There have been many discussions about improving trading, and setting up a currency system on Alice before, but for one reason or another nothing ever came of it. I'd like to suggest a very basic currency to improve exchange. I came up with a short list of "requirements" for the currency system, and a list of steps to implement it. Requirements: Low deployment and maintenance cost. Small footprint & simple mechanics. An item of exchange that can not be automated (to avoid runaway inflation). Implementation: Select an item of exchange that requires silk touch. Disable automated silk touch for that item. Install a basic sign shop mod (like the one we had on Vincent). Place "ATM" or exchange signs at spawn so players can convert items to currency. Allow players to place shop signs, and let them worry about constructing bazaars and markets. There are a number of ores that would work as an item of exchange. I would suggest nether quarts. It takes some work to get, but is common enough that beginners can start collecting it early in the game. It is used in many mods crafting recipes, and makes a good building material, so consumption should help it keep value. Edit: Someone pointed out that removing items from the laser drill list might be non-trivial. Amber bearing stone may be a better choice as an item of exchange. Edit: Fixed item names.
With the trade o mates (no typo) i think we don't even need the atm signs. Just let people handle the currency and exchange rates themselves. Helpful people in the community will point it out if a noob gets ripped off, i hope.
We did not even have a market or bazaar on this map because a barter system with trade-o-mates are so limiting.
How about barter per mailboxes? Just let people know what you want and then they can inbox you about the price and time when the deal is going to happen. We need a server clock maybe, so everyone knows to which time zone everyone else refers to. (that would be a good idea anyway, i think)
the weakness in a mailbox system is it leaves postage in demand. bartering face-to-face is pretty good and easy, but once you get into shipping and packaging [like IRL] then it becomes an issue. however, the mailbox system does seem like the most appealing right now. also, you don't necessarily need to be online to trade because of http://forestry.sengir.net/wiki.new/doku.php?id=mail:catalogue and http://forestry.sengir.net/wiki.new/doku.php?id=mail:tradestation the issue with THOSE, however, is keeping their chunks loaded. __________________________________________________________________ now, back to currency: the central place where all of the trading and money happens IDEALLY is spawn, and the NPCs do a good job providing resources for fair prices [more or less]. however, transportation seems more the issue, as most people live very far away from spawn itself. while the free enderpearls help supplement those transportation needs, the enderpearls rapidly become a resource for other things as well [ie liquid ender]. maybe a portal to spawn, or more enderpearls, would increase trading w/ NPCs as well as other players face-to-face?
But this is a suggestion thread for the 1.6 server, no? Anyway, how about using amber blocks as a main currency and nether quartz as a sub currency, kinda like dollar and cents, but with no set conversion from one to the other. Like, if you wanna buy something that isn't worth 1 amber block you pay in nether quartz because it's more common. Also, people can mine nether quartz and trade it for amber to get started and ready to trade on the market (for stuff that's more expensive). The prices would regulate themselves after a while, i think, though it could need some helpful watchmen who look at the chat and give advice on what stuff is worth.
Bartering with mailboxes and sending times and prices can take tons of time to get a reply. In addition, taking into consideration that people live in different time zones, not everyone can make their daily life schedule adapt to this, just for an in-game trade (Although you can probably adapt for Dudu ). If trading MUST occur at spawn, then free ender pearls might be a good idea. But, IMO to have people personally arrange trading at their base, as is now, is much more convenient. Except since this OP wants a currency... we can perhaps use an item that would measure how far in game you are. If we really need a standardized currency, I would gladly agree with amber blocks and nether quartz. We could nerf SethBling's totally vanilla and fair trading system idea to replace this!
The issue of relative value for the unit of exchange is not important. Currency is just an abstraction of units of work. If an item is not worth a unit of currency the market's typical solution is to sell multiples of that item per credit. There is no need to over complicate the currency system. The KISS principle applies. P.S. Nether quartz can be automated with MFR's laser drill. That is why I suggested amber bearing stone instead.
Honestly, The only PRO I can think of with a currency is that people WILL know what to trade instead of naming every in their chests. Which is like a super good thing, but personally, the reason I think a currency system from the past did not work out and will not work in the near future is because there is not enough people to maintain it, both supply and demand. I mean like, what USE do you have money when you can't buy ANYTHING with it. Even if it's something usable, eventually we'll have no use for it and it will become a pile of dead turd. The point is, the trade system we have currently I am happy with: Early stage: Diamonds and precious metals; Late stage: Iridium. I mean like, it's the unspoken rule of SKcraft :3...or is it? Calculating how much something costs is also a pain in the ass, prices will fly all over the place, then inflation happens and then the economy will be all over the place. Trading with normal game stuff is easier because people will have an idea of the what something costs The thing we REALLY need to is somewhere to post trades and get people into a habit of using it then we can restart talks about the currency system Basically: As a self sustaining player, as I believe many of the other players on SKcraft are too(other than Thaum-material-burners), is the reason why currency won't REALLY work on SKcraft because the only thing we really need(create a supply for) is Iridium and some other rare metals that's why I really don't think we need a new currency for exchanging such less amount of products. P.S. I know it's a bit confusing, please ask me if you have any questions
We have never had a currency on Alice. The bazaar was trade-o-mat based, meaning it used a barter system. Explaining why a currency system is better than a barter system should not be necessary. Given how active the bazaar became, despite being stuck with trade-o-mat bartering, I think a currency system would result in a large economy quickly. We did not have a bazaar on the last map for one reason: Those of us that built the last one did not want to construct a new one. I for one felt bartering sucked, and to many trades were difficult to make because of items requested in barter. The whole purpose of this suggestion was to outline a simple, low overhead, way to add a currency system to Alice. Many of the discussions people have had about a currency system in the past were overly complicated, and I think no one on the staff wanted to invest the time. There are several sign shop mods we could use, and implementing them would be fast and easy.
