Not really. You can have an almost infinite amount of diamonds, but you need to explore new areas to find them. When the server population is enough advanced everyone will be getting the same amount of diamonds in the same time. But it would still be at least boring, and the diamonds would be also used to craft other stuff, reducing the inflation by simply removing some currency. The problem with emeralds is that as soon as you build an emerald farm you can get as many emeralds as you want in a ridiculous amount of time. Also, they wouldn't be used for anything except for trading, so they would only increase their numbers. You said to ban emerald farm. Now the problem is the opposite: there wouldn't be enough emeralds. Emeralds are far less common to find than diamonds, so if you decide that getting them from villagers is against the rules, the only way to acquire them is by mining, but mining diamonds is far more predictable and you would get more of them, but not enough to destabilize the economy of the server.
I think that the only secure currency in a server are diamonds or a virtual currency added by a plug-in.
Using dirt as currency could work too.
Just have singed books that are worth the same as an douple chest of dirt.
The problem with emeralds is that as soon as you build an emerald farm you can get as many emeralds as you want in a ridiculous amount of time. Also, they wouldn't be used for anything except for trading, so they would only increase their numbers. You said to ban emerald farm. Now the problem is the opposite: there wouldn't be enough emeralds. Emeralds are far less common to find than diamonds, so if you decide that getting them from villagers is against the rules, the only way to acquire them is by mining, but mining diamonds is far more predictable and you would get more of them, but not enough to destabilize the economy of the server.
You are not thinking this through. This is not a problem of two absolutes, too many emeralds are too little. There are methods of keeping the emeralds at a level that it's not a problem...
For example, issuing all new players a specific amount of new emeralds, keeping the average per player the exact same.
Banning farms, but not villager trades. Anyone who works hard enough can get emeralds.
Having a server limit that is increased with every new player.
And if these don't work, I'm fairly certain there are more effective methods. The idea is that a server is evolved enough that everyone can agree on rules, similar to a democracy. If a server is money-centric enough, they will figure out their own rules concerning it.
A currency that doesn't do anything else is always more effective than a currency that does. It's why currency exists in its current form in the first place: because a collectively agreed general value is more useful as a bargaining tool than anything that has a specific use. A currency in abundance is always more favorable than a currency in scarcity, because it can be more easily divided and distributed.
You are not thinking this through. This is not a problem of two absolutes, too many emeralds are too little. There are methods of keeping the emeralds at a level that it's not a problem...
For example, issuing all new players a specific amount of new emeralds, keeping the average per player the exact same.
Banning farms, but not villager trades. Anyone who works hard enough can get emeralds.
Having a server limit that is increased with every new player.
And if these don't work, I'm fairly certain there are more effective methods. The idea is that a server is evolved enough that everyone can agree on rules, similar to a democracy. If a server is money-centric enough, they will figure out their own rules concerning it.
A currency that doesn't do anything else is always more effective than a currency that does. It's why currency exists in its current form in the first place: because a collectively agreed general value is more useful as a bargaining tool than anything that has a specific use. A currency in abundance is always more favorable than a currency in scarcity, because it can be more easily divided and distributed.
If you ban villager farms but not trading then you are just waiting a while longer for someone to find the "perfect" villager and ruin the whole economy by converting paper to emeralds.
Also the definition of vilager farm can be hard, because they really are just very simple villages modified so that killing useless villagers is easy, normal village can also be used to get new trades by killling villagers.
If you ban villager farms but not trading then you are just waiting a while longer for someone to find the "perfect" villager and ruin the whole economy by converting paper to emeralds.
Also the definition of vilager farm can be hard, because they really are just very simple villages modified so that killing useless villagers is easy, normal village can also be used to get new trades by killling villagers.
You did not address the rest of my post, just a minor point. I'm pretty sure that the rest of my post defeats this counterargument.
"You are not thinking this through. This is not a problem of two absolutes, too many emeralds are too little. There are methods of keeping the emeralds at a level that it's not a problem... ok
For example, issuing all new players a specific amount of new emeralds, keeping the average per player the exact same. Doesn't solve the problemunless you ban all other ways of getting emeralds
Banning farms, but not villager trades. Anyone who works hard enough can get emeralds. Only makes it take a bit longer for someone to get perfect villager
Having a server limit that is increased with every new player.
