Guys, I really need some quick help... I made Iron the server currency and set the value at $10 each... But I noticed that one of my players was building with Iron Blocks (after he asked why he couldn't break them)... Thinking that it was odd... I whispered an Admin and was like "heya man, do you think it'd odd for players to be building with Iron Blocks in Survival mode ?" ..."esp when they should be using their Iron for weapons, armor, and tools?"
Admin told me that this player shared an Iron Golem spawner with some other players... But in the Essentials config.yml I turned off spawning for Iron Golems.
i mean, you can't even use /spawnmob irongolem
it'll say that it's turned off in the config... But I did wait around and watched an Iron Golem spawn... they used NPCs to spawn them. I really need to block this exploit... I'm wondering what you guys think the appropriate solution is ? I have a number of different options:
schedule a command to kill all the NPCs every X minutes: "/butcher -n"
change the server currency
find a way to block Iron Golems from spawning
Or find if Essentials is working as intended ? Or if it's a bug ? ...Also, i'm sure there are other solutions (which is why i'm asking). Thanks in advance if anyone can help!
Use coal as currency. Sounds silly since there is so much of it. But it has to be mined (limits inflation), and it's always being used (deflation).
Initially people will go out and strip mine for it making it seem like there is a bazillion coal blocks in the economy, but that will only be the initial rush. Afterwards people will ignore coal thinking they have enough and the coal they do have will be burned up over time, eventually leading to a stable economy.
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Regular Clay (not blocks) could be used as a currency. Each piece being a single buck or so. Its not infinite, though it might be a bit rare. Interestingly enough, a person that finds swamp becomes decently rich, as apposed to a person that finds a jungle and gets coca or a plains dweller that gets horses, and such.
Regular Clay (not blocks) could be used as a currency (...), though it might be a bit rare.
Yeah, the reason why I don't use Diamond as currency is because they're pretty rare... And also, it would be too much of a temptation and incentive for players to cheat and use Xray. But I think Clay balls would definitely be a valid option... i'll have to ponder all my choices... and probably go with something less rare tho.
I don't think the divisible/combinable resources work so well. Iron and gold can be autofarmed. Emerald can be traded for iron and gold. Redstone can be bought for emeralds. Diamond is too expensive. Coal might work, but unfortunately you get experience for mining it, so people might mine it even when it is inflated. I generally take the coal I find while mining, and I usually find myself with stacks and stacks of coal blocks and no idea how to use them. And lastly, wheat can be farmed very quickly with machines using bonemeal, which can be autofarmed.
I'm not quite sure I understand your position of why divisible/combinable resources don't work so well ? Maybe it's because I don't get much actual play time. lol. Could you elaborate ? As far as your examples, I think Gold and Iron have the potential to make excellent currencies... As long as you block the exploit where people build mob spawners and farm them by just standing there... That defeats the point... which is that you obtain currency by working for it, not standing there AFK and getting it... Now, if Gold is NOT the server currency, i think these types of farms are perfectly acceptable imo... And as long as Iron is NOT the server currency, Iron Golem farms are perfectly acceptable.
I don't understand "Emeralds can be traded for iron and gold."
i don't understand "Redstone can be bought for emeralds."
I appreciate the info about your surplus of Coal tho... I'll have to take that into consideration.
If I were to setup an economy on a server, I'd do it with something as currency, that isn't normally obtainable for players. That can be sponge blocks or another modded in item. Also I'd setup an admin shop that sells and buys various good, such as iron, wood logs, gold, diamonds, cobblestone, etc. If someone sells something to the admin shop the selling and buying price of this something will go down. If someone buys something from the admin shop the selling and buying price of this something will go up. This way the admin shop shouldn't be exploitable infinitely, since the buying prices at the admin shop for the respective item are eventually too low to be lucrative (or the trade just becomes unavailable at some point until someone buys).
I'm going for something that players can work to obtain without Admin interference. But I do like your idea about how prices in the Admin Shop fluctuate. Also, i'm sure these options for Signed Blooks or Sponges would be valid options for other server owners to consider. Thanks for the suggestions. They're not too crazy since other people have suggested the same thing too. ....It's just that if I were to put myself in the players "shoes"... I don't know if it'd be my kind of play style.
Use coal as currency. Sounds silly since there is so much of it. But it has to be mined (limits inflation), and it's always being used (deflation). Initially people will go out and strip mine for it making it seem like there is a bazillion coal blocks in the economy, but that will only be the initial rush. Afterwards people will ignore coal thinking they have enough and the coal they do have will be burned up over time, eventually leading to a stable economy. That's my theory anyway.
Thanks for the suggestion... I have a lot of options to consider now. I'll have to ponder them all. Thanks.
I can think of a good alternative currency. Obsidian. Why? Because there is no easy way to fill chests with it. You can optimise your lava gathering/portal manipulation/infinobsidian glitching all you like, you still have to spend about two seconds per block mining it yourself.