So, what speaks against using trade o mates and amber bearing blocks as currency? (alternatively sign shops)
Not a lot in theory, but in practice the layer of abstraction makes trade easier. For the same reason we started using paper currency instead of paying for everything with valuables like gold or silver: Currency is convenient. You have to also consider the psychological benefits that money offers. Amber bearing stone has some value, but once players are trading in a currency (regardless of how it's backed) that value will rise and fall based on goods in the market. A currencies value takes on a life of it's own once trade takes off. Convincing players to trade amber for other items is a hard proposition, but giving them money for that amber, and trading from there is easy. Having a currency also allows the admins to exercise some basic monetary control. Lets consider what would happen if we started using amber for trade, and then a mod was updated or added that made mass producing amber bearing stone easy. The market would collapse, and players would be left holding a lot of worthless amber. With a currency, admins could simply turn off the ATM's and in effect protect the value of the money. They could even change the unit of trade to something else of value, if there was any problem with amber. With a currency, you only need an item of exchange to "bootstrap" the economy. Once money is flowing most problems in a simple economy will take care of themselves. It would even be possible to switch to a fiat currency once trade is established. Admins could then add or remove currency in any number of ways to keep inflation or deflation at bay. I don't think any of that would be necessary, but with currency admins would have that option.
I've thought about the paper currency while writing my first post and like I said: there is not enough people that create supply and demand to maintain it, and eventually your "money" will turn into a pile of worthless stuff when people start leaving. Even if we use a sign shops plugin, the money HAS to be coming in from somewhere and where is that gonna come from? Server selling cobble? ferrous? I mean like, you can't have an admin watching the market 24/7 and changing the prices! Everybody starts out slow and eventually everyone will be speed up and some WILL be faster than others. The difference in wealth and tech of people WILL stretch and some might be able to,for example, be able to produce alot of ferrous while others can't even afford an industrial grinder. How are you going to adjust the price when that happens? The point is, making a currency is just an extra unneccessary step since the main things that we trade is so limited. The original point of a currency is to shorten the trade cycle, but with such limited things to trade, it will become the unefficient part of the cycle
And I forgot to mention, I clearly remembering having SK coins back in the day lol also, silk touched amber is like, so hard to obtain, the reason we have certain mod is for automation ._. I don't think people would seriously go through all the trouble just to get an amber ore block
There were more than enough players for the bazaar to work last map. Money is far more efficient than barter, so a much smaller group of players are needed to make it work. As people leave there money is "locked" and the effective money supply decreases, so the overall value will not be hugely effected. I can't help but think you either have not read, or don't understand why tying the currency to a silk touch only item is important. By using an item like amber bearing stone, that must be manually mined, players won't be able to inflate the market by automated industrial production. That should keep the money supply from growing out of control. Are you serious? There are hundreds of items to trade, and far to many mods to work through for most players to acquire them all without playing for a few months. Those are exactly the conditions needed to drive trade.
Trading items directly worked quickly and ensured that both parties got what they wanted. It worked great in 1.4, why wouldn't we use it in 1.6? A currency is an extra effort that seems unneccessary to me.
The only currency I have dealt with on an SKCraft server was while playing on Vincent. The system was iron-based and used a sign shop mod. Clearly iron would not work on an industrial server like Alice, but with something like amber it would. That amber bearing stone is reletively hard to get is what makes it a good item to base a currency system on. Players do a ton of manual mining early in the game, and all the amber they collect would serve to seed the money supply. Once currency transactions start, the money starts circulating and you have a working economy. Continued injections of amber are then much less important.
Do I have to spell out why bartering sucks compared to money again? In the old bazaar there were tons of trade-o-mats that had stuff I wanted, but that were asking for items in barter I either did not have, or did not want to trade. With money that is not a problem, and a bazaar would see much more player participation. On the current map no players even tried setting up shops that I know of, despite having trade stands which are better than trade-o-mats. The only reason the bazaar worked was because several active players put a ton of work into making things as easy as possible for traders to setup shops. Even with all that work the bazaar was only partially successful because many of the shops required items most players did not have. I look forward to the new map, but I'm not going to bother doing any trading or building a bazaar if bartering is the only option. Maybe someone else will take up the slack and make a bazaar, but given the lack of interest on the current map, I doubt it.