MNTC - Minecraft.Novylen Trade Commission
Posted: Fri Oct 29, 2010 11:03 pm
Minecraft is yet to implement an easy currency system and for trades we are limited to a primitive bartering system. Though it is reasonably easy for each of us to gather the resources that we want as we see fit, it is arduous and time consuming to perform a certain task if you are not that good at it. Long story short, we all have our own skill sets. Some of us, AKA Reini, are epic builders and architects. Others are very good at mining, agriculture etc... This is the basis for real world economies.
As there is no set unit of currency at this stage, I propose that work out, on points, how much each block is worth relative to each other and use this information to guide what is and isn't acceptable trade. For example, say that dirt has a MNTC value of 1. Assuming diamond has a MNTC value of 1024, an appropriate trade of the two would be approximately 16 stacks ( 16 * 64 = 1024 ) of dirt for 1 diamond. Keeping in mind that these are arbitrary figures to show a concept. Diamond, once duping has been averted, will be incredibly valuable, especially once tool life spans are handled server side and we cant drop/pick up our tools to reset their usage.
Additionally, an exchange point could be setup whereby players can, similarly to a bank, deposit any items they like in exchange for MNTC points. These points can then be exchanged for other goods. A glaring problem that many may be quick to point out is: if someone floods the exchange with low value resources, and takes all the high value resources, to the point where there is very little of, or none of, the higher value resources, what will happen to the system? The answer is simple, supply and demand. As the amount of a specific resource held by the MNTC increases, in order to promote the exchange of other goods, the resource in question will devalue, and the higher valued resources, of which there are less of, will increase in value relative to the decrease in the value of the other resource.
On the other hand, the MNTC could restrict the exchange of certain goods, eg dirt, so that dirt is not held by the MNTC.
Points issued to a player in exchange for goods could be tracked via a variety of methods, including a spreadsheet (effective, but limited to one person running the show) or an SQL database held on this server where the people in control of the MNTC can allocate/subtract points to each player. The login could be linked to the forum login, and potentially, a plugin could be written for minecraft to display prices and balances in game.
I'd like to hear your opinions on this. I know it is a reasonably advanced system to implement and would require cooperation among us all. if we could get a system nutted out (or at least pricing values) then when our tools are no longer infinite, and things are harder to come by, we will be able to survive the turmoil rather than losing a heap of people from the server because they can no longer get the resources they need. If currency is implemented, we will have the prices already established and can smoothly transition without the vast majority of the server's wealth being held by select few individuals.
Think it over.
As there is no set unit of currency at this stage, I propose that work out, on points, how much each block is worth relative to each other and use this information to guide what is and isn't acceptable trade. For example, say that dirt has a MNTC value of 1. Assuming diamond has a MNTC value of 1024, an appropriate trade of the two would be approximately 16 stacks ( 16 * 64 = 1024 ) of dirt for 1 diamond. Keeping in mind that these are arbitrary figures to show a concept. Diamond, once duping has been averted, will be incredibly valuable, especially once tool life spans are handled server side and we cant drop/pick up our tools to reset their usage.
Additionally, an exchange point could be setup whereby players can, similarly to a bank, deposit any items they like in exchange for MNTC points. These points can then be exchanged for other goods. A glaring problem that many may be quick to point out is: if someone floods the exchange with low value resources, and takes all the high value resources, to the point where there is very little of, or none of, the higher value resources, what will happen to the system? The answer is simple, supply and demand. As the amount of a specific resource held by the MNTC increases, in order to promote the exchange of other goods, the resource in question will devalue, and the higher valued resources, of which there are less of, will increase in value relative to the decrease in the value of the other resource.
On the other hand, the MNTC could restrict the exchange of certain goods, eg dirt, so that dirt is not held by the MNTC.
Points issued to a player in exchange for goods could be tracked via a variety of methods, including a spreadsheet (effective, but limited to one person running the show) or an SQL database held on this server where the people in control of the MNTC can allocate/subtract points to each player. The login could be linked to the forum login, and potentially, a plugin could be written for minecraft to display prices and balances in game.
I'd like to hear your opinions on this. I know it is a reasonably advanced system to implement and would require cooperation among us all. if we could get a system nutted out (or at least pricing values) then when our tools are no longer infinite, and things are harder to come by, we will be able to survive the turmoil rather than losing a heap of people from the server because they can no longer get the resources they need. If currency is implemented, we will have the prices already established and can smoothly transition without the vast majority of the server's wealth being held by select few individuals.
Think it over.