they be recycled back into the game's economy somehow. There are plenty of ways to do this, but I'm leaning towards having a shop in the spawn city run by an admin or somebody that resells those supplies (and perhaps the gold collected from DHX) at a higher-than-average price so that these materials, while available, are not everybody's first choice.

So, players give materials to staff, staff sells at a highish price, players have the ability to access the gathered mats at their leisure, although there would be better deals out there.

Now, I haven't thought through this long enough to have a really clear, succinct little paragraph, and so I may be missing a major flaw in this suggestion. All's I want is for the staff to not become a black hole.
 

RedEchoRanger

ICE ICE ICE!
Joined
Mar 20, 2011
I would say just let us be able to buy back banked gold. But then again i'd also support DHX only buying certain amounts of gold per week or so. With a quota, credits would gain basically gain an intrinsic value by themselves. Then actual trading could commence instead of people just selling stuff and stockpiling credits cuz they would all be trading in gold or other good.
 

wolfgang784

Legacy Supporter 3
Joined
Jan 17, 2011
Location
Pennsylvania
O.O A set amount of gold that DH will bank a week would really boost trading I bet. Or make everyone poor as they just horde the gold. But it would be really cool to try it for a month and see how it goes.

As for recording it between bankers, I guess there could be a sign inside the bankers box that they change each time they buy gold so the others know how much they can buy yet.
 

Airbus101

Legacy Supporter 7
Joined
Jan 24, 2011
Location
USA
What would be the purpose of limiting coins in the game?

Hero Gates: you would hurt new players that travel by gate.
Sign Shops: you would hurt merchants (crafters) with their ability to create sign shops no coins no trade..

that's like saying lets limit the amount of swords you can make in the game per week, fighters can use their hands it will promote boxing...



My basic statement limiting the trade of gold to DHX is pointless and will, negatively effect trading on all fronts not to mention affect the core ability of the crafter/merchant.

On a Side note I not sure I understand your statement about rings and materials, the town supplies the materials now for rings? , if the town dies well then everything dies with it. All sorts of stuff gets destroyed in creating things in the game, look at cauldrons.

last note I do believe that DHX should offer gold for sale at a high premium however most sign shops sell it as well, it not impossible to get.

Remember when we have a new map it will take some time for the economy to stabilize as people have to earn credits again and stock resources prices will spike and drop and spike and drop... as supply and demand adjusts with all the building projects


 

RedEchoRanger

ICE ICE ICE!
Joined
Mar 20, 2011
Yeah, didn't think about auto sign shops. I just like the idea of trading goods and using a physical coin rather than having a bank account we can constantly access.
 

AlexDaParrot

Legacy Supporter 5
Joined
Jan 12, 2011
@Wolfgang and Airbus


The purpose of limiting the coins in the game is simple and is quite applicable to real economic measures. Massive amounts of coins creates inflation, which is quite apparent as prices rise due to not only a decreased availability or a decreased propensity to sell those items, but also because the higher amount of coins in the economy prices inherently raise because people are willing to spend the same percentage [But a larger overall quantity] of coins for a specific item.

The problem created by inflation is hilariously inverse to the problems you propose if inflation were to be curbed. An increased value of coin and thus an increased propensity to own said coins would correlate in an advantageous position towards buying goods as well as selling goods. If coins are actually worth something, people are more apt to want to have them. When bank accounts come in people will be even more apt to own coins due to interest generation. Therefore, an increase in the amount of coins in the economy just causes more hording of coins and inflation, while the average propensity to consume is actually not increasing, but declining due to an increase in the average propensity to save in the economy.

Now, Herogates pose a completely different problem and you do offer a slightly valid argument on that front. However, from what I have heard Herogates are seen as a suboptimal way of travel in Herocraft because they offer both instant travel and no-risk travel at the moment for a very affordable cost [15C, 1 Bar of Gold]. If gold was limited and thus the Herogates served a purpose that they were intended to, that being an economic coin drain, which they currently serve quite weakly; it would improve a multitude of areas. First, townships would have to either fork up one of their weekly allowed gold bars to recruit a new member or build infrastructure to transport players, a bonus for server looks, feel, and also producing a more coherent town as spawn recruiting would be less advantageous except in dire situations. Another area is that it may remove the need for Herogates in each town to be removed, or at least limit the severity with which the Herogate system needs to be changed, an obvious advantage.

TL;DR - This would be an anti-inflationary policy and because Herocraft has no unemployment, as long as the economy does not deflate the economy will be more stable in the long and short run if this methodology was instituted. Basic economics.

