Quote:
Originally Posted by Googi
The Hypothetica Manager's friend buys a bunch of Hypothetica Nickels (or worse, is given them). The Hypothethica manager proceeds to deflate the currency, and his/her (well, okay, his) friend then proceeds to sell the Hypothetica Nickels for USD at a lower price per nickel than the new value placed on them by Cyberjoueurs (but a higher value than what he originally paid for them.)
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Insider trading...good point.
Quote:
Originally Posted by konidias
I don't think that we need to have a dollar to playerworld currency exchange rate. Just do like other games and have a dollar to a global currency. "Global Gralats". These global gralats would not interfere with the normal playerworld currency, it would remain seperated.
For example Gunbound has in-gamed earned "gold" and money bought "cash". You can't buy in-game "gold" for money bought "cash", you can only buy "cash" items with it. Just an example.
I don't see how playerworlds could manipulate the system that way. They sell their items for global gralats and it's up to them what to charge for them. If they charge too much then nobody would buy the stuff so it's not a rip-off.
The only reason it would be better to have "global gralats" instead of just saying "pay with cash" is because not every country pays with cash. =P
I still say make it like 10 global gralats = $1 US. This way you could sell in game items for as little as 10 cents US but it still keeps an easy to remember transfer rate. You'd just tack on an extra 0 for items... like if you wanted a game item to cost $2 US you'd make it 20 global gralats... real simple. =P
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's a good idea, I suppose. My big concern is that the two be interchangable if not Exchangable: That you can mine on Kingdoms for 8 hours and make a whopping 3 plat, or you can go donate $5 and get 50 gralats, and you can buy whatever you want with either. Sure, maybe a golden double-axe is 50 plat -or- 3 gralats, but the point is you can use either. (Ideally you could use both, but I'm sure there's a way that'll be a problem.)
But even with the best systems we've come up with here, the problems of fraud abound - remember alchemy? One small gold nugget, a water, and a dievil foot makes a large gold nugget? Something like that...For one, all of those would have to be fixed...then you'd need to Serverside the tracking of Money Drops, so no two people pick up the same one...then you'd have to make that accessable for all servers, assuming you don't want this to be a Gold Only value...