Bones. Killing skeletons will earn you a small amount of currency, which it should. You can never run out, so no one person will ever own all the currency. Where could it go wrong?
And yet you have another problem. All the longtime players and MC pros will make, *drum roll* Mob Spawners. If u find a dungeon with a skeleton spawner, then someone can control it. Granted, there are naturally spawning monsters at night, but this guy can get bones 24/7. Anytime he wants to. He's gonna get tons of it.
Agreed. Every form of currency eventually fails anyways so it would probably be best to base everything off of trading. However this would make it difficult if you were trying to set up "shops" in your world.
Not really. Those shops would be like...how do i put this...OK, say i run a shop in your world. I collect a good amount of everything (except for slime, lapis, ect. ect.). I got a little iron, one or 2 diamonds, wool, other monster drops.
Since my map has no currency, the prices of my goods change, depending on how many i have. If i started with 35 iron, and now I'm down to 5, I will ask a lot more for it. But say that I'm also low on coal. You can give me a lot less coal for that 5 iron than redstone.
I got 5 iron, I got 3 coal, and i got 64 redstone. You can give me about 20 (this is my prices) coal for that iron, because i don't have much coal. But your gonna have to give me about 50 redstone for it, because i have tons of that.
You see, a money system cannot work on solely beneficial currencies. If you make something like Coal as the coinage, a Stone/Glass salesman would be the poorest, while a farmer would be a millionaire. If Iron was used, a soldier who always needed at least 60% durability on his armor would become poor as well.
A money system cannot work with any common/renewable resources as the dinero. For example, if Leather is it, you can expect a large amount of inflation.
A currency cycle will operate servers less effectively if it is a resource that is blocked off from easy collection/reproduction. If Sugarcane is it, only one piece is needed for a whole counterfeit factory. If Netherrack/Soul Sand is used, then all citizens lose access to a whole other dimension. If Bone/Gunpowder is it, every player can only play on Peaceful.
A financial conformity is less effective with only rare currencies. Early entrepreneurs will have difficulty buying things to begin their businesses. If Gold is it, many will have to collect everything to begin.
However, a mazumah complex is most effective with two of those items together. For new business owners, certain cheap resources can be collected easily, making an almost excellent conformity. However, what about my previous point about a money system solely on beneficial coinage? To balance out the disadvantage of those who burn out that asset, an attenuate medium of exchange is innovated. This finally combines the first and last suggestions into a nearly perfect cycle.
I use a money system comprised of Iron and Gold for my metropolis. Those currencies are then decoded into credits for maximum amenity.
When an Iron/Gold Block is made, 1/10 extra credit(s) will be given for marketing and convenience purposes. You could try to get rich by mining, but then you wouldn't be able to sell items/services while doing so. All railroads are provided by the government, making only personal ones difficult.
"But why use a currency system when you can just barter one item for another, and so forth?"
Trading works in small villages of friends mostly known in real life for a lengthy span of time. However, an "urban" server must have an organized entity to prevent primitive chaos. It would be simple to give one thing you have much of for a thing you need, but in a world of a maximum eight people at once, you could just give item for a bullion, then use aforementioned bullion to give to another for item you want.
I think gold is perfect.. Its not so common that it is useless as a currency because everyone would be millionairs (like coal), but its not too rare that you cant find it with a bit of effort, meaning if you work for it, you'll have money...
Also, dont worry about the actual usefulness of the currency itself, that doesnt matter, its there strictly as a currency... Look at paper money in real life, what use would that have if u couldnt buy things with it? None... But you still want as much of it as you can get, because it acquires you other things
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Honestly. Something used as a currency should be something useful but not extremely rare.. Having currency for the sake of having currency is fairly pointless.
If its something useless then why would someone wanna work for it, except it as payment for something, or bother with it at all? For example. Why would I wanna accept 20 gold for a diamond or two when I can keep my diamonds until I have enough for a pick(if I don't already) and be able to get much more?
You also can't use diamonds that great either. Who's honestly gonna give a diamond or two for something that's most likely easily obtainable(Yeah. I know diamonds aren't that hard to find. But they are significantly harder to find than most things).
For a small 8 man server(even on PC) I'd honestly just recommend going with a "Want to buy/Want to sell" approach. Or just asking if someone has something and then offering for it. Since everyone will typically need different things at different times it just works out better.
If I HAD to pick a currency it'd probably be pumpkins in a version before they were farm-able. But since they're limited in the 360 version until then. That's not a great idea either. I personally like the look of jack-o-lanterns and they're useful. But still. I'll always prefer a WTB/WTS approach over a money system.
