as i said cobblestone is not a currency it is a barder system so the it is fairly easy to get cobble so it is used in comparison. there may be a point where the amount of cobble surpasses wood and they choose for one plank to be equal to 4 cobblestone. its not a currency system but a barder system if you read through my post. it depends on the amount people have. no one item is a currecy so people will never abandon a currency because it is weak.
PS if you persist on having a set currency a rather difficult item to farm would be feathers, cactus greens, or gunpowder.
it was easier to use than solid currency because you need a lot more people to maintain an economy. If you want to use it as a currency it has to be controlled. A barder system is not a currency system but just a trade system. With currency you have problems where people believe that it is useless and dont use it. so its difficult to maintain a currency. I prefer the barder system because its always based on the amount of object people have. if your the only one with melon seeds you can sell it for a stack or two of cobblestone. if everyone has melon seeds than you could sell it for a single peice of cobblestone each peice.
Yeah you are right in that barter systems are more effective for smaller populations, that is definately true, but a modern style economy can still work as long as the players respect the value of the currency being used...
Whatever currency he chooses, the players should see it as valuable, not for the use of the currency itself (we have already established that gold and ink sacs and eggs are pretty useless!) but for what they can buy you... Just like in real life, a $100 note is pretty useless by itself, its just a piece of paper with writing on it!, but its what you can trade it for that is the real value :), meaning that any currency that is rare, can be applied in the same way.
gold nuggets are pretty good. since you can get nine per ingot. for some reason people have an attachment to gold so it would be a good start. I know someone has uggested it but the reason im bringing it up is because people "trust" gold.
asa i said cobblestone is not a currency it is a barder system so the it is fairly easy to get cobble so it is used in comparison. there may be a point where the amount of cobble surpasses wood and they choose for one plank to be equal to 4 cobblestone. its not a currency system but a barder system if you read through my post. it depends on the amount people have. no one item is a currecy so people will never abandon a currency because it is weak.
I understand, but using Cobble as a trading item would be inefficient, since in theory you can just buy out the wood with the infinite-supply of cobble, then re-trade the wood for whatever you would like. This would offset the balance of cobble to wood, and eventually other resources. If such a thing was to happen, i would up the cobble to a full stack for x amount of something else, not single-digit exchange rates.
Yeah you are right in that barter systems are more effective for smaller populations, that is definately true, but a modern style economy can still work as long as the players respect the value of the currency being used...
Whatever currency he chooses, the players should see it as valuable, not for the use of the currency itself (we have already established that gold and ink sacs and eggs are pretty useless!) but for what they can buy you... Just like in real life, a $100 note is pretty useless by itself, its just a piece of paper with writing on it!, but its what you can trade it for that is the real value , meaning that any currency that is rare, can be applied in the same way.
Eggs are just as good as ink sacs to use, the only downside to them is they are only stackable to 16... But thats not really a major problem.
well the value of each would change after a certain amount people would have too much cobblestone then they'll just trade other things. However trading would be based off of what some people have and what others dont. If I had many arrows and you had very few of them but a lot of sand. I would sell you the arrows for sand if I dont have sand.
Yeah you are right in that barter systems are more effective for smaller populations, that is definately true, but a modern style economy can still work as long as the players respect the value of the currency being used...
Whatever currency he chooses, the players should see it as valuable, not for the use of the currency itself (we have already established that gold and ink sacs and eggs are pretty useless!) but for what they can buy you... Just like in real life, a $100 note is pretty useless by itself, its just a piece of paper with writing on it!, but its what you can trade it for that is the real value :), meaning that any currency that is rare, can be applied in the same way.
Eggs are just as good as ink sacs to use, the only downside to them is they are only stackable to 16... But thats not really a major problem.
The 100 dollar example is completely true. As long as the citizens respect the idea that the ink sacs, eggs, and gold are actually are worth a lot. Then Im guessing the system will work great
well the value of each would change after a certain amount people would have too much cobblestone then they'll just trade other things. However trading would be based off of what some people have and what others dont. If I had many arrows and you had very few of them but a lot of sand. I would sell you the arrows for sand if I dont have sand.
