This is just an idle idea I was thinking upon. I know that many people (me being one of them) tend to accumulate massive piles of materials in Minecraft, and I decided, why not come up with a system to determine how much of a margin of way too much time have you spent playing Minecraft?
The idea that came through my head? Why not come up with a value system? Being able to count up your latent wealth and slap a price tag on it. We all know that fun is priceless, but what about the FRUITS of your fun?
Initially, I was thinking on just starting the scale with dirt, a value of 1, to give us a baseline, but then realized that with comparison to many other things, that may be a little... I dunno, invalid?
Anyways, to start off this thing, let's have ideas for what the baseline material should be for measuring your wealth? What will be worth 1... let's call it Minebucks.
So let's here it. Give out ideas of what should be equal in value to 1 Minebuck.
Ah, the reason this isn't in suggestions is because this isn't actually a thing for in-game Minecraft. I think it'd sort of ruin everything if everything at an actual in game value. This is just a sort of thing outside of Minecraft to come up with a system for comparing hordes. It's entirely Just For Fun, and not actually something I want in the game.
Also, care to elaborate why you think stone counts as 3? I'd think that since wood can be used in more ways, and you'll generally always have plenty of excess stone just from mining, they'd be worth about the same. (not questioning you entirely, just want to sort of feel around)
I think it would be hard to come up with a baseline item since there are so many ways to create "farms" to accumulate items.
That being said, I once set up a scoring system based on achievements and travel to "score" players who had played on a hardcore world. I don't know if I still have the scoring system anywhere but it gave you one point for simple achievements, 2-5 points for harder achievements like baking a cake, etc. Also, as a tiebreaker, I added a point for each type of biome you had traveled to as well. I am a programmer so I wrote a short Python script to parse one of the server files that kept track of player statistics to give everyone who had ever been on the server a score.
It wasn't a perfect system but it could give you an idea who had survived the longest and/or done the most for a given amount of time. I could run the same script on a server that wasn't hardcore and you could still get similar results. The idea could be expanded based on other statistics that the game keeps track of like how far you had traveled, how much cobblestone you had mined, etc.
I suppose that's true, the farmable materials have value too.
Value isn't just based on rarity, it's based on rarity vs. usability and a bunch of other things, so iron, although farmable (even if it is a pain in the butt to set up a good iron farm) is still valuable for a whole lot of different things, just like with wood or stone, both are easier to farm and obtain lots of, so they're both worth a lot less, even though there's still a fair amount of use for them.
I have a feeling that if this keeps going, it might just end up going by ear, but you know.
Also, that's really cool. Having a high-score system for survival implemented and functioning is pretty sweet, although that tie breaker doesn't work quite as well now that there's an achievement for visiting every biome.
I'd probably top most measures of "wealth"; at last count I had more than 1.2 million mineral resources in 39 double chests (stored as blocks, not counting partially filled chests), although more than half of that is coal, but most of it was not mined with Fortune, plus some 120,000 other blocks and items (very little of which is cobblestone, dirt, etc, since while caving I do not accumulate any; what of those that I do have came from branch-mining and terraforming early on). I would consider diamond to be the most valuable resource simply because it is the one I use the largest percentage of, relative to what I find, followed by coal with iron being about as valuable as lapis (which only makes blue blocks and blue dye in 1.6.4, the version I still play on) since I only use a very small amount of iron for anvils and shears.
Also, as noted above the version you play in has an impact; mossy cobblestone is much more valuable to me than it is to somebody who plays in 1.8+ since it can't be crafted (I mine it from the floors of dungeons before I even look in the chests, which are also the only source of name tags); chiseled stone bricks are only three per jungle temple and while jungles are much more common in 1.6.4 I've still only found 6 temples (18 bricks).
My measure of "way too much time spent playing Minecraft" would be the most logical one though - the amount of time you have spent playing, and in particular how much time you spend per day; the aforementioned world has had about 64 days of time played on it, without AFKing (I don't have any reason to do so given how I play) with an average of 3.5 hours per day/session, which, including other worlds I've had, has also been pretty consistent in the nearly three years since I bought the game, except when I focused on making mods, which I don't really count as not playing (i.e. not doing anything related to Minecraft).
According to a poll on this thread 3.5 hours per day would place me around the 55th percentile; i.e. 55% play less and 45% play more, assuming that the percentage for 3-4 hours is half below 3.5 and half above. Of course, the people who voted 18+ hours are likely joking; if you exclude them then I'm around the 61st percentile. Another poll suggested that nearly half of all players spent 4 or more hours per day (again with a obvious bias at the high end); excluding the top two choices I get around 61.5% of players playing for less than 4 hours, so it isn't much different from the other poll (both polls were from 2011; it would be interesting to see how this has changed in the past 5 years).
Anyways, that IS a lot, and you're right, version does change the value, although I'd like to point out that you're likely at a point where you can get enchantments to make your diamond gear last, although diamond is worth a lot (potentially worth less than nether stars, but other than that, I can't really think of a more valuable material) iron wouldn't be down at lapis level. Iron is usable for more than just dye-making in 1.6.4, it's still useful, and although more common, a lot of players use iron more than anything else.
