Credits Exchange

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Re: Credits Exchange

Postby Haron » Tue Sep 20, 2016 8:51 am

1) The most important thing is that the "ordinary" market becomes the preferred trading arena, and not the grey market. The fees should be set to accomodate this. As for two players affecting the market, I wouldn't worry about that. They would need to buy or sell all the orders of lots of other players to do so. And even when they can set a market price they like, someone else can always place a new order which is better than theirs. Like you said in point 7, there should be no worries of monopoly.

2) With gc used to pay fees, this is solved without the use of credit cents. I still hope credit cents are introduced soon, though :-)

3) Rounding was not my concern here. I simply think the "step" for buying/selling prices should be 1000 gc, not 1 gc. I assume that orders with the same selling price are handled in a "first posted, first served" way. So if someone is selling credits for 150.000, someone else could place their credits for 149.999 gc to sell sooner. I therefore think they should be "forced" to sell for 149.000 gc instead. This would make a "cleaner" market. A resolution of 1 gc is way too small. 1000 gc seems like a proper resolution. Today, the banks seem to use 5.000 gc as their resolution (I've only ever seen prices in whole numbers of 5k).

6) I agree. This is one of the reasons I suggested this. Not the main reason, but one of the reasons.

To DezNutz: I do not OPPOSE an option to buy gc with credits directly from the game for a very low price. I just think it's entirely pointless. You would always get a higher price selling to another player. You are right that this would "generate more gc", of course, but that would have no effect whatsoever. The gcs would still not be worth less. This is NOT a situation of supply and demand. As long as there are a "sufficient" number of gc and credits, they are worth what you can achieve with them. Credits are "locked" to booster packs and turns, not unlik the old "gold standard". And there will always be more than enough gc in the game to go around. If you double the number of gcs in the game, they would still be worth the same. And there is no chance at all that there will be a shortage of gcs. There IS a chance that there will be a shortage of credits, though. If no-one buys credits from the game, there would eventually be so few credits that trade becomes difficult. This might result in an increase in the price of credits, which hopefully would give some players enough incentive to buy credits from the game. Personally, though, I think people should buy credits to SUPPORT the game, not because they want to get rich quick.
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Re: Credits Exchange

Postby DezNutz » Tue Sep 20, 2016 1:14 pm

I'm not saying gc would be worthless or that there will be a shortage. There will always be gold coin. I'm saying if credits continuously increase while the gc does not, credits will decrease in value. It is all about supply and demand. If there is an over supply of credits, players that usually buy credits may not if they can get them from the over supply in game cheaper and easier. The exchange will make getting credits significantly easier compared to currently.
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Re: Credits Exchange

Postby Haron » Tue Sep 20, 2016 1:21 pm

DezNutz wrote:I'm saying if credits continuously increase while the gc does not, credits will decrease in value. It is all about supply and demand.


And this is where I think you are wrong. Credits have a fixed value. 20 credits will give you a booster pack - always. 10 credits will give you 100 turns - always (well, once every 12 hours). No matter how many credits there are, this will always hold true. And so, no matter how many credits there are, they will NOT decrease in value.
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Re: Credits Exchange

Postby DezNutz » Tue Sep 20, 2016 1:33 pm

Haron wrote:
DezNutz wrote:I'm saying if credits continuously increase while the gc does not, credits will decrease in value. It is all about supply and demand.


And this is where I think you are wrong. Credits have a fixed value. 20 credits will give you a booster pack - always. 10 credits will give you 100 turns - always (well, once every 12 hours). No matter how many credits there are, this will always hold true. And so, no matter how many credits there are, they will NOT decrease in value.


Yes the cost to pay for those does not change, but they will change in GC value. So credits are not a fixed price. If they have a fixed price, that means that credits must be worth X gold coins and there can be no fluctuation.
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Re: Credits Exchange

Postby Haron » Tue Sep 20, 2016 1:38 pm

No, it does not. GCs are locked to other assets. Like building ships, warehouses, hideout buiildings, studying in the academy etc. So GCs are "locked" to one set of assets, while credits are locked to another. So the price of credits measured in gc is really a measure of the value of what credits can buy (booster packs and turns) compared to what gc can buy (ships, warehouses, buildings etc).

And there is an infinite number of these assets available. The game never will run out of booster packs. You will never be unable to upgrade your warehouse or build a new ship. You are comparing assets against each other. Some will value what gc can buy more than others, and so a trade between two players happen, because they have different views on wheter what gcs can buy or what credits can buy are most valuable (at a certain exchange rate).
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Re: Credits Exchange

Postby Bmw » Tue Sep 20, 2016 1:47 pm

one person buys a ton of credits and then changes them into gc then takes that and sends 100mill to each active player so that when a new player joins a few players would be like there 3 mill its nothing compared to what i have
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Re: Credits Exchange

Postby Haron » Tue Sep 20, 2016 1:51 pm

...and then Captain Jack buys his own private island for the money, where he gets his own REAL pirate ship and retires.