Thats true, but the simplicity of the cobble generator makes cobble practically worthless. What would happen is the first couple of hours would be a tooth-and-nail fight over sufficient cobble to build with, but some wise-guy will gather the supplies and make the machine. That is when it will hit rock bottom in value. One person will have all the cobble they'll ever need, and sooner or later others will follow and create the machine, as well. The cobble will start as a 1:4 rate, but sooner or later you'll be trading stacks of the stuff because EVERYONE will have cobble.
Your arrows for sand example is true, but that is turned completely upside down when one has an infinite supply practically in their backyard. No work or mining involved, besides getting the pickaxes.
If you were to price cobble, you could also add a tax or license for owning a cobble generator. You would also have to limit the amount of generators around the world or the cobble they make, or you might as well make cobble worth less than Steve's good looks. Its a shaky idea, I just don't see cobble being an efficient trading resource
Although I agree with the opinion that the barter system is more efficient for xbox MC, I can understand wanting to use currency from an RP perspective. In this instance, gold just seems to make the most sense, people who play will probably already see gold as valuable, and its use outside of power rails is suspect. The only problem is that if you decide to build transit, you will be paving your (rail)"roads" with gold (literally and figuratively)
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Without the skin... Beneath the storm... Under these tears...The walls came down
Eggs will become near easy to find with breeding. Pumpkins are good but I don't want to duplicate.
I think ink sacs are the best way to go. Renewable sorces are key in any currency system, unless you use the barter system
I dont think eggs would be good, cause it tsakes forever for a chicken to lay an egg.I would use Bones, String, or gunpowder as a scource of currency, cause they can be found everynight OR from a thing, whatever its called. Its like used for obtaining drops from mobs, without fighting them.
PS if you persist on having a set currency a rather difficult item to farm would be feathers, cactus greens, or gunpowder.
Thanks!
Yeah you are right in that barter systems are more effective for smaller populations, that is definately true, but a modern style economy can still work as long as the players respect the value of the currency being used...
Whatever currency he chooses, the players should see it as valuable, not for the use of the currency itself (we have already established that gold and ink sacs and eggs are pretty useless!) but for what they can buy you... Just like in real life, a $100 note is pretty useless by itself, its just a piece of paper with writing on it!, but its what you can trade it for that is the real value :), meaning that any currency that is rare, can be applied in the same way.
Eggs are just as good as ink sacs to use, the only downside to them is they are only stackable to 16... But thats not really a major problem.
I understand, but using Cobble as a trading item would be inefficient, since in theory you can just buy out the wood with the infinite-supply of cobble, then re-trade the wood for whatever you would like. This would offset the balance of cobble to wood, and eventually other resources. If such a thing was to happen, i would up the cobble to a full stack for x amount of something else, not single-digit exchange rates.
True, touche.
The 100 dollar example is completely true. As long as the citizens respect the idea that the ink sacs, eggs, and gold are actually are worth a lot. Then Im guessing the system will work great
Thats true, but the simplicity of the cobble generator makes cobble practically worthless. What would happen is the first couple of hours would be a tooth-and-nail fight over sufficient cobble to build with, but some wise-guy will gather the supplies and make the machine. That is when it will hit rock bottom in value. One person will have all the cobble they'll ever need, and sooner or later others will follow and create the machine, as well. The cobble will start as a 1:4 rate, but sooner or later you'll be trading stacks of the stuff because EVERYONE will have cobble.
Your arrows for sand example is true, but that is turned completely upside down when one has an infinite supply practically in their backyard. No work or mining involved, besides getting the pickaxes.
If you were to price cobble, you could also add a tax or license for owning a cobble generator. You would also have to limit the amount of generators around the world or the cobble they make, or you might as well make cobble worth less than Steve's good looks. Its a shaky idea, I just don't see cobble being an efficient trading resource
With animal breeding on the horizon, if I remember the updates correctly, won't the value of the "egg" as a currency diminish as well?
I think ink sacs are the best way to go. Renewable sorces are key in any currency system, unless you use the barter system
No, no. I am talking about the "Golden Nugget" item that comes in 1.0.
Oh ok, fair enough.
Theres plenty of it.
without it no one can smelt blocks.