Currency - How will players in survival mode be able to trade items or materials when they don't have anything themselves. The awnser, Coinage. Players could kill npc mobs and they would drop coins in forms of copper, silver and gold. Then players could gather iron and coal and become smiths and charge certain amounts of coins in trade of weapons and armor.
Wide selection of weapons and armor - When players are in need of weapons and armor, why not just give them a choice or a large selection. We could have daggers, short swords, long swords, katanas, katars, ******* swords, axe headed swords, axes, sythes, hammers, battle axes, leather, chain mail, splint mail, scale male, plate mail, white knight armor, black knight armor, bucklers, kite sheilds, tower sheilds. Each could have their own weapon damage or speed or defense.
Very complex, but I'm sure one of our resident Lua experts can put this together.
Sounds much like an old game I used to play called "Runescape".
In survival mode, the main objective is to survive, not kill everything and stuff like that, so maybe we could change this into a completely new gametype like "Medieval Deathmatch", or just Medieval...
Just trade them like what people used to 1 million years ago.
"I'll trade 12 dirt blocks for a gold ore block!"
"I'll trade a pig for 8 coal!"
That is better than a currency, I would rather Notch works on better stuff than just currency so instead of currency maybe we could have sort of an Minecraft agreement in trading so the things aren't like fixed, and with currency we would need shops. When we trade the blocks we could also haggle it down so we aren't doomed if we needed like 10 gold coins for a gold block and we only had 9 coins.
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Quote from MichaeljMM79 »
Talent didn't go anywhere, it just gets lost in all the noise. You have to find it.
I think there shuld be some ranged weapon in indev other than a bow the arows are just too hard to make or the arowes culd be able to be made out of ston and wood
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Lieutennant of squad 8:Item and message transportation
Currency - How will players in survival mode be able to trade items or materials when they don't have anything themselves. The awnser, Coinage. Players could kill npc mobs and they would drop coins in forms of copper, silver and gold. Then players could gather iron and coal and become smiths and charge certain amounts of coins in trade of weapons and armor.
Wide selection of weapons and armor - When players are in need of weapons and armor, why not just give them a choice or a large selection. We could have daggers, short swords, long swords, katanas, katars, ******* swords, axe headed swords, axes, sythes, hammers, battle axes, leather, chain mail, splint mail, scale male, plate mail, white knight armor, black knight armor, bucklers, kite sheilds, tower sheilds. Each could have their own weapon damage or speed or defense.
I have bolded the only part of your post that I like. Coins were used because people couldn't carry a few tonnes of rock in their back pocket. Bartering will be a better system because Notch doesn't have to program anything, and it can create an actual economy. Your list of weapons is too much copied from Runescape, and too long. Shield, platemail, chainmail, and cloth armor are the only defensive things needed. Daggers, swords, battleaxes, spears, katars, and possibly maces are all that is needed. Fast weapon, normal weapon, heavy weapon, extra range weapon, super awesome weapon, and possibly a large range of hit weapon. Spears, battleaxes, maces, and katars would be two handed. Katars and Daggers could be poisoned. Katars and daggers would be fast, swords and spears normal, maces and battle axes slow. Battle axes do very high damage, maces and katars do high damage, swords and spears medium damage, and daggers low damage. Katars would be very hard to make, 7 of any material for each blade, 7 sticks to make two sets of handles, and two blades & two handles for one katar set. 14 iron and 4 wood to make iron Katars, a lot more than for any other weapon, justifying how good they are.
I hate the Idea of coins. Very much. On infdev multiplayer, I am guessing that alot of people will be spread out, and currency will be of no use to them. It would be pointless. For those that do live in communities, the value of the coin would change rapidly, making it stupid and pointless.
I hate the Idea of coins. Very much. On infdev multiplayer, I am guessing that alot of people will be spread out, and currency will be of no use to them. It would be pointless. For those that do live in communities, the value of the coin would change rapidly, making it stupid and pointless.
I'm not sure what I dislike more, suggestions on buying from NPCs with coins, people who claim that everyone will be spread out, or JPGs.
Quote from blaster »
People throughout history have always used the rarest resource as a currency. In the real world thats gold, in minecraft it might be something else.
Gold is not that rare. The only reason it cost so much is because people will pay so much for it.
Open up a computer, there's gold in it, only a small amount though.
I hate the Idea of coins. Very much. On infdev multiplayer, I am guessing that alot of people will be spread out, and currency will be of no use to them. It would be pointless. For those that do live in communities, the value of the coin would change rapidly, making it stupid and pointless.
I'm not sure what I dislike more, suggestions on buying from NPCs with coins, people who claim that everyone will be spread out, or JPGs.
Whether we spread out or not depends on just how lawless and chaotic survival multiplayer ends up being. If it's mostly just people doing stuff, I can see towns forming. If it's a FFA mess of people running around murdering each other for the hell of it, chances are we'll all spread out as best as we can.
Quote from Rubs10 »
Quote from blaster »
People throughout history have always used the rarest resource as a currency. In the real world thats gold, in minecraft it might be something else.