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And if these don't work, I'm fairly certain there are more effective methods. The idea is that a server is evolved enough that everyone can agree on rules, similar to a democracy. If a server is money-centric enough, they will figure out their own rules concerning it. You basically say that other people can find solutions to the problem? They probably would just use diamonds as money if they were not forced to use emeralds.
A currency that doesn't do anything else is always more effective than a currency that does. It's why currency exists in its current form in the first place: because a collectively agreed general value is more useful as a bargaining tool than anything that has a specific use. A currency in abundance is always more favorable than a currency in scarcity, because it can be more easily divided and distributed. If anyone could just print money ("perfect" villagers) the money system wouldn't work."
I believe I also have explained why diamonds are not a good currency.
If "everyone can print money" is a problem, then this is no item could be currency. Server-wide agreements are the solution to the problems this concept causes.
I believe I also have explained why diamonds are not a good currency.
If "everyone can print money" is a problem, then this is no item could be currency. Server-wide agreements are the solution to the problems this concept causes.
Emeralds are something you can "print" very easily.
Diamonds are more like (real) gold, everyone (at least in theory) can mine them, but it is enough work that they remain valuable.
On a real server it would be very hard to make sure everyone understands and follows the agreements related to emeralds.
what kinds of agreements you think would make emeralds practical as currency for trades between players.
Diamonds don't need server wide agreements to work as currency.
"Hey new dude, don't make any new emeralds. Owner says so." For small servers, this can be person to person. For large servers, this message can be automated. Plugins can be made with emeralds in mind to ensure that the average is kept.
Mining diamonds doesn't take work, just time. That's one of the reasons they don't work. The other is that they are useful as more than just currency, and so can create a currency shortage. Again, it's better to err on the side of too much than too little.
Also: do you spend real gold to buy things in real life? No, because there's too little of it for that purpose and it's too hard to obtain to be using it as currency. Instead, you use easily-printed paper money.
Diamonds do need server-wide agreements. Just different ones, for different reasons. Given that diamonds would require more complex agreements since they can become goods, it's easier just to use emeralds, since they have no other purpose than currency.
I agree with some of the claims provided, Emerald has been a currency and shouldn't be changed, I agree more stuff to do with it, but having it give a Jump boost isn't the go to option for me. I would say add more venders per biome, Desert Biome Villagers etc to make it have more uses than regular villagers.
I agree with some of the claims provided, Emerald has been a currency and shouldn't be changed, I agree more stuff to do with it, but having it give a Jump boost isn't the go to option for me. I would say add more venders per biome, Desert Biome Villagers etc to make it have more uses than regular villagers.
I completely agree with this, this is very well balanced
"Hey new dude, don't make any new emeralds. Owner says so." For small servers, this can be person to person. For large servers, this message can be automated. Plugins can be made with emeralds in mind to ensure that the average is kept.
Mining diamonds doesn't take work, just time. That's one of the reasons they don't work. The other is that they are useful as more than just currency, and so can create a currency shortage. Again, it's better to err on the side of too much than too little.
Also: do you spend real gold to buy things in real life? No, because there's too little of it for that purpose and it's too hard to obtain to be using it as currency. Instead, you use easily-printed paper money.
Diamonds do need server-wide agreements. Just different ones, for different reasons. Given that diamonds would require more complex agreements since they can become goods, it's easier just to use emeralds, since they have no other purpose than currency.
If you are not allowed to create new emeralds then all emeralds will disappear to villager trades unless you ban all villager trading.
If you want money that people can't create more of just use sponges and don't ban the whole trading mechanic.
Books signed by the owner could work too. (If you don't want to cheat the sponges in)
The problem with emeralds is that they are goods just as much as diamonds, villagers don't really "trade" anything, they just conver the emeralds into something else. (or something else into emeralds)
There is no real difference between crafting, smelting and villager trading. (execpt that villager trading is more anoying)
If you are not allowed to create new emeralds then all emeralds will disappear to villager trades unless you ban all villager trading.
If you want money that people can't create more of just use sponges and don't ban the whole trading mechanic.
Books signed by the owner could work too. (If you don't want to cheat the sponges in)
The problem with emeralds is that they are goods just as much as diamonds, villagers don't really "trade" anything, they just conver the emeralds into something else. (or something else into emeralds)
There is no real difference between crafting, smelting and villager trading. (execpt that villager trading is more anoying)
Except they aren't. They don't serve any purpose other than conversion between other things. I would not buy emeralds because they are not useful for anything other than currency; the same does not hold true for diamonds.
