Minecraft Name: Glooble Suggestion: Add a trade interface to allow for safer trading between users. An example of how this interface could look: Hopefully a 7th row could be added to the chest so that each user would have 3 rows available for trading. Users would only be able to edit their rows, but would be able to see everything the other user is offering. If a user tries to place or remove an item from the wrong rows an error message would pop up in their chat. The gold blocks/ingots/nuggets would be used to add or remove money from a transaction. I suggest values such as $10, $100, and $1000 be used. However, if it is possible to enter a custom amount, that would be ideal. Larger amounts such as $10000 and $100000 would also be nice for larger trades, if there is enough room available. The green and red wool would be used to accept or reject the trade offer. If a change is made to either side of the trade after a user clicks the green wool, they would need to click on it again to confirm that the user is aware of any changes made. The sign would give a general summary of the trade that is occuring, an example of what it would say would be: Clou44 has not yet accepted this trade. You have not yet accepted this trade. Clou44 has added $1170 to this trade. You have added $0 to this trade. Once both users click the green wool to accept the trade, the items received are added to each user's inventory and a message will appear saying some like: Trade Accepted! $1170 has been added to your account. $0 has been removed from your account. Your items have been added to your inventory. Reason: This would reduce scamming by allowing users to trade using a safe interface that requires both users to show what items they are receiving. Any Other Information: I imagine that this would work similar to /shop and /travel where you type in a command and, once the other user accepts your request, a chest opens up similar to the one in my screenshot above. The commands used for this could be "/trade request [player]", "/tradeaccept", and "/tradedeny". Link To This Plugin: I haven't looked into it a lot, but I would imagine that this would need to be made by Khobbits or at the very least a plugin would need to be heavily modified to work for us.
So yes, this suggestion is mostly about reducing scam, and yes, scam is bad. But if there is no scam, the economy will just fall apart. We all dislike scam, but in reality, we can have it occasionally. I mean, the suspect gets in trouble and everything, but when/if someone loses an eff7/msword, it helps the economy because it has the person go take more money out of the economy. Sure, what I just said sounds like a horrible thing, but it's the truth.
Yes. It won't be "hardcore" without losing some as well as gaining some. There's always the lottery, but even that may not be enough...
This is an awesome suggestion, I must say. However, as we often see with many suggestions is lag issues. Trades happen frequently, and while I'm no expert on this kind of stuff, I think we best wait for kuke's prospective.
Wrong! After a scam is over, people are unambiguously worse off than before, and while the quality of their play experience does in fact recover, given enough time, they still are not better off having experienced the scam. This is because resource destruction is always, by definition, bad for an economy. Economies rely on trade between individual parties, where the object of the trade is preserved instead of destroyed. By destroying resources, one reduces the chance of potential trade; thereby, reducing the GDP. And, in the rare event that the GDP does increase, like in the case of grief, the utility (how enjoyable the game is) will surely decrease. Utility is by far more valuable than the economy, because the economy relies on the players enjoying it. Therefore, in no case, is destruction of property ever beneficial.
Although I agree with the most of what you're saying, but some of what you're saying just isn't right. The economy is also reliant on "trading" with the server. All the money comes and goes into the server, that's how the money is managed. In the case of a scam the scammer can either stay banned or work to return the tool. If the user stays banned then eventually his stuff will be cleared. Money/inventory/enderchest will be cleared. and the tool may disappears. In the end, an item of great worth was permanently removed from the server and this in turn slows down inflation. I do agree that the economy relies on players enjoying it and destruction of such valuable property would not ever be beneficial. I just didn't agree with a part of what you said. :b
I wasn't talking about money, I was specifically talking about resources, like star tools and similar. Without the star tools, money is not 'traded' with the server, because the goods are not produced due to lack of resources. Don't confuse lack of trade and deflation, because they are dissimilar. Deflation is a change in the purchasing power of money, whereas lack of trade is an absence of goods. You can't deflate an economy by removing the amount of goods in trade, but instead you can deflate an economy by changing the value of those goods. If one attempts to deflate an economy by destroying the means of production, then he would actually succeed at decreasing its size. This is where the confusion comes from, because the lack of work can cause a deflation-like effect. If less people can trade with the server, then the server will be creating less money; however, this is not deflation, but instead is a reduction in the size of the economy, the number of people employed, and the diversity of the employed. It is like proposing that we cut off the hands of poor people, so they can't produce goods; thereby, making goods worth more. Again, not the same as deflation.
I agree with what you've said here, but as people have said countless times, money is better out of the economy, so it can be worked on to produce more, then again, losing more.