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I'm usually not trying to be rude. So if a post comes across that way then sorry :]
Bones. Killing skeletons will earn you a small amount of currency, which it should. You can never run out, so no one person will ever own all the currency. Where could it go wrong?
Honestly. Something used as a currency should be something useful but not extremely rare.. Having currency for the sake of having currency is fairly pointless.
If its something useless then why would someone wanna work for it, except it as payment for something, or bother with it at all? For example. Why would I wanna accept 20 gold for a diamond or two when I can keep my diamonds until I have enough for a pick(if I don't already) and be able to get much more?
You also can't use diamonds that great either. Who's honestly gonna give a diamond or two for something that's most likely easily obtainable(Yeah. I know diamonds aren't that hard to find. But they are significantly harder to find than most things).
For a small 8 man server(even on PC) I'd honestly just recommend going with a "Want to buy/Want to sell" approach. Or just asking if someone has something and then offering for it. Since everyone will typically need different things at different times it just works out better.
If I HAD to pick a currency it'd probably be pumpkins in a version before they were farm-able. But since they're limited in the 360 version until then. That's not a great idea either. I personally like the look of jack-o-lanterns and they're useful. But still. I'll always prefer a WTB/WTS approach over a money system.
Read my post. I don't want to spend much time repeating things.
Apply that to real life and see if you still think that... What is a $100 note? Its just a piece of paper/plastic... Hardly useful.
Now send me all your money seeing as its useless
Real life money has something of value to back it up. Its not just random pieces of paper.
In Minecraft on the other hand the only thing to back up the value of something is the items usefulness. And a system where overly useful stuff like diamonds are used for currency will fail because no one will spend theirs that often. And a system with worthless stuff as currency is stupid imho because there's nothing to back up the value of it. The item isn't useful, it probably isn't rare, and its probably something no one would stockpile if it wasn't used as currency anyway.
A simple trading system where you ask if someone has something then offer on it is WAY better. Because you're not dealing with useless crap. Both people involved in the deal can get stuff they want/need quicker, easier, and it involve an overly complicated and worthless economy system.
Read my post. I don't want to spend much time repeating things.
I already did. And I clearly didn't think your system was that great or I probably would have quoted you and said "Go with this one! Its amazing!". Or something equally cheesy. I don't like your system either though.
We're talking about the 360 version of Minecraft. It isn't exactly gonna have a busy economy with a maximum of 8 people online at a time. Not only that but its pointless and creates more confusion than simply trading.
There is NOTHING simpler than saying "Anyone have a diamond pick? If so what would you want for it?".
I get that using currency makes sure that the person with what you want HAS to accept the offer if the item is up for sell and you can afford it. But its pointless when the most common items that will be bought are diamonds and rare items.
If you have the rare/useful items to sell then you don't need gold/iron/whatever currency because its pointless to turn around and use that to buy the same items you just sold. You might as well keep your diamonds or whatever and use them yourself.
Its also pointless to sell some diamonds and then turn around a buy something like bread. Not only is that common as crap. If you just said "Hey! I need some bread! I'll trade a diamond or two for some!" you'll probably get more bread offered than you could get in an economy system for them.
Economies are just over complicated and pointless on a small 8 person server. Even if more than 8 people play on it. If its only 8 on at a time its a slow economy with less reward than just getting iron/gold/diamond/whatever yourself.
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I'm usually not trying to be rude. So if a post comes across that way then sorry :]
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And yet you have another problem. All the longtime players and MC pros will make, *drum roll* Mob Spawners. If u find a dungeon with a skeleton spawner, then someone can control it. Granted, there are naturally spawning monsters at night, but this guy can get bones 24/7. Anytime he wants to. He's gonna get tons of it.
Thats where it could go wrong.
Not really. Those shops would be like...how do i put this...OK, say i run a shop in your world. I collect a good amount of everything (except for slime, lapis, ect. ect.). I got a little iron, one or 2 diamonds, wool, other monster drops.
Since my map has no currency, the prices of my goods change, depending on how many i have. If i started with 35 iron, and now I'm down to 5, I will ask a lot more for it. But say that I'm also low on coal. You can give me a lot less coal for that 5 iron than redstone.
I got 5 iron, I got 3 coal, and i got 64 redstone. You can give me about 20 (this is my prices) coal for that iron, because i don't have much coal. But your gonna have to give me about 50 redstone for it, because i have tons of that.
You get my meaning?
