Me and my friend are going to make a server but we didn't know what item we should use as in game currency. Does anyone have ideas on what we should use as in game money
You could use things as gold, lapiz, diamonds, as luxurious and expensive items.
Of course you could just barter.
"Well, I'll give you 10 bread for your iron sword!"
"How about 10 bread and 5 seeds?"
"Well... ok. Here you go, here you go sir good day."
There is no inbuilt trading option on the xbox 360 version. It will be based on trust between the two players, either using chests or just throwing the items on the ground.
Like said above, paper is a bad idea because people can easily print money by setting up hidden or even temporary sugar cane farms.
I would suggest using gold instead, since there is a limited supply of it in your world, and its not used for much crafting. You could also use lapiz, but many players like to use lapiz for dye to decorate with.
Using gold will include some inflation while people are still finding more gold in the ground, but this inflation will stabilize once most of the gold has been found and is a part of the currency flow in your economy.
Check out the other currency threads on the forums for more feedback.
I think the President of the town should have the sugar cane farm.2 other players will check on it to make sure the president isnt stealing. And the Citzens should elect a person to control the City store and and city resraunt 2 diffrent people. while the player at the store will pay miners to mine the resources 5 pappers per day. and people buy resources at the store. the store will pay 1 papper per day to the city for tax. and pay the president 2 per day.
Store owner will start with 10 pappers to get the economy started.
The food restraunt will not have any workers unless they want! they will pay 1 papper for tax to the city. and 2 to the president If any certin player happens to have alot more then they should, The town Has the right to investigate and take all belongings and ban player from the town.
I think the real challenge to Currency in Minecraft is why should I work to get money so I can give you money for something I can get for myself?
Without really strict and arbitrary rules preventing folks from solving their own problem, there's no natural need in MC for money.
I can easily grow my own wheat. I can easily grow and harvest my own trees for wood.
I can easily mine my own materials on my own land.
I can easily build up XP to enchant my own items.
It would be different if it was as hard to build up skills as an enchanter as it is to be a farmer such that it makes sense for me to specialize in farming, and you to specialize in enchanting, such that we now have need for trading.
Because of this, Currency in MC falls down because folks like me solve our own problems if another player is going to hold us over a barrel for a stack of wood so we can finish our house.
Instead, the folks I play with just give away excess materials we have or go help fetch something if a player needs it while they are busy building their new thing.
As Janx stated currency is kind of a fail in MC only because its so easy to get your own materials. If I ever start up a server Id have two things.
1. Prices fluctate based on how much of a material I have.
2. Using currency is optional. This way you can sell extra materials that you have in order to buy things that your too lazy to go out and get.
I think this would be really the only logical and effective way of using currency on a server. Assigned jobs and forcing to use currency is a failed attempt to micromanage everyone and cut into fun IMO.
Of course you could just barter.
"Well, I'll give you 10 bread for your iron sword!"
"How about 10 bread and 5 seeds?"
"Well... ok. Here you go, here you go sir good day."
I think the real challenge to Currency in Minecraft is why should I work to get money so I can give you money for something I can get for myself?
Without really strict and arbitrary rules preventing folks from solving their own problem, there's no natural need in MC for money.
I can easily grow my own wheat. I can easily grow and harvest my own trees for wood.
I can easily mine my own materials on my own land.
I can easily build up XP to enchant my own items.
It would be different if it was as hard to build up skills as an enchanter as it is to be a farmer such that it makes sense for me to specialize in farming, and you to specialize in enchanting, such that we now have need for trading.
Because of this, Currency in MC falls down because folks like me solve our own problems if another player is going to hold us over a barrel for a stack of wood so we can finish our house.
Instead, the folks I play with just give away excess materials we have or go help fetch something if a player needs it while they are busy building their new thing.
Communism works fairly well in MC.
Sometimes I just don't want to mine or farm so the opportunity to trade is great for that situation. I have seen and tried currency on others servers but it seems to get micromanaged, by necessity, to make it work. I like the idea of the server host providing some items for trade at standard rates. Like a stack of glass for a stack of stone bricks kind of thing. Of course at the begining of a new seed prices would have to reflect how scarce some items may be. In general most players could trade amongst themselves. A central area with signs posting wants and needs could help facilitate more trading opportunities for those playing at different times.
