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So, instead of crafting in survival, I'm thinking a "block exchange" would be better (read: easier). So like, I just add a value to every block, then the player can sell what they mine to buy other blocks. So they could sell 1 oak log for $4, then buy 4 acacia wood planks for $1 each. It would make it easy for players to build their "bases" out of rare materials, and I wouldn