The only downside to this idea is that Creepers do not drop Gunpowder 100% of the time. I've killed 5 Creepers in a row and not a single one of them dropped Gunpowder.
I think bartering/trading is the best way to go about any type of currency system.
I would suggest glowstone and keep the only gate to the nether hidden to yourself so no one can access it
On one of my friends maps im the night security for the gate to the nether (thats my job on his map)
Anyone comes near me trying to get intot he nether they die (never been killed yet but came close a few times)
We all have jobs to earn the glowstone
It was complicated to begin with but now it works perfectly
I would never sacrifice such a rare resource as currency. I use glowstone when I get it.
What makes this the OFFICIAL best currency? Just because you said it was official makes it so?
So how about instead of being complete asses and not contributing to the topic, try posting some form of an idea like McAngusYoung.
And to tie my post to relevance - gunpowder would be okay for a currency if it did not stand alone.
Like 100 iron = 50 gunpowder = 25 diamonds = 1 gold
Not sure how econ servers work or are they played completely on peaceful where there's only a limited supply? wouldn't one of the players just be able to build a mob spawner/trap/grinder then pretty much have unlimited wealth?
Not sure how econ servers work or are they played completely on peaceful where there's only a limited supply? wouldn't one of the players just be able to build a mob spawner/trap/grinder then pretty much have unlimited wealth?
Using a mob drop, yeah they could. If someone isn't as good at killing Creepers or someone makes a mob grinder, they'll gain more "wealth" than the others.
I was going to say best currency it's not official. Who cares what the title is that was just to get your attention and see what you think of my idea. Yes one person would get a lot of it (server ruler) and would be played on peaceful.
You see, a money system cannot work with any common/renewable resources as the dinero. For example, if Leather or Gunpowder is it, you can expect a large amount of inflation.
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 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.
I redirected this post of mine again from another topic just to state that Gunpowder is not officially the best currency.
Guys seriously...... sugercane is a very limited resource. as such one player can gather all of it and create a stock of paper that cannot be created by other players. use the paper as a dollar currency and keep the sugarcane and store room of paper hidden away somewhere. this gives you a stackable currency that has few uses and can be kept as a currency without people constantly wanting to build with it instead.
barting/trading is the easiest way to do it. i'm usually "the farmer" so i have wheat, bread, sugarcane, milk, etc. They want my food, and I need, lets say, wood, to build my house, farm, etc. we trade it, boom, works for me, anyway
The only downside to this idea is that Creepers do not drop Gunpowder 100% of the time. I've killed 5 Creepers in a row and not a single one of them dropped Gunpowder.
I think bartering/trading is the best way to go about any type of currency system.
The bartering/trade idea is exactly how we run our world. The currency idea is too tedious and pointless to me. So we trade for items in need.
You need some food, well you trade some coal or something for it. Whatever is equal value to you is how we do it, none of that 10 iron ingots for 5 cooked steak....
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I think bartering/trading is the best way to go about any type of currency system.
But to each their own.
So how about instead of being complete asses and not contributing to the topic, try posting some form of an idea like McAngusYoung.
And to tie my post to relevance - gunpowder would be okay for a currency if it did not stand alone.
Like 100 iron = 50 gunpowder = 25 diamonds = 1 gold
That ratio is a bit off but you get my point.
- 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.
I redirected this post of mine again from another topic just to state that Gunpowder is not officially the best currency.
The bartering/trade idea is exactly how we run our world. The currency idea is too tedious and pointless to me. So we trade for items in need.
You need some food, well you trade some coal or something for it. Whatever is equal value to you is how we do it, none of that 10 iron ingots for 5 cooked steak....