Sometimes I just don't want to mine or farm so the opportunity to trade is great for that situation. I have seen and tried currency on others servers but it seems to get micromanaged, by necessity, to make it work. I like the idea of the server host providing some items for trade at standard rates. Like a stack of glass for a stack of stone bricks kind of thing. Of course at the begining of a new seed prices would have to reflect how scarce some items may be. In general most players could trade amongst themselves. A central area with signs posting wants and needs could help facilitate more trading opportunities for those playing at different times.
Except that when we all spawn for the first time, nobody has anything anyway. No money, no resources. Nor does the host. If the host spawns and sets up shop long before other players to build up, then he's got stuff, but I got no money. I might as well work on getting the things I need myself, rather than ***** myself out to get money to get the things I need.
The only reason we use money in the real world is because I can't make all the things I want/need myself.
In MC, it ain't a lot of work to get anything. And I'm just as likely to GIVE you extra stuff I'm not using if you need it. Nobody I've ever played with has tried to sell me something I needed to finish a build. If they had it, they gave it to me. If they tried to sell me a stack of glass, I'd say "no thanks" and go make some.
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You could use things as gold, lapiz, diamonds, as luxurious and expensive items.
Of course you could just barter.
"Well, I'll give you 10 bread for your iron sword!"
"How about 10 bread and 5 seeds?"
"Well... ok. Here you go, here you go sir good day."
Nice and simple.
paper is a bad idea since its easy to farm which means that inflation is likely to set in right away, finding prices would be really hard.
Does the game actually have a trade option? or do you have to throw them on the ground or up them in a chest and just trust the other player?
Like said above, paper is a bad idea because people can easily print money by setting up hidden or even temporary sugar cane farms.
I would suggest using gold instead, since there is a limited supply of it in your world, and its not used for much crafting. You could also use lapiz, but many players like to use lapiz for dye to decorate with.
Using gold will include some inflation while people are still finding more gold in the ground, but this inflation will stabilize once most of the gold has been found and is a part of the currency flow in your economy.
Check out the other currency threads on the forums for more feedback.
Store owner will start with 10 pappers to get the economy started.
The food restraunt will not have any workers unless they want! they will pay 1 papper for tax to the city. and 2 to the president
If any certin player happens to have alot more then they should, The town Has the right to investigate and take all belongings and ban player from the town.
Without really strict and arbitrary rules preventing folks from solving their own problem, there's no natural need in MC for money.
I can easily grow my own wheat. I can easily grow and harvest my own trees for wood.
I can easily mine my own materials on my own land.
I can easily build up XP to enchant my own items.
It would be different if it was as hard to build up skills as an enchanter as it is to be a farmer such that it makes sense for me to specialize in farming, and you to specialize in enchanting, such that we now have need for trading.
Because of this, Currency in MC falls down because folks like me solve our own problems if another player is going to hold us over a barrel for a stack of wood so we can finish our house.
Instead, the folks I play with just give away excess materials we have or go help fetch something if a player needs it while they are busy building their new thing.
Communism works fairly well in MC.
Stay fluffy~
1. Prices fluctate based on how much of a material I have.
2. Using currency is optional. This way you can sell extra materials that you have in order to buy things that your too lazy to go out and get.
I think this would be really the only logical and effective way of using currency on a server. Assigned jobs and forcing to use currency is a failed attempt to micromanage everyone and cut into fun IMO.
This is why you should do this
Sometimes I just don't want to mine or farm so the opportunity to trade is great for that situation. I have seen and tried currency on others servers but it seems to get micromanaged, by necessity, to make it work. I like the idea of the server host providing some items for trade at standard rates. Like a stack of glass for a stack of stone bricks kind of thing. Of course at the begining of a new seed prices would have to reflect how scarce some items may be. In general most players could trade amongst themselves. A central area with signs posting wants and needs could help facilitate more trading opportunities for those playing at different times.
Except that when we all spawn for the first time, nobody has anything anyway. No money, no resources. Nor does the host. If the host spawns and sets up shop long before other players to build up, then he's got stuff, but I got no money. I might as well work on getting the things I need myself, rather than ***** myself out to get money to get the things I need.
The only reason we use money in the real world is because I can't make all the things I want/need myself.
In MC, it ain't a lot of work to get anything. And I'm just as likely to GIVE you extra stuff I'm not using if you need it. Nobody I've ever played with has tried to sell me something I needed to finish a build. If they had it, they gave it to me. If they tried to sell me a stack of glass, I'd say "no thanks" and go make some.