08-12-2012, 02:05 AM
(This post was last modified: 08-12-2012, 07:01 AM by pigpenguin.)
@fire 1&2 are related in the sense that they both use our current currency, not gold (option 3). You can divide the poll into two categories: in favor of gold and not in favor of gold. People not in favor of gold outnumber those in favor of it.
I think it's important to recognize our GOALS with this economy change.
With the 1 Gold= $20 ratio combined with the 1-2 gold ingot per 10 minute income, it would appear to me that Aeon's goal is to try close the gap between rich and poor: making the rich poorer and the poor richer. I'm not saying this is good or bad, but with the proposed gold currency, that is what I believe will happen.
Here's my model:
PLAYER A: Currently has $100
PLAYER B: Currently has $5000
Player B has 5000% the money Player A does.
PLAYER A after 10 hours of gameplay: $100+$240(auto income)= $340
PLAYER B after 10 hours of gameplay: $5000+$240(auto income)= $5240
Player B has 1540% the money Player A does.
PLAYER A after 24 hours of gameplay: $100+$576=$676
PLAYER B after 24 hours of gameplay: $5000+$576=$5576
Player B has 824% the money Player A does.
With the proposed gold currency
Using the proposed conversion ratio and income (1 Gi per 10 min):
PLAYER A: 5 Gi
PLAYER B: 250 Gi
Player B still has 5000% the money Player A does.
Player A after 10 hours of gameplay: 5 Gi+ 60 Gi= 65 Gi
Player B after 10 hours of gameplay: 250 Gi+ 60 Gi= 310 Gi
Player B now has 476% the money Player A does.
Player A after 24 hours of gameplay: 5 Gi+ 144 Gi= 149 Gi
Player B after 24 hours of gameplay: 250 Gi+ 144 Gi= 394 Gi
Player B now only has 264% the money Player A does.
So, with the gold currency, player B will have 264% the money player A does instead of the 824% using the current currency and income. Note that this is the CONSERVATIVE model. The also-proposed 2 ingots per 10 minutes would close in the gap even faster.
Sorry for the lengthy explanation. I needed to put up a plausible example to get a point across.
The model, of course, does not take other forms of money growth into account (like shops). That being said, one may argue that rich players will stay rich because their incomes (from things such as shops) are greater than the newer and poorer players. The auto-income, in my opinion, is still TOO HIGH to keep a gap between the rich and poor players. I won't go on and attack scarecrows until somebody brings it up....
But again, let's go on and present our goals with the economy and if possible, provide a solution to reach the goal.
Here's mine:
Keep money flowing quickly AKA people constantly buying and selling items.
Solution: Promote the shoplist. I know I've said it before, but I think promoting the shoplist will GREATLY improve overall money flow. What good is the money if people don't know where to spend it? A simple 10 minute interval broadcast should do the job. The shoplist can be updated so that it provides a warp and brief statement about the shop. For example: /warp 94shop owned by HugoReyes: Stocks general items and music discs
Give money value.
Solution: The server shop. With it, people will know that even if all the shops were to go out of stock (not so hard to believe), their money can be used someplace.
I have several more goals and solutions, but these are the main ones.
"It would be mutually beneficial to all users, miners, shop owners, and builders alike. As of the current Economy, the system is grossly in favour of shop owners."
Shop owners have to be miners to get any sort of business. I don't know of any successful shops that don't sell mined materials or their refined products (like buckets and rails).... except for perhaps Minemall which seems to thrive off of wool sales.
And shpp, I agree. "what's so good about "gold standard"? I've only heard negative stuff so far."
I think it's important to recognize our GOALS with this economy change.
With the 1 Gold= $20 ratio combined with the 1-2 gold ingot per 10 minute income, it would appear to me that Aeon's goal is to try close the gap between rich and poor: making the rich poorer and the poor richer. I'm not saying this is good or bad, but with the proposed gold currency, that is what I believe will happen.
Here's my model:
PLAYER A: Currently has $100
PLAYER B: Currently has $5000
Player B has 5000% the money Player A does.
PLAYER A after 10 hours of gameplay: $100+$240(auto income)= $340
PLAYER B after 10 hours of gameplay: $5000+$240(auto income)= $5240
Player B has 1540% the money Player A does.
PLAYER A after 24 hours of gameplay: $100+$576=$676
PLAYER B after 24 hours of gameplay: $5000+$576=$5576
Player B has 824% the money Player A does.
With the proposed gold currency
Using the proposed conversion ratio and income (1 Gi per 10 min):
PLAYER A: 5 Gi
PLAYER B: 250 Gi
Player B still has 5000% the money Player A does.
Player A after 10 hours of gameplay: 5 Gi+ 60 Gi= 65 Gi
Player B after 10 hours of gameplay: 250 Gi+ 60 Gi= 310 Gi
Player B now has 476% the money Player A does.
Player A after 24 hours of gameplay: 5 Gi+ 144 Gi= 149 Gi
Player B after 24 hours of gameplay: 250 Gi+ 144 Gi= 394 Gi
Player B now only has 264% the money Player A does.
So, with the gold currency, player B will have 264% the money player A does instead of the 824% using the current currency and income. Note that this is the CONSERVATIVE model. The also-proposed 2 ingots per 10 minutes would close in the gap even faster.
Sorry for the lengthy explanation. I needed to put up a plausible example to get a point across.
The model, of course, does not take other forms of money growth into account (like shops). That being said, one may argue that rich players will stay rich because their incomes (from things such as shops) are greater than the newer and poorer players. The auto-income, in my opinion, is still TOO HIGH to keep a gap between the rich and poor players. I won't go on and attack scarecrows until somebody brings it up....
But again, let's go on and present our goals with the economy and if possible, provide a solution to reach the goal.
Here's mine:
Keep money flowing quickly AKA people constantly buying and selling items.
Solution: Promote the shoplist. I know I've said it before, but I think promoting the shoplist will GREATLY improve overall money flow. What good is the money if people don't know where to spend it? A simple 10 minute interval broadcast should do the job. The shoplist can be updated so that it provides a warp and brief statement about the shop. For example: /warp 94shop owned by HugoReyes: Stocks general items and music discs
Give money value.
Solution: The server shop. With it, people will know that even if all the shops were to go out of stock (not so hard to believe), their money can be used someplace.
I have several more goals and solutions, but these are the main ones.
"It would be mutually beneficial to all users, miners, shop owners, and builders alike. As of the current Economy, the system is grossly in favour of shop owners."
Shop owners have to be miners to get any sort of business. I don't know of any successful shops that don't sell mined materials or their refined products (like buckets and rails).... except for perhaps Minemall which seems to thrive off of wool sales.
And shpp, I agree. "what's so good about "gold standard"? I've only heard negative stuff so far."