By the time that the server is evolved to the point of needing a currency instead of bartering, there really isn't a point to villager trades anyways, so that's not really a problem.
It would be appreciated if they simply added a superfluous use like decoration on door nob's, I mean on some servers people mine for diamonds immediately, we never even think about emeralds unless we want to decorate a house or buy a book from a villager(which is ALWAYS over priced).
97% of teenagers would cry if they saw Justin Bieber on top of a tower about to jump. If your the 3% who is sitting there with popcorn screaming "DO A BACKFLIP", copy and paste this as your signature[/b]
Just have singed books that are worth the same as an douple chest of dirt.
You are not thinking this through. This is not a problem of two absolutes, too many emeralds are too little. There are methods of keeping the emeralds at a level that it's not a problem...
For example, issuing all new players a specific amount of new emeralds, keeping the average per player the exact same.
Banning farms, but not villager trades. Anyone who works hard enough can get emeralds.
Having a server limit that is increased with every new player.
And if these don't work, I'm fairly certain there are more effective methods. The idea is that a server is evolved enough that everyone can agree on rules, similar to a democracy. If a server is money-centric enough, they will figure out their own rules concerning it.
A currency that doesn't do anything else is always more effective than a currency that does. It's why currency exists in its current form in the first place: because a collectively agreed general value is more useful as a bargaining tool than anything that has a specific use. A currency in abundance is always more favorable than a currency in scarcity, because it can be more easily divided and distributed.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
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Also the definition of vilager farm can be hard, because they really are just very simple villages modified so that killing useless villagers is easy, normal village can also be used to get new trades by killling villagers.
You did not address the rest of my post, just a minor point. I'm pretty sure that the rest of my post defeats this counterargument.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
I believe I also have explained why diamonds are not a good currency.
If "everyone can print money" is a problem, then this is no item could be currency. Server-wide agreements are the solution to the problems this concept causes.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Emeralds are something you can "print" very easily.
Diamonds are more like (real) gold, everyone (at least in theory) can mine them, but it is enough work that they remain valuable.
On a real server it would be very hard to make sure everyone understands and follows the agreements related to emeralds.
what kinds of agreements you think would make emeralds practical as currency for trades between players.
Diamonds don't need server wide agreements to work as currency.
Mining diamonds doesn't take work, just time. That's one of the reasons they don't work. The other is that they are useful as more than just currency, and so can create a currency shortage. Again, it's better to err on the side of too much than too little.
Also: do you spend real gold to buy things in real life? No, because there's too little of it for that purpose and it's too hard to obtain to be using it as currency. Instead, you use easily-printed paper money.
Diamonds do need server-wide agreements. Just different ones, for different reasons. Given that diamonds would require more complex agreements since they can become goods, it's easier just to use emeralds, since they have no other purpose than currency.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
If you want money that people can't create more of just use sponges and don't ban the whole trading mechanic.
Books signed by the owner could work too. (If you don't want to cheat the sponges in)
The problem with emeralds is that they are goods just as much as diamonds, villagers don't really "trade" anything, they just conver the emeralds into something else. (or something else into emeralds)
There is no real difference between crafting, smelting and villager trading. (execpt that villager trading is more anoying)
Except they aren't. They don't serve any purpose other than conversion between other things. I would not buy emeralds because they are not useful for anything other than currency; the same does not hold true for diamonds.
By the time that the server is evolved to the point of needing a currency instead of bartering, there really isn't a point to villager trades anyways, so that's not really a problem.
Sponges would work, I guess.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
No support.
[b]My Suggestions[/b]
Gloops and Glops!
Prepare for loads of sarcasm.
97% of teenagers would cry if they saw Justin Bieber on top of a tower about to jump. If your the 3% who is sitting there with popcorn screaming "DO A BACKFLIP", copy and paste this as your signature[/b]
1- Finish the mod API
2- Give brains to villagers (make em more usefull)
3- Add ambiance: birds, fishes, bugs, crabs on beaches, monkeys in jungles...
4- More plants! Aquatic, any fruit tree, bushes....
5- Ambiant sounds!
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My supports