-stuffty currency chart-
So a single diamond is worth 20 bars
But nine diamonds in a block is worth 40
So you lose 140 bars in the process of crafting a diamond block, good job on this one
Non-enforced (that is, non-code or player-enforced) currency systems rarely hold up. Why? Because without anything to enforce the use of an arbitrary currency players will generally resort to bartering and trading what they each have and the other needs. This saves on the frustrating stuffting about that is caused by having to gather an arbitrary currency to trade. Not to mention, what if you need coal - you're gonna go digging around looking for gold so you can buy some goddamn coal?
I'd propose - and no more than propose - a point-based system in which each item has a generalized points value. Trades would generally be matching values on either side without any one item being treated like currency, but with players actually agreeing on what an item is worth. For instance:
Item | Points |
Dirt, Sand, Gravel, Cobblestone, Wood Planks, Sticks (x2) | 1 |
Cloth (white, grey, black), Iron Ore, Coal, Glass, Dyes/Flowers, Hides, Sugarcane, Seeds, Redstone, Flint, Clayballs | 2 |
Stone, Sandstone, Logs, Cloth (colored), Workbench, Iron Bars, Gold Ore, Raw Pork, String | 4 |
Gold Bars, Grilled Pork, Paper, Bucket/Water Bucket | 6 |
Chests, Furnaces, Netherrack, Lightstone, Soul Sand | 8 |
Lava Bucket | 10 |
Diamond, Records, Obsidian | 12 |
Any item not listed above is worth
the sum of the materials it takes to make. So for tools:
| Wood/Stone | Iron | Diamond | Gold |
Shovel | 2 | 5 | 13 | 7 |
Hoe/Sword | 3 | 9 | 25 | 13 |
Pick/Axe | 4 | 13 | 37 | 19 |
That's 1 (for the sticks) + the worth of the material used * number of material used. Swords
technically cost 0.5 in place of 1 (only one stick) but going into decimals just isn't worth it, so they're stuck with the hoes (oh yes, I keep my sword with my hoe at all time :smug: )