by Darkgun » Sun Oct 09, 2011 5:05 am
I like the idea of selling currency, however until a proper scale is determined, determining set numbers will likely be a bit tricky. The issue currently is not how much the mobs drop so much as how much items within the world will cost, not to mention how this trading will take place (via player set prices or server set prices, like a general store of sorts).
Since I cannot offer much more, I shall give my opinion and suggestion on this matter. Stick to the $2 price, as that is a good, small cost, and micro transactions such as these tend to add up over time. In terms of the crowns purchased, I would advise making the value high enough to seem worth the time it would take to earn said crowns, but not so high that a nation, or person for that matter, can just pay for the currency and then not have to worry about anything else until the next need of purchase.
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I suppose if I were to give a numeric example, it would be something like this:
>The cost of upkeep for Player, an average Minecraft user with quite a few hours to play per session, is 5points a day. To obtain these points, Player can:
[*]Buy 2points for $2. So a buck a point.
[*]Kill mobs or hunt players for an hour, earning him 2points. Other methods based around in-game actions produce about the same output for input.
Assuming Player just started up, he probably wants to build a house, which takes quite a bit of time and resources. The obvious trade off for not buying points is having to spend time collecting the points to play.
If Player buys his 2points, that is an hour or so he saves, and is guaranteed results. Less time hunting, more time building that four story mansion Player always dreamed his tuxedo-wearing Creeper would live in.
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The above may be overstating, possibly even clouding what is likely something previously thought out, but to repeat, the question for a potential paying player should be "Is my time more important than my money?" Finding a healthy balance between time spent and money earned is the most sure-fire way of determining how far $2 will really carry a player, and whether or not it will be worth purchasing at all.