(An idea that I came up with.)
Hello MCForums, my name is Slop, and I say we should have an iConomy-like economy in the default Minecraft server, without the plugin. The money name would be configurable, as would the amount players start out with, and if the economy is active.
Trading would no longer be item-based, and commands would be simple; /money or /balance, /pay [amount] [player], and (admins) /eco [give:take] [player:self].
Now I realize someone will say "just get the plugin", but my point is that the plugin will be no longer needed.
I'm pretty sure it's impossible without a bukkit server.
The point is that you wouldn't need a Bukkit server, that the economy would already be in the game when you started the server. Sure it would take some extra coding, but I'm sure I'm not the only one wanting this.
(An idea that I came up with.)
Hello MCForums, my name is Slop, and I say we should have an iConomy-like economy in the default Minecraft server, without the plugin. The money name would be configurable, as would the amount players start out with, and if the economy is active.
Trading would no longer be item-based, and commands would be simple; /money or /balance, /pay [amount] [player], and (admins) /eco [give:take] [player:self].
Now I realize someone will say "just get the plugin", but my point is that the plugin will be no longer needed.
Take care.
-Slop
I fully support this. It's a great idea and I don't see many bugs that could come out of this.
Now that NPCs will get added, they would be the perfect tool for it.
Add some form of currency (i.e.: copper, silver, gold and/or obsidian coins), add NPCs that can sell and buy stuff, make prices in NPCs fluctuate based on offer and demand, and the players make the economy.
If someone makes too much bread and sells tons of it to an NPC, the NPCs will pay less and less for bread.
And to check a price of something, you just go check an NPC, and they'll appraise it for you, in their trading interface.
Why adding commands when it's more realistic and intuitive having NPCs doing these things?
I'm not a fan of having chat commands for anything but social (like emotes, yells, whispers) and admin instructions.
By creating an npc market, you encourage smart players to exploit flaws and loopholes to but a ton of stuff. You need a player-based market because then only the top 0.01% of the minecraftians can use flaws and loopholes to get everything, and they well deserve it.
1. Mojang is probably not going to implement that many commands. More likely, they will try to construct a GUI.
2. All the current plugins involving the iconomy plugin would have to be changed for compatibility.
3. A margain of the people who would want this implemented would want other plugins implemented.
4. It would "break the feel of this game" and make it "not like minecraft"
1: 3 commands is a lot?
2: If iConomy is already compatible with most plugins, then why wouldn't this be?
3: Yes, I agree.
4: So this breaks the feel, but the initial iConmy doesn't?
Some servers already have this, a system of dollars that you can use to buy things from a shop or trade with other players
That's the plugin that I referring to. I like it, and I'm not saying "ADD THIS PL0X OR I WON'T PLAY Y0UR G4ME!", because, frankly, that's irrational. I'm just saying that some would like this in the vanilla server, and that I'm one of them.
Now that NPCs will get added, they would be the perfect tool for it.
Add some form of currency (i.e.: copper, silver, gold and/or obsidian coins, or some ancient currently unused currency like 'guilders' or 'dinars', or some made-up currency like "notcash" or "minecredits"; but NOT existing Terran currencies like dollars or euro), add NPCs that can sell and buy stuff, make prices in NPCs fluctuate based on offer and demand, and the players make the economy.
If someone makes too much bread and sells tons of it to an NPC, the NPCs will pay less and less for bread.
And to check a price of something, you just go check an NPC, and they'll appraise it for you, in their trading interface.
Why adding commands when it's more realistic and intuitive having NPCs doing these things?
I'm not a fan of having chat commands for anything but social (like emotes, yells, whispers) and admin instructions.
Whoa, big post.
I like the idea of NPCs dealing things to you, and you selling things to them. Also, the coins seem like a good idea in SSP and SMP, but in SMP you could decide between coins, the money system I wrote about, or both. I think my proposed economy might work because, I believe it's the Citizens mod, in which you can use the /pay command and the NPC's name to buy things, or /buy; not really sure.
And I am in LOVE LOVE LOVE with the offer and demand idea. I know a lot about this because my brother is majoring in economics, and tells me about these sort of things. The idea that you can sell things to NPCs and their prices would change based on the amount you sell them? Genius.
You, my friend, have earned a place in my forums "Top suggestions" list. Along with myself.....
By creating an npc market, you encourage smart players to exploit flaws and loopholes to but a ton of stuff. You need a player-based market because then only the top 0.01% of the minecraftians can use flaws and loopholes to get everything, and they well deserve it.
(sorry for the double post, had to respond to this)
I agree, but still I feel that NPC markets might work. Maybe the NPCs would have a way of communicating with each other so that if one sells for a lower price and buys lower, the player couldn't go to another NPC and sell things for more than the 1st NPC, but the player wouldn't know, so it would be an in-game communication in the sense that the player wouldn't know that NPC-A was telling NPC-B to lower the buying price. It would be automatic. But your idea of a player-based market doesn't make much sense to me. Not sure what you mean by that.
