I haven't yet seen anything official on the breakdown. I tried searching for currency, coin and economy. There are several threads on the economy and coinage including this 9 page monster that spans from two years! https://www.pantheonmmo.com/content/forums/topic/4102/coin-weight/view/page/1
Thanks for looking as well Tigersin, i'm already plotting on the batwing profits. Would love to see other community member ideas for coin name and breakdown :)
Not at all a big issue to me.
Just to make things simpler I would prefer a common multiplier so that 100 copper = 1 silver and 100 silver = 1 gold and 100 gold = 1 platinum (if those names are used) rather than having differing multipliers.
I also hope that the amounts don't go crazy - I liked the LOTRO economy a lot better when at level-cap 40 or 50 gold was real money. Today it is hard to get to level-cap without having thousands of golds and many people have a *lot* more.
That is one reason I much prefer a multiplier of 100 not a multiplier of 10 it just makes the amounts of the highest level currency *feel* less outrageous.
Right now, there is only copper and gold that I have seen in the streams. It is 1/100 scale and automatically auto-changes to the next highest demonization for you. I personally don't like that but it is what it is. I personally like the meta-game of coin/weight management. It can create additional gameplay elements where high-level players pay people exchange rates to convert money for them. People can make a living out of it by running errands for the players that are camping/farming.
But you know, I care about stuff like interaction between player. Many "QoL" features like auto changing ruin that.
bigdogchris said:Right now, there is only copper and gold that I have seen in the streams. It is 1/100 scale and automatically auto-changes to the next highest demonization for you. I personally don't like that but it is what it is. I personally like the meta-game of coin/weight management. It can create additional gameplay elements where high-level players pay people exchange rates to convert money for them. People can make a living out of it by running errands for the players that are camping/farming.
But you know, I care about stuff like interaction between player. Many "QoL" features like auto changing ruin that.
Not a bad though about the weight management, so long as its not too severe. The alluring factor is the addition of gameplay.