Reading comprehension lessons are fun!
@fibs said in Consumable Currency:
Your first sentence is themed on combating inflation. That implies a tone for the rest of the post
Let's review my first sentence from the OP.
@kairosval said in Consumable Currency:
For a game with a player-driven economy, you need money-sinks to at least put a bit of drag on the inevitable mudflation you always get in virtual economies.
This states that mudflation is inevitable, but that it's a good idea to come up with inventive ways of putting a bit of drag on that process where we can.
So my position here is not premised on stopping inflation in virtual economies. The fact that this cannot be done and we can only hope to inventively slow inflation is built into the core of my position.
So it does not follow from this that Path of Exile experiencing a high rate of inflation is in and of itself an sensible objection to the use of consumable currency for the purpose of adding drag.
So why open your comment about PoE's rate of inflation the way you did, given that that sets the tone on your comment to suggest that the rate of inflation in PoE is an issue with my position? It's just confusing, which is why I corrected you on it only to have you complain about my apparent lack of reading comprehension.
What would be a meaningful objection to my position anything that suggests that consumable currency wouldn't put enough drag on inflation to be worth the opportunity cost on the development time required to implement it.
@fibs said in Consumable Currency:
As I said, this is not a (new) money sink. Whether you use or trade a health potion is exactly the same as whether you use or trade gold (for a health potion). The only difference is semantic.
Let's review look again!
@kairosval said in Consumable Currency:
But if you used health potions... then there's a drive for players to consume them and remove currency from the game. I think that's more interesting than just having an NPC shop that sells these items for copper/silver/gold - particularly in a player-driven economy where you'd expect players to craft and sell those items wherever possible.
So the fact that spending gold on consumable items at an NPC shop is similar to using consumable items as currency is already taken into account in my position. Amazing, right? It's almost like I knew what you were going to complain about next before you said it.
I like the idea of consumable currency for two reasons.
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The mostly-player-driven economy is more interesting the fewer NPC cash shops that need to be implemented.
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The mostly-player-driven market is also more interesting if the currency gets an intrinsic value and a rarity value, where the rarity value varies by drop rate in various locations. Because here the local market will determine exchange rates based on those to forms of value, which will be more reflective of the actual value of each of those items than would be achieved by a developer fiat that just specified a fixed amount of copper pieces per item.
In both cases this is something that is afforded to consumable currency but not to NPC cash shops. So while they are very similar, they are also different in a way that is relevant to my interest in consumable currency over an NPC cash shop. So simply pointing to them and saying 'NPC consumable shops are kind of similar' is not in and of itself a sensible objection either.
Yay for reading comprehension!