If the prices are shared, you can't buy low and sell high to NPCs.
Also, the economy can be 'controlled' in the background, making NPCs just an interface to this economy.
I've seen offer & demand driven economies in countless games, and it always works preventing players from exploiting it.
OF course, it only works like that when it's done right. For example, you always must have minimums and maximums for items, so you can't ever get high prices for something that it's easy to get indefinitely like wood. And players must always lose when selling to NPCs. They will always sell high and buy low.
Also, prices should be easier to lower than to raise. Selling a lot of bread to an NPC would drastically decrease the price of bread. Buying lots of bread won't raise it much.
My point exactly. If you could sell, for example, iron to an NPC until you said, "Oh this price is too low. I have to find another NPC.", then you could do that until the world ran out of space. I agree with the minimum and maximum price idea, so that you can't get to the point that selling is useless and buying is too high. Which raises another point....
If you have an economy that makes it so that you can't sell for too much or too little, and the same with buying, and that how much you buy/sell would affect the price or value, (I'm sure some might not like this idea) then maybe you should be able to say, "Oh, I'll sell for this much" and that price is lower than the buying price, depending on how much lower the price is, the buying price may go up?
Oh, poor Mojang......
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Hello MCForums, my name is Slop, and I say we should have an iConomy-like economy in the default Minecraft server, without the plugin. The money name would be configurable, as would the amount players start out with, and if the economy is active.
Trading would no longer be item-based, and commands would be simple; /money or /balance, /pay [amount] [player], and (admins) /eco [give:take] [player:self].
Now I realize someone will say "just get the plugin", but my point is that the plugin will be no longer needed.
Take care.
-Slop
The point is that you wouldn't need a Bukkit server, that the economy would already be in the game when you started the server. Sure it would take some extra coding, but I'm sure I'm not the only one wanting this.
1. Mojang is probably not going to implement that many commands. More likely, they will try to construct a GUI.
2. All the current plugins involving the iconomy plugin would have to be changed for compatibility.
3. A margain of the people who would want this implemented would want other plugins implemented.
4. It would "break the feel of this game" and make it "not like minecraft"
I fully support this. It's a great idea and I don't see many bugs that could come out of this.
By creating an npc market, you encourage smart players to exploit flaws and loopholes to but a ton of stuff. You need a player-based market because then only the top 0.01% of the minecraftians can use flaws and loopholes to get everything, and they well deserve it.
1: 3 commands is a lot?
2: If iConomy is already compatible with most plugins, then why wouldn't this be?
3: Yes, I agree.
4: So this breaks the feel, but the initial iConmy doesn't?
Thanks. Nice to know I'm not the only one who wants this.
That's the plugin that I referring to. I like it, and I'm not saying "ADD THIS PL0X OR I WON'T PLAY Y0UR G4ME!", because, frankly, that's irrational. I'm just saying that some would like this in the vanilla server, and that I'm one of them.
Whoa, big post.
I like the idea of NPCs dealing things to you, and you selling things to them. Also, the coins seem like a good idea in SSP and SMP, but in SMP you could decide between coins, the money system I wrote about, or both. I think my proposed economy might work because, I believe it's the Citizens mod, in which you can use the /pay command and the NPC's name to buy things, or /buy; not really sure.
And I am in LOVE LOVE LOVE with the offer and demand idea. I know a lot about this because my brother is majoring in economics, and tells me about these sort of things. The idea that you can sell things to NPCs and their prices would change based on the amount you sell them? Genius.
You, my friend, have earned a place in my forums "Top suggestions" list. Along with myself.....
(sorry for the double post, had to respond to this)
I agree, but still I feel that NPC markets might work. Maybe the NPCs would have a way of communicating with each other so that if one sells for a lower price and buys lower, the player couldn't go to another NPC and sell things for more than the 1st NPC, but the player wouldn't know, so it would be an in-game communication in the sense that the player wouldn't know that NPC-A was telling NPC-B to lower the buying price. It would be automatic. But your idea of a player-based market doesn't make much sense to me. Not sure what you mean by that.
-Slop
My point exactly. If you could sell, for example, iron to an NPC until you said, "Oh this price is too low. I have to find another NPC.", then you could do that until the world ran out of space. I agree with the minimum and maximum price idea, so that you can't get to the point that selling is useless and buying is too high. Which raises another point....
If you have an economy that makes it so that you can't sell for too much or too little, and the same with buying, and that how much you buy/sell would affect the price or value, (I'm sure some might not like this idea) then maybe you should be able to say, "Oh, I'll sell for this much" and that price is lower than the buying price, depending on how much lower the price is, the buying price may go up?
Oh, poor Mojang......