- Alex
 

Darroes

Legacy Supporter 6
Joined
Jan 29, 2011
AlexDaParrot said:
@Wolfgang and Airbus


The purpose of limiting the coins in the game is simple and is quite applicable to real economic measures. Massive amounts of coins creates inflation, which is quite apparent as prices rise due to not only a decreased availability or a decreased propensity to sell those items, but also because the higher amount of coins in the economy prices inherently raise because people are willing to spend the same percentage [But a larger overall quantity] of coins for a specific item.

The problem created by inflation is hilariously inverse to the problems you propose if inflation were to be curbed. An increased value of coin and thus an increased propensity to own said coins would correlate in an advantageous position towards buying goods as well as selling goods. If coins are actually worth something, people are more apt to want to have them. When bank accounts come in people will be even more apt to own coins due to interest generation. Therefore, an increase in the amount of coins in the economy just causes more hording of coins and inflation, while the average propensity to consume is actually not increasing, but declining due to an increase in the average propensity to save in the economy.

Now, Herogates pose a completely different problem and you do offer a slightly valid argument on that front. However, from what I have heard Herogates are seen as a suboptimal way of travel in Herocraft because they offer both instant travel and no-risk travel at the moment for a very affordable cost [15C, 1 Bar of Gold]. If gold was limited and thus the Herogates served a purpose that they were intended to, that being an economic coin drain, which they currently serve quite weakly; it would improve a multitude of areas. First, townships would have to either fork up one of their weekly allowed gold bars to recruit a new member or build infrastructure to transport players, a bonus for server looks, feel, and also producing a more coherent town as spawn recruiting would be less advantageous except in dire situations. Another area is that it may remove the need for Herogates in each town to be removed, or at least limit the severity with which the Herogate system needs to be changed, an obvious advantage.

TL;DR - This would be an anti-inflationary policy and because Herocraft has no unemployment, as long as the economy does not deflate the economy will be more stable in the long and short run if this methodology was instituted. Basic economics.

- Alex

O.O, that was a lot to take in lol, that makes a lot of sense though. The only problem with that which I see is towns possibly turning away citizens who want to bank because they don't have enough limit left to bank them and would rather bank others.

Maybe the amount you could bank each week as a town would increase/decrease depending on how many citizens you have? But that then leaves people not in townships in a rough spot, how do they bank gold if noone is buying. Just a couple things to think about :).

EDIT: Back onto the original topic that would be a good idea, possibly get a new position of staff to run said store, kind of like a DHX banker. Or perhaps just setup sign shops that the admins stock with their goods. This would be a great way for a town low on materials to quickly stock up, at a premium of course.
 

AlexDaParrot

Legacy Supporter 5
Joined
Jan 12, 2011
@ Darroes

I would say town size [Official town sizes, township, city, capital, etc.] would be a main proponent of bar allowance. The reason for this would be that currently the structure favors many small towns [The current structure I am referring to is the upgraded one that Kainzo had previously posted] because until Kingdom is achieved the amount of taxes per person rise constantly and thus makes it less of an economic and more of a show choice to upgrade towns, therefore an economic incentive of doubling the amount of gold bars a town can turn in [In an active town] would aid in the reasoning to upgrade towns.

Also, with this gold could become a viable resource for heroes to utilize because it is not instantly valued at 15C if you are at your gold limit, it is then valued at the demand price which allows surplus gold to be turned into armor, decorative structures, or next weeks turn in. It creates a slightly more complex system that encourages many positive economic qualities and would also slow the progression of towns in upgrades, making the required number of sigs the least a town has to worry about, and instead focuses on allowing towns of long term quality to be the ones who achieve higher statuses, not the ones who can spawn recruit and just come up with the sums of money in a few days gold mining.


Ontopic:
I like this because it would allow some of the resources, mostly which are harder to get or at least not of a trivial pursuit to be continued in circulation and not omitted from the economy which could cause horrific effects on the supply of some of these objects.
 

Dazureus

Legacy Supporter 4
Joined
Jan 14, 2011
Location
Texas
Actuallyit's pretty interesting if you drudge through. Basically, limiting the amount of gold people can turn in is a good thing. Brings some value to coinage. And keeping the gold where a person could re-buy it makes it more comfortable to actually use it for stuff, like decoration or fire-retardant chestplates. I've always been one of those oddballs who made clocks, but I heartily endorse that idea.
 
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