UnReal World > Suggestions

using "reputation" as currency

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jojojay:
the game currently does not have a currency, which is realistic. however, i think that implementing a currency would make the game-play better. one way to do this and still be historically accurate would be to use reputation as a currency.  my idea is that whenever you give away("sell") an item, you would get reputation with the village/culture that you gave the item to. the reputation gained would be exactly equal to the items value you then could use your reputation to "buy" items. the reputation cost would be exactly equal to the value of the items.  furthermore, if you trade an item of 200 value for an item of 100 value, you would gain 100 reputation. and if you have 100 reputation, you can use it and an item of 100 value to buy an item of 200 value.

the player would not be able to buy an item using reputation if the player does not have enough reputation, obviously

if you kill or steal from a certian group, your reputation with that group will go down. groups will not trade with you if you have a negative reputation; you must give them items to restore your reputation. (maybe quests could increase reputation instead of giving actual rewards?)

i think that the bartering system should also be similar to fallout's, so that you could freely add and remove items from both sides of the barter to attempt to balance the barter.

maybe, after you get the reputation system in , you could make it so that if you have a low enough reputation with a group, members of that group would demand that you repay your debt and attack you if you refuse. (maybe send hunting parties after you to force you to pay up/kill you?) of course, this could be done later or not at all. but i feel that this game urgently needs a currency system.

Labtop 215:
We sort of already do have a currency.  It's called meat cuts.  The values of various things can be broken down into cuts of meat.  The quality of the preparation of this meat can change it's buying power, as well as how it is preserved (if it is preserved).

Furthermore, if you are generous in-game with your trades, future trades are less of a hassle, and things get steadily less expensive.  However I doubt that it would ever be accurate for the people in the old days accept an item they know is of half the value for an item they know to be worth more, no matter how generous you have been previously.  It just doesn't stretch that far.

Lastly, I doubt people will simply be okay with you murdering one of their fellow village mates, no matter how much you give.  Human life can't be replaced, and especially not with mere goods.  If you fire an arrow at a hostile entity like a bear closing in on an old man, and you just accidentally hit the old man, you could say it was an accident, and people may or may not forgive you, but outright murder should be met with retributive violence, not a fine.

jojojay:

--- Quote from: Labtop 215 on May 30, 2017, 01:31:55 AM ---We sort of already do have a currency.  It's called meat cuts.  The values of various things can be broken down into cuts of meat.  The quality of the preparation of this meat can change it's buying power, as well as how it is preserved (if it is preserved).

Furthermore, if you are generous in-game with your trades, future trades are less of a hassle, and things get steadily less expensive.  However I doubt that it would ever be accurate for the people in the old days accept an item they know is of half the value for an item they know to be worth more, no matter how generous you have been previously.  It just doesn't stretch that far.

Lastly, I doubt people will simply be okay with you murdering one of their fellow village mates, no matter how much you give.  Human life can't be replaced, and especially not with mere goods.  If you fire an arrow at a hostile entity like a bear closing in on an old man, and you just accidentally hit the old man, you could say it was an accident, and people may or may not forgive you, but outright murder should be met with retributive violence, not a fine.

--- End quote ---

i simply want to not  have a large hassle out of balencing trades. currency is the way to do that. meat cuts do not work like currency here, becouse they still make balencing trade a hassle.

JEB Davis:
The barter system is one of the great things about this game that helps make it unique.
Why replace it with an abstract numbers-based system like other games have?

There is no currency because in Iron Age Finland there was no currency.
Reputation is already a major influence on bartering.
Guessing and figuring out what to trade is part of the fun!  ;D

Rhaikh:
I agree that not having actual currency is a good thing, however I also agree that trying to come up with a balanced trade is often an unnecessary chore.  It could use QoL improvements.  "What of what I have do you want" usually ends up in them asking for your masterwork weapon.  Maybe a feature to ask, "How many of this stack of widgets would you want," or "Among these four different items what would you want"

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