As for mossy cobble, I know what you mean. Outside of servers with the specific plugins, mossy cobblestone was a rare commodity, and high-end players who wanted it for builds would be pay through the nose for even small amounts. And your post made me realize that chiseled stone brick didn't have a value for that exact reason: it was so rare that people couldn't really find it regularly, and even if you could, it's not really the kind of block that you show off to other people.
As for measuring how much time you spend playing Minecraft, I know that that's a more accurate representation, it was a bit of a joke in the OP to sort of let on that this isn't exactly serious business.
Also, that's really cool. Having a high-score system for survival implemented and functioning is pretty sweet, although that tie breaker doesn't work quite as well now that there's an achievement for visiting every biome.
The tiebreaker works best in a hardcore survival server where you can only die once.
Anyways, that IS a lot, and you're right, version does change the value, although I'd like to point out that you're likely at a point where you can get enchantments to make your diamond gear last, although diamond is worth a lot (potentially worth less than nether stars, but other than that, I can't really think of a more valuable material) iron wouldn't be down at lapis level. Iron is usable for more than just dye-making in 1.6.4, it's still useful, and although more common, a lot of players use iron more than anything else.
Believe it or not, I've burned through over 230 Unbreaking III diamond pickaxes, and some 1,500 diamonds overall, which is close to a quarter of all the diamonds I've mined (I do have more stored away since I used Fortune for the first few months, I even used it to mine all coal for a while after 1.6 came out). By comparison I've mined 253,000 iron ore and have mined over 1,200 in a single session - nearly enough to make all the anvils I've made; even the iron from zombies is significant considering I get at least one ingot almost every day and on average anvils consume only 1.24 iron per use.
I have used a lot of iron if you count the iron I used for tools and armor early on (this is much less significant in newer worlds) and the iron represented by rails; I've laid around 10 km of railway but all the regular rails came from mineshafts, which have given me about 7 times what I need, so I did not actually need iron. Either way, I'm in the same position as somebody who has an iron farm; having a lot of something relative to what you need will reduce its value.
Note that in 1.9 once you get Mending on your gear resources can be significantly less valuable since you can indefinitely repair gear with only XP; also, since prior to 1.8 you can buy all types of armor and tools from villagers (aside from pickaxes more recently I have not taken advantage of this) diamond would be most valuable (in terms of rarity and when used to make gear) in 1.8, which only lets you buy a few tools and chestplates, and at higher costs.
Also, since you mention it, beacons and dragon eggs show that you spent enough time and effort to defeat their respective bosses; dragon eggs are also the rarest block or item you can get in Survival.
This is just an idle idea I was thinking upon. I know that many people (me being one of them) tend to accumulate massive piles of materials in Minecraft, and I decided, why not come up with a system to determine how much of a margin of way too much time have you spent playing Minecraft?
The idea that came through my head? Why not come up with a value system? Being able to count up your latent wealth and slap a price tag on it. We all know that fun is priceless, but what about the FRUITS of your fun?
Initially, I was thinking on just starting the scale with dirt, a value of 1, to give us a baseline, but then realized that with comparison to many other things, that may be a little... I dunno, invalid?
Anyways, to start off this thing, let's have ideas for what the baseline material should be for measuring your wealth? What will be worth 1... let's call it Minebucks.
So let's here it. Give out ideas of what should be equal in value to 1 Minebuck.
Given suggestions:
Dirt.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
Suggestions:
1. Move your thread to 'Suggestions'.
2. Planks=2 MB, Stones=3 MB
My Discord Server / My Minecraft Server
Ah, the reason this isn't in suggestions is because this isn't actually a thing for in-game Minecraft. I think it'd sort of ruin everything if everything at an actual in game value. This is just a sort of thing outside of Minecraft to come up with a system for comparing hordes. It's entirely Just For Fun, and not actually something I want in the game.
Also, care to elaborate why you think stone counts as 3? I'd think that since wood can be used in more ways, and you'll generally always have plenty of excess stone just from mining, they'd be worth about the same. (not questioning you entirely, just want to sort of feel around)
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
This isn't a suggestion.
- sunperp
- sunperp
I think it would be hard to come up with a baseline item since there are so many ways to create "farms" to accumulate items.
That being said, I once set up a scoring system based on achievements and travel to "score" players who had played on a hardcore world. I don't know if I still have the scoring system anywhere but it gave you one point for simple achievements, 2-5 points for harder achievements like baking a cake, etc. Also, as a tiebreaker, I added a point for each type of biome you had traveled to as well. I am a programmer so I wrote a short Python script to parse one of the server files that kept track of player statistics to give everyone who had ever been on the server a score.
It wasn't a perfect system but it could give you an idea who had survived the longest and/or done the most for a given amount of time. I could run the same script on a server that wasn't hardcore and you could still get similar results. The idea could be expanded based on other statistics that the game keeps track of like how far you had traveled, how much cobblestone you had mined, etc.
Join me on World Community Grid and help find a cure for COVID-19!
I suppose that's true, the farmable materials have value too.