- A financial conformity is less effective with only rare currencies. Early entrepreneurs will have difficulty buying things to begin their businesses. If Gold is it, many will have to collect everything to begin.
However, a mazumah complex is most effective with two of those items together. For new business owners, certain cheap resources can be collected easily, making an almost excellent conformity. However, what about my previous point about a money system solely on beneficial coinage? To balance out the disadvantage of those who burn out that asset, an attenuate medium of exchange is innovated. This finally combines the first and last suggestions into a nearly perfect cycle.I use a money system comprised of Iron and Gold for my metropolis. Those currencies are then decoded into credits for maximum amenity.
This is the Bullion-Credit system.
When an Iron/Gold Block is made, 1/10 extra credit(s) will be given for marketing and convenience purposes. You could try to get rich by mining, but then you wouldn't be able to sell items/services while doing so. All railroads are provided by the government, making only personal ones difficult.
"But why use a currency system when you can just barter one item for another, and so forth?"
Trading works in small villages of friends mostly known in real life for a lengthy span of time. However, an "urban" server must have an organized entity to prevent primitive chaos. It would be simple to give one thing you have much of for a thing you need, but in a world of a maximum eight people at once, you could just give item for a bullion, then use aforementioned bullion to give to another for item you want.
Also, dont worry about the actual usefulness of the currency itself, that doesnt matter, its there strictly as a currency... Look at paper money in real life, what use would that have if u couldnt buy things with it? None... But you still want as much of it as you can get, because it acquires you other things
If its something useless then why would someone wanna work for it, except it as payment for something, or bother with it at all? For example. Why would I wanna accept 20 gold for a diamond or two when I can keep my diamonds until I have enough for a pick(if I don't already) and be able to get much more?
You also can't use diamonds that great either. Who's honestly gonna give a diamond or two for something that's most likely easily obtainable(Yeah. I know diamonds aren't that hard to find. But they are significantly harder to find than most things).
For a small 8 man server(even on PC) I'd honestly just recommend going with a "Want to buy/Want to sell" approach. Or just asking if someone has something and then offering for it. Since everyone will typically need different things at different times it just works out better.
If I HAD to pick a currency it'd probably be pumpkins in a version before they were farm-able. But since they're limited in the 360 version until then. That's not a great idea either. I personally like the look of jack-o-lanterns and they're useful. But still. I'll always prefer a WTB/WTS approach over a money system.
Apply that to real life and see if you still think that... What is a $100 note? Its just a piece of paper/plastic... Hardly useful.
Now send me all your money seeing as its useless
Build a mob grinder, rule the world.
If it dies it will be your fault... SO CLICK IT!
Read my post. I don't want to spend much time repeating things.
Real life money has something of value to back it up. Its not just random pieces of paper.
In Minecraft on the other hand the only thing to back up the value of something is the items usefulness. And a system where overly useful stuff like diamonds are used for currency will fail because no one will spend theirs that often. And a system with worthless stuff as currency is stupid imho because there's nothing to back up the value of it. The item isn't useful, it probably isn't rare, and its probably something no one would stockpile if it wasn't used as currency anyway.
A simple trading system where you ask if someone has something then offer on it is WAY better. Because you're not dealing with useless crap. Both people involved in the deal can get stuff they want/need quicker, easier, and it involve an overly complicated and worthless economy system.
I already did. And I clearly didn't think your system was that great or I probably would have quoted you and said "Go with this one! Its amazing!". Or something equally cheesy. I don't like your system either though.
We're talking about the 360 version of Minecraft. It isn't exactly gonna have a busy economy with a maximum of 8 people online at a time. Not only that but its pointless and creates more confusion than simply trading.
There is NOTHING simpler than saying "Anyone have a diamond pick? If so what would you want for it?".
I get that using currency makes sure that the person with what you want HAS to accept the offer if the item is up for sell and you can afford it. But its pointless when the most common items that will be bought are diamonds and rare items.
If you have the rare/useful items to sell then you don't need gold/iron/whatever currency because its pointless to turn around and use that to buy the same items you just sold. You might as well keep your diamonds or whatever and use them yourself.
Its also pointless to sell some diamonds and then turn around a buy something like bread. Not only is that common as crap. If you just said "Hey! I need some bread! I'll trade a diamond or two for some!" you'll probably get more bread offered than you could get in an economy system for them.
Economies are just over complicated and pointless on a small 8 person server. Even if more than 8 people play on it. If its only 8 on at a time its a slow economy with less reward than just getting iron/gold/diamond/whatever yourself.