Hmm... Obsidian is definitely an option... Thanks for the suggestion... It would be semi-annoying to go out and farm it tho.
There is a problem with that. You cannot divide it. What if something is worth 0.5 , 0.25 , ect of an obsidian block? And infact there is alot of stuff that is worth that Change the server currency.
Obsidian would be easily divisible on my server because the major currency is converting into iConomy money... So if i arbitrarily set the value at $100.00, then you could turn around and buy something worth $0.01 (a penny). And you could do this 10,000 separate transactions.
The best source of money would probably be something like IConomy currency. Hovewer , you should not add admin shops.Instead , for selling and buying items people could use auctions like some servers use. "What are good economy systems that you've seen ?" Well , lets look at the real world economy. People sell and buy stuff between each other, there is no "Admin shop".
I think the Admin Shop is fine... it's real world equivalent would be something along the lines of a convenience store... You just have to remember to do a massive markup because of this convenience factor... This gives players incentive to trade with other players in order to find better deals... But at the same time, if someone is in a hurry, they can quickly obtain it from the Admin Shop (as long as they're willing to pay the higher price)... it gives the added bonus of deflation: Everytime someone buys from the Admin Shop, it takes money out of the economy.
Also, I believe that one of the things that gives server money its value is the fact that players know they can (at the very least) exchange it with the Admin Shop for goods... So... essentially... WHY should other players accept this currency ? This is one reason why.
At the very minimum, I am going to do 1 Admin Shop that allows the conversion of the major currency block into iConomy money.... Then players can use their money on the Auction House.
Also , for a good way to generate money, here is an Idea: 1. Every minute the server should automatically give out money . There should be a set amount of money the server gives out every minute. 2. The money the server gives out every minute should be distributed between players. Benefits: This could possibly ballance out the server traffic, becouse more people would wana play when there is noone on the server. Problems: People would wana be afk. Solution for the problem: KIck people who are afk for more than 2 minutes Deflation:All money given out to players would be added up. When someone dies, all money that was given out to players since the previous death should be taken away from the player. If he dosent have enough money to pay that, his amount of money would go negative. This also creates a small amount of inflation becouse poorer players which have negative money have a higher chance of leaving than rich players.
Thanks for the suggestion. I would have to find or make a plugin to implement this.
I'm not exactly sure about some of the mechanics that you described tho. I get the basic idea of time equals money.
Why do poorer players have a higher chance of leaving ?
Thanks. I think you have some great ideas. As i've said before. Admin Shops are fine as long as their prices are HIGH... because as you observed: money sinks are required. This is one potential money sink that could be used.
Some of the other money sinks that i've come up with are warps costing $10,000 (based off the major currency block being $100 each... warps would probably be $1,000 or $2,000 with a $10 currency block).
I also have custom ranks and nicknames... The first one is usually free... Then I try to negotiate a high price for changes.
I can also sell portals as a money sink... Altho, I don't really have a price in mind because nobody has bought one yet. lol.
We actually just reset the map for 1.7... And I wasn't sure if I was going to make another Admin Shop... With no Admin Shop, I think we might need more deflationary mechanisms (money sinks).... Small death penalty (your idea)... Also, right now, all commands are free... But maybe another good money sink would be to have a small fee for some (or all) commands). Thanks for the ideas.
Anyways, on my server, all players can make their own ChestShops... And anyone is free to start a city or town. And we also have the Auction House for players to use. Whisper me if you wanna check it out... you might come up with more ideas.
Okay, it's late, so imma call it a night... I have much pondering to do about fixing this exploit (which I thought I already blocked).
Can't you read? I said I only play PC Minecraft
I'd say using sponge, and a shop system based around it would work fairly well. For example, you could have people sell common mob drops (rotten flesh, bones, string, etc) for sponges or selling things like ores & crops that they found or farmed.
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In my opinion,these following item is not suitable to be currency.
Gold-People can cheat lot of golds by construct a gold farm
Grass Block(some server use it)-When someone got silk touch diamond shovel,they can abuse it too easily.
Slimeball - It was a very good currency item during Beta because slime is rare and useless but now slimeball is too common and having their use.
The good currency item(my opinion)
End Stone - They are rare and useless. I think it can became tertiary currency
Emerald - Villager can use it as currency. I think emerald can became best common currency in Minecraft because they are not so rare and not spawn in group like diamond.
Sponge - Sponge is a very good currency because it is useless and unobtainable in normal game.Cheater cannot farming sponge because they are not exist in survival game.The only downside of sponge is...without a bukkit or plugin,it is impossible to get a sponge in survival mode.
Pondering multiplayer sandbox economies has been a pasttime of mine, and I have a few ideas (good and bad) on the subject of currency.
1.) The selection of a particular resource as a currency encourages the acquisition of that resource as an end unto itself regardless of the consequences. If your money is clay, then you are saying "Go out and stripmine all the swamps". If it is Lapis, you are saying "Go digging for blue things". Currency material should be chosen based on the activities that you wish to encourage on the server.