Gold is not that rare. The only reason it cost so much is because people will pay so much for it.
Open up a computer, there's gold in it, only a small amount though.
Gold is an effective standard of abstracting value, largely because it corrodes so very slowly, and it is easily shaped into all kinds of easily transported forms. It's only downside is how bleeding heavy it is.
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This may be a fad, but I love dragons, so why the heck not?
Someone suggested a bag where you could toss some items into, and carry that in your inventory (or equip it). Toss your respective items in bags, make the exchange, that'll be the end of it.
Coins are very ****ing pointless; what'll you do when you have a load of coins? Nothing, since coins do DO anything. Trading for tangible items is much better.
Why make it complex. The game has value to things just by making such hard to make or find. Through that we already have currency aka metals ect. Any player can make a wooden ax and gather iron ore or wood. Though making a trade system aka a failsafe trade system found in most RPG's would then make trading alot less "big man cuts throat" sorta thing. The trade action would occur via a button or right click on another player. This would open up a screen showing both player models and the items between them. The players would be able to pull items to the sides as desired, but no trading occurs yet. Once they one of them is statisfied or both are one of them will hit one of two trade buttons "only one to each player will be able to be seen and clicked on" once one trade button has been hit the items lock, no more moving of them is allowed. The other player who did not hit the trade button then can either deny the trade by closing out the screen "or hitting the obvous deny button" or hitting trade and accepting the trade, the items are then traded.
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You can go ahead and move at the speed of light, But i will move at the speed of darkness.
Wide selection of weapons and armor - When players are in need of weapons and armor, why not just give them a choice or a large selection. We could have daggers, short swords, long swords, katanas, katars, ******* swords, axe headed swords, axes, sythes, hammers, battle axes, leather, chain mail, splint mail, scale male, plate mail, white knight armor, black knight armor, bucklers, kite sheilds, tower sheilds. Each could have their own weapon damage or speed or defense.
Sounds much like an old game I used to play called "Runescape".
In survival mode, the main objective is to survive, not kill everything and stuff like that, so maybe we could change this into a completely new gametype like "Medieval Deathmatch", or just Medieval...
Eh, thats debatable. Should need currency imo. Its not an MMO...
Anyways Actual suggestion time:
Increase your inventory block limit to maybe 999 instead of 99 >.>
"I'll trade 12 dirt blocks for a gold ore block!"
"I'll trade a pig for 8 coal!"
That is better than a currency, I would rather Notch works on better stuff than just currency so instead of currency maybe we could have sort of an Minecraft agreement in trading so the things aren't like fixed, and with currency we would need shops. When we trade the blocks we could also haggle it down so we aren't doomed if we needed like 10 gold coins for a gold block and we only had 9 coins.
http://www.minerwars.com/?aid=640
i agree we shuld haggle but still we culd have curreny
I have bolded the only part of your post that I like. Coins were used because people couldn't carry a few tonnes of rock in their back pocket. Bartering will be a better system because Notch doesn't have to program anything, and it can create an actual economy. Your list of weapons is too much copied from Runescape, and too long. Shield, platemail, chainmail, and cloth armor are the only defensive things needed. Daggers, swords, battleaxes, spears, katars, and possibly maces are all that is needed. Fast weapon, normal weapon, heavy weapon, extra range weapon, super awesome weapon, and possibly a large range of hit weapon. Spears, battleaxes, maces, and katars would be two handed. Katars and Daggers could be poisoned. Katars and daggers would be fast, swords and spears normal, maces and battle axes slow. Battle axes do very high damage, maces and katars do high damage, swords and spears medium damage, and daggers low damage. Katars would be very hard to make, 7 of any material for each blade, 7 sticks to make two sets of handles, and two blades & two handles for one katar set. 14 iron and 4 wood to make iron Katars, a lot more than for any other weapon, justifying how good they are.
I'm not sure what I dislike more, suggestions on buying from NPCs with coins, people who claim that everyone will be spread out, or JPGs.
Gold is not that rare. The only reason it cost so much is because people will pay so much for it.
Open up a computer, there's gold in it, only a small amount though.
Whether we spread out or not depends on just how lawless and chaotic survival multiplayer ends up being. If it's mostly just people doing stuff, I can see towns forming. If it's a FFA mess of people running around murdering each other for the hell of it, chances are we'll all spread out as best as we can.
Gold is an effective standard of abstracting value, largely because it corrodes so very slowly, and it is easily shaped into all kinds of easily transported forms. It's only downside is how bleeding heavy it is.
That reminds me of a trade screen... where have I seen those before...? OH RIGHT! RUNESCAPE!
Trade screens exist in practically every MMO/RTS ever made. Ever.
Apparently someone has only played free online games...
I'm guessing Minecraft is the second MMO you've ever played in your life.
I post too much.
Coins are very ****ing pointless; what'll you do when you have a load of coins? Nothing, since coins do DO anything. Trading for tangible items is much better.
I just want my goddamn hammer/axe
k bai