<Currency> The big thing everyone wants for SMP is a currency. Stuff like IConomy tries to emulate this with a number, but it doesn't work; Griefers are a huge problem, and the economic model (a classic "Trickle Down" style) is very un-Minecraft-y. My proposal is simple:
1. Craftable Coins. In SMP, there are three majorly valuable materials: Iron, Gold, and Diamond. Iron and Gold can be made into Coins:
/ = 4X(Coins)
The coins can be crafted back into bars in the 2X2 grid:
CC
CC
(C=Coin)
2. No Set Values The currency must be based on barter to be worthwhile. Otherwise, it suffers from over-and-under-valuing.
With a fixed rate of to , for example, if there's a gold shortage, Diamond is overvalued, and Gold too rare-- basically, inflation.
If theres a glut of shiny metal, however, Diamond is undervalued, and everyone has a Diamond sword.
In a currency with no fixed value, it takes less gold to get diamonds in a shortage, and more in a glut--because a buisnessman who knows he's got the chance of a lifetime on a one gold offer is going to drop the price, while one who knows that gold is practically dropping from trees will charge more because he has less of a chance of overpricing.
TL;DR: The more gold there is, the less it's worth.
That is what's being suggested. Coins allow you to trade for items that are worth less than one iron or gold ingot, without having to demand more of the item than you want to avoid getting a bad deal. I contend that this is the most logical option for instituting a currency in Minecraft, as it doesn't require you to use it, but provides a standardized system to use if you decide to. With this system, one could still barter with normal items, but also have access to a more liquid asset that should be accepted by most players.
I'd rather a gold... Emblem? IDK, but something that's not just for currency, although currency should be a solid use. Hm...
A coin would work, but it needs some obscure use in SP. Maybe you could buy cocoa or saddles from pigmen villages...?
Rollback Post to RevisionRollBack
Wrong sir, wrong. YOU stole the fizzy lifting drinks and YOU touched the ceiling, therefor it must be washed and sterilized! So you get nothing! You lose! Good day sir!
This isn't a plug. this isn't spam. I am not putting this link in here simply to advertise. http://www.minecraftforum.net/topic/359376-shop-chests/
I think that this forum basically sets this up, except for more choices, and rather than coins, you can just cut to the chase with the ingots/gems. I think that the guy here should set up a shop idea as well if he wants coins. I'm just saying
I don't entirely dislike the idea of shop chests, but they bring up a lot of issues like stealing and such. The idea suggested here is much simpler and allows you to conduct business in any way you like, provided you're actually online.
Here's an example to help show what I mean:
You're a trader, and you've struck a lucrative deal with several different gatherers to sell supplies in bulk to other players at a markup. Your suppliers get all the value of their harvest back in addition to any profit, paid in either iron or gold coins, whichever is more valuable/in higher supply. They can either turn the coins back into ingots for use in trade or their own products, or keep them as coins, where they can reasonably assume that others will be willing to take them as payment. With a static shop chest, you can still do all of this, but it becomes significantly harder to roam from settlement to settlement offering your wares. With coins, you have much extra room to carry your products, as you don't have to carry multiple different items to ensure that people will want to trade with you, and customers will receive a standard commodity they can use to pay for other things more easily.
Okay, that probably didn't help very much. Kind of rambling, but you get the idea, hopefully.
The big thing everyone wants for SMP is a currency. Stuff like IConomy tries to emulate this with a number, but it doesn't work; Griefers are a huge problem, and the economic model (a classic "Trickle Down" style) is very un-Minecraft-y. My proposal is simple:
1. Craftable Coins.
In SMP, there are three majorly valuable materials: Iron, Gold, and Diamond. Iron and Gold can be made into Coins:
The coins can be crafted back into bars in the 2X2 grid:
CC
CC
(C=Coin)
2. No Set Values
The currency must be based on barter to be worthwhile. Otherwise, it suffers from over-and-under-valuing.
With a fixed rate of
If theres a glut of shiny metal, however, Diamond is undervalued, and everyone has a Diamond sword.
In a currency with no fixed value, it takes less gold to get diamonds in a shortage, and more in a glut--because a buisnessman who knows he's got the chance of a lifetime on a one gold offer is going to drop the price, while one who knows that gold is practically dropping from trees will charge more because he has less of a chance of overpricing.
TL;DR: The more gold there is, the less it's worth.
Comment on any tweaks you want.
That is what's being suggested. Coins allow you to trade for items that are worth less than one iron or gold ingot, without having to demand more of the item than you want to avoid getting a bad deal. I contend that this is the most logical option for instituting a currency in Minecraft, as it doesn't require you to use it, but provides a standardized system to use if you decide to. With this system, one could still barter with normal items, but also have access to a more liquid asset that should be accepted by most players.
A coin would work, but it needs some obscure use in SP. Maybe you could buy cocoa or saddles from pigmen villages...?
http://www.minecraftforum.net/topic/359376-shop-chests/
I think that this forum basically sets this up, except for more choices, and rather than coins, you can just cut to the chase with the ingots/gems. I think that the guy here should set up a shop idea as well if he wants coins. I'm just saying
Yes I do
Here's an example to help show what I mean:
You're a trader, and you've struck a lucrative deal with several different gatherers to sell supplies in bulk to other players at a markup. Your suppliers get all the value of their harvest back in addition to any profit, paid in either iron or gold coins, whichever is more valuable/in higher supply. They can either turn the coins back into ingots for use in trade or their own products, or keep them as coins, where they can reasonably assume that others will be willing to take them as payment. With a static shop chest, you can still do all of this, but it becomes significantly harder to roam from settlement to settlement offering your wares. With coins, you have much extra room to carry your products, as you don't have to carry multiple different items to ensure that people will want to trade with you, and customers will receive a standard commodity they can use to pay for other things more easily.
Okay, that probably didn't help very much. Kind of rambling, but you get the idea, hopefully.
Then there's nothing to suggest. The system's already in place: You have stuff, trade it.