2.) If the server's money-points and the resources are be Freely Interconvertable (10 Lapis ->$1000 and $1000 -> 10 Lapis), this will make it so that the resource can be viewed as money itself and not merely a substance to be sold for money. If the resource is decorative, people will be able to use it for show rather than that being a wasted opportunity for making money, or vice-versa that converting it into money could result in the permanent loss of something valuable or pretty. Wealth will become something that you can HAVE and show rather than a mere number somewhere. Tangible wealth is always best. If you need money, you can always dig up chunks of your floor.
1.) Players make money through casual murder. $100 per kill. If you need more money, just go on a killing spree! To prevent exploits like killing the same person over and over again, you only get money for unique kills you make each day. For maximum money, you'll need to slaughter the entire server, not just your friends. Fun all around! What could go wrong with a 100% crime-based economy?
2.) Money is given out only by performing favors for the admins. Encourages a corrupt upper-class of the admin's friends who will monopolize the money supply and force new players to sell an entire chest of obsidian to them before they can earn enough money for their own Warp point and the money that they don't give to the poor will be frivolously spent on increasingly elaborate Name-Prefixes and land speculation. Admins will be eternally entertained as they will be surrounded by bootlicking sycophants who will dance on command in exchange for money. Trickle-down economics at it's finest.
3.) Sugarcane. Surrender to the powerful farming lobby and embrace inflation. Massive fields of cane for everybody for infinite money.
4.) Time = money. There is a button in the spawn-town that gives $1 every time it is pressed. 'Nuff said.
-Iron: Inherently valuable and useful, having a lot of it makes you wealthy regardless of whether it's convertable to money or not. The money supply will fluctuate based on the balance between it's production and consumption. Convertability to money will encourage more mining which is a good thing anyways. The downside, as you noted, is that Iron Golems are farmable by the creation or modification of villages.
-Gold: Not particularly valuable, but quite shiny. A mining byproduct with a small rate of consumption. Has iconic value as money because it's GOLD. Does not represent true wealth, but does encourage mining. Unfortunately it is also farmable.
-Lapis Lazuli: Has NO inherent value except that it is quite pretty. A byproduct of mining, though most prevalent at levels higher than the commonly mined diamond level. Not farmable to my knowledge. Lack of inherent value makes it like a fiat currency except that the money-supply is limited by player effort. As a semi-abundant non-renewable resource it is a good candidate.
-Obsidian: It's value is that it takes time to mine (but does at least have SOME legitimate uses). This will encourage people to waste their time spawning and destroying nether portals or applying a bucket of water to the lava layer. The more time people feel like wasting due to boredom, the more the money-supply will inflate, just like any semi-abundant/renewable resource.
-Redstone: Much the same as Lapis except that it can be used in large amounts in complicated projects, and can also be purchased from villagers at exorbidant prices. Found alongside diamond, for most people it will be a mining byproduct. Encourages mining, encourages villager-farming, discourages redstone projects (makes the material more expensive).
-Clay: Finite and non-renewable. Found on the surface. Encourages ugly strip-mining of swamps and beaches.
-Lilypads: Found in swamps or as treasure from fishing. Encourages the harvesting of swamps and spending time fishing. Will result in fish being an abundant food source on the server and much time spent unproductively. Has no inherent value.
-Acacia Leaf-Blocks: Say what? Acacia trees are difficult to farm due to their shape and small number of leaves for saplings. Large acacia plantations would need to be carefully tended to ensure that enough surplus saplings could be produced to allow for the harvest of leaves for currency. Has no inherent value. Promotes tree farms and makes acacia-wood an abundant building material. (I do not actually know their yield rate, and so cannot give any estimates on rates of production, but I find the idea of "money growing on trees" to be inherently funny. Perhaps this should have gone under the "Bad Idea" section).
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I owner a server, and this is the system it uses. Currency entering economy:
The server has a mob arena, and the sole way of money entering the economy is killing mobs in the mob arena. The system I had before this was that killing mobs anywhere gave a certain amount of money. Of course, this is easily farmable. A system could be put in place that stops rewarding money if multiple mobs are killed within a certain area. However, this could count out some legitimate mob kills, which is why I like the mob arena idea better.
Currency leaving economy:
The server has a "warp center" where players can pay for a warp to their ChestShop shop (pay weekly). This is not enough to stop excessive inflation, though. A large portion of the money spent at these shops in the warp center is coming from shoppers whose money has never been traded before, fresh from the mob arena. Thus, if shop owners were to make a significant profit (which is obviously the point of having a warp center), there would be too much inflation. Point is, there has to be another way for money to leave the economy. A system I use is that players must pay money to claim their land to prevent others from griefing.
Incentive for using currency:
As mentioned above, players must pay money to claim their land, larger claims requiring more currency. It also may be a good idea to give some random people (or not random, whatever) an incentive to create a shop, such as free space in the warp center. That will encourage other players to get money from the mob arena and/or to create shops of their own, because the first few shops have established value for the currency. Also,