Value isn't just based on rarity, it's based on rarity vs. usability and a bunch of other things, so iron, although farmable (even if it is a pain in the butt to set up a good iron farm) is still valuable for a whole lot of different things, just like with wood or stone, both are easier to farm and obtain lots of, so they're both worth a lot less, even though there's still a fair amount of use for them.
I have a feeling that if this keeps going, it might just end up going by ear, but you know.
Also, that's really cool. Having a high-score system for survival implemented and functioning is pretty sweet, although that tie breaker doesn't work quite as well now that there's an achievement for visiting every biome.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
I'd probably top most measures of "wealth"; at last count I had more than 1.2 million mineral resources in 39 double chests (stored as blocks, not counting partially filled chests), although more than half of that is coal, but most of it was not mined with Fortune, plus some 120,000 other blocks and items (very little of which is cobblestone, dirt, etc, since while caving I do not accumulate any; what of those that I do have came from branch-mining and terraforming early on). I would consider diamond to be the most valuable resource simply because it is the one I use the largest percentage of, relative to what I find, followed by coal with iron being about as valuable as lapis (which only makes blue blocks and blue dye in 1.6.4, the version I still play on) since I only use a very small amount of iron for anvils and shears.
Also, as noted above the version you play in has an impact; mossy cobblestone is much more valuable to me than it is to somebody who plays in 1.8+ since it can't be crafted (I mine it from the floors of dungeons before I even look in the chests, which are also the only source of name tags); chiseled stone bricks are only three per jungle temple and while jungles are much more common in 1.6.4 I've still only found 6 temples (18 bricks).
My measure of "way too much time spent playing Minecraft" would be the most logical one though - the amount of time you have spent playing, and in particular how much time you spend per day; the aforementioned world has had about 64 days of time played on it, without AFKing (I don't have any reason to do so given how I play) with an average of 3.5 hours per day/session, which, including other worlds I've had, has also been pretty consistent in the nearly three years since I bought the game, except when I focused on making mods, which I don't really count as not playing (i.e. not doing anything related to Minecraft).
According to a poll on this thread 3.5 hours per day would place me around the 55th percentile; i.e. 55% play less and 45% play more, assuming that the percentage for 3-4 hours is half below 3.5 and half above. Of course, the people who voted 18+ hours are likely joking; if you exclude them then I'm around the 61st percentile. Another poll suggested that nearly half of all players spent 4 or more hours per day (again with a obvious bias at the high end); excluding the top two choices I get around 61.5% of players playing for less than 4 hours, so it isn't much different from the other poll (both polls were from 2011; it would be interesting to see how this has changed in the past 5 years).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
You've spent a lot of time in that world
Anyways, that IS a lot, and you're right, version does change the value, although I'd like to point out that you're likely at a point where you can get enchantments to make your diamond gear last, although diamond is worth a lot (potentially worth less than nether stars, but other than that, I can't really think of a more valuable material) iron wouldn't be down at lapis level. Iron is usable for more than just dye-making in 1.6.4, it's still useful, and although more common, a lot of players use iron more than anything else.
As for mossy cobble, I know what you mean. Outside of servers with the specific plugins, mossy cobblestone was a rare commodity, and high-end players who wanted it for builds would be pay through the nose for even small amounts. And your post made me realize that chiseled stone brick didn't have a value for that exact reason: it was so rare that people couldn't really find it regularly, and even if you could, it's not really the kind of block that you show off to other people.
As for measuring how much time you spend playing Minecraft, I know that that's a more accurate representation, it was a bit of a joke in the OP to sort of let on that this isn't exactly serious business.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
The tiebreaker works best in a hardcore survival server where you can only die once.
Join me on World Community Grid and help find a cure for COVID-19!
Believe it or not, I've burned through over 230 Unbreaking III diamond pickaxes, and some 1,500 diamonds overall, which is close to a quarter of all the diamonds I've mined (I do have more stored away since I used Fortune for the first few months, I even used it to mine all coal for a while after 1.6 came out). By comparison I've mined 253,000 iron ore and have mined over 1,200 in a single session - nearly enough to make all the anvils I've made; even the iron from zombies is significant considering I get at least one ingot almost every day and on average anvils consume only 1.24 iron per use.
I have used a lot of iron if you count the iron I used for tools and armor early on (this is much less significant in newer worlds) and the iron represented by rails; I've laid around 10 km of railway but all the regular rails came from mineshafts, which have given me about 7 times what I need, so I did not actually need iron. Either way, I'm in the same position as somebody who has an iron farm; having a lot of something relative to what you need will reduce its value.
Note that in 1.9 once you get Mending on your gear resources can be significantly less valuable since you can indefinitely repair gear with only XP; also, since prior to 1.8 you can buy all types of armor and tools from villagers (aside from pickaxes more recently I have not taken advantage of this) diamond would be most valuable (in terms of rarity and when used to make gear) in 1.8, which only lets you buy a few tools and chestplates, and at higher costs.
Also, since you mention it, beacons and dragon eggs show that you spent enough time and effort to defeat their respective bosses; dragon eggs are also the rarest block or item you can get in Survival.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?