iConomy, Shops, and Banking

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iConomy, Shops, and Banking

Post  Guest on Tue Mar 08, 2011 5:28 pm

There's a prefix to all of this, so we need iConomy in the server to even begin with these ideas, but it's worth writing them at once to ease confusion to those I may have explained it to previously.

iConomy

The plugin that makes it all happen. Lets everyone in the server have an inventory of money, run shops, and pay/receive money.

Banking is a simple idea, and as explained to Nyoung and a few others before, might even serve a secondary, or even primary purpose similar to that of earning Coin while online. The concept is really simple, and makes mathematical sense, disregarding anything that a true bank would do, such as loans, fees, etc. The example of this would be:

Person A is running a MC bank. He/She allows deposits as large as 50,000 Coin, and sets a bi-weekly initial growth interest of 0.5%. Person B deposits 10,000 Coin into that bank account, and can decide to have the banker, person A keep it as Coin in his or her own inventory, or save it as assets, such as gold bars/blocks or diamond bars/blocks. After two weeks, person B returns to withdraw a sum of money, and the amount in the bank has grown from 10,000 Coin to 10,500 Coin.

If anyone in the game decides to run a bank, they have to keep their interest and beginning capital within reason, because although everyone in the game probably wants over 5 million Coin, it's irrational, since the expense of interest in a bank will come from the buying/selling of gold/diamonds, which will serve as a reserve to back the coin being used.

This supply is already infinite, as the game world is not limited at all. This leads to the next point...

As more or less of gold/diamonds are available at any given point to the entire server community, prices of items being sold or bought should change accordingly, like a supply and demand system of commerce. This means inflation and deflation are likely to be key factors in competition between shops. One charges 150 for an iron pickaxe, another 140.

With that said, you need to start with base prices and values for many of the basis of items in the game, including:

  • Gold - 450 Coin/Bar
  • Diamonds - 800 Coin/Bar
  • Iron - 45 Coin/Bar
  • Wood - 25 Coin/Stack of 64
  • Obsidian - 1000 Coin/Stack of 64

These are just base suggestions for the beginning of how the system basis might look. Feel free to suggest different price proportions, but remember, this will affect what amount of money every user begins with. Each user in the above suggestion starts with 1000 Coin.

The problem with this system is the broken aspect of spawning items. For iConomy to work, the use of spawned items must be highly restricted among those given the ability to spawn, and items mustn't be given away at will, with the exception of expendable items, such as pickaxes, shovels, axes, swords, and other tools/weapons.

Let me know what you guys think. This really isn't complicated, it's just chock full of examples.
Smile

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Re: iConomy, Shops, and Banking

Post  Serubi on Tue Mar 08, 2011 5:42 pm

shouldn't you have posted this on the "Ideas" page? otherwise great job. I personally dont like the idea of the bank...
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Re: iConomy, Shops, and Banking

Post  PersondudeAlias on Tue Mar 08, 2011 5:52 pm

Moved to ideas ^_^ (support from me Very Happy)
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