Really, that would cost a tremendous amount of real money to do. And why on earth would anyone do such a thing? And if he did this today, and transferred credits instead of gc, do you not think we would have a similar problem? In my guild, getting our recruits the ships they need is no problem. Getting them the VOODOO they need, on the other hand, takes a looong time...
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Re: Credits Exchange

Postby Most Lee Harmless » Tue Sep 20, 2016 1:53 pm

Bmw wrote:one person buys a ton of credits and then changes them into gc then takes that and sends 100mill to each active player so that when a new player joins a few players would be like there 3 mill its nothing compared to what i have


What are you on?

Okay, two Players join, each buy $5 million dollars worth of credits and give them to the next new player who buys 50 MoWs then gives them away to the next 50 new players.

Makes just as much sense to worry about that scenario, doesnt it?

You keep coming up with these extreme and fanciful scenarios to use as the basis for objection : its nonsensical.
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Re: Credits Exchange

Postby DezNutz » Tue Sep 20, 2016 3:29 pm

Haron wrote:No, it does not. GCs are locked to other assets. Like building ships, warehouses, hideout buiildings, studying in the academy etc. So GCs are "locked" to one set of assets, while credits are locked to another. So the price of credits measured in gc is really a measure of the value of what credits can buy (booster packs and turns) compared to what gc can buy (ships, warehouses, buildings etc).

And there is an infinite number of these assets available. The game never will run out of booster packs. You will never be unable to upgrade your warehouse or build a new ship. You are comparing assets against each other. Some will value what gc can buy more than others, and so a trade between two players happen, because they have different views on wheter what gcs can buy or what credits can buy are most valuable (at a certain exchange rate).


Actually it does. Gold coin is a currency, the base currency for this game. While gold coin pays for specific items within the game, a gold coin isn't worth part of that item, a gold coin is worth a gold coin. The items that you purchase with gold coins have value and that value is gold coin. The value of those items don't change, they are always worth a specific amount of gold coin.

Credits are another form of currency in this game, but is not the base currency. You can play this game without credits. There are certain items that can only be purchased using credits. There are certain items that are purchased at a fixed price such as booster packs. While booster packs have a base price, the intrinsic value of the cards it randomly provides does not necessarily equate to the cost of 20 credits. It's luck of the draw, you may receive 15 cards that are not worth all together 20 credits, or you can receive 15 cards that are worth over 20 credits. As well, the value of the voodoo cards change and are not a fixed price.

Now we can move onto the exchange of a gold coin for credits and vice versa. There are two ways to look at this. Credits are either worth a fixed amount of Gold Coin, or the value fluctuates. If the value is fixed, there is no point for the exchange. If the value fluctuates there are 2 things that determine that value, the credit cost for items that can also be purchased via gold coin, and supply and demand. First a calculation of the items fixed gold coin value compared to the credit cost. This provides a base value of gold coins for a credit. The base value fluctuates due to supply and demand of the items. Now that you have a base value, the exchange rate of gold coin and credits will vary from the base value due to supply and demand.
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Re: Credits Exchange

Postby Haron » Tue Sep 20, 2016 8:08 pm

GCs represent your ability to get goods of category A. Credits represent your ability to get goods of category B. Now, if you could simply buy goods of category B with gc, how often you did this compared to how often you spent in on goods in category A would say something about how you valued category A compared to category B. If the numbers of gcs in the game suddenly were multiplied by 10, this would probably not change a lot (it might change a little, due to such things as diminishing returns on certain investments, finished buildings etc., but leave that for now).

The simple fact that you have to first buy credits for your gc before using those credits to buy goods from category B, changes nothing - unless, as I stated, there is a shortage of credits. As long as there is a "sufficient" number of credits, it does not matter if there are 10 times or 100 times as many credits available - you still only buy credits as a means to buy goods from category B. So how you evaluate category B versus category A, says something about how you value a credit.

The reason this is not a constant, is because different people value goods A and B differently, and may even vary their opinion over time. For instance, newbies tend to value things you can get for gc higher than things you need credits for. And some people value voodoo higher than a new bank level, warehouse level or a few new captains. Thus, the "market value" of category B compared to category A also varies over time. This, in turn, means that the "market value" of credits change.

So the market value of the credit will change. This, however, is NOT related to the number of gc in the game (disregarding higher order effects). It MAY be affected by a very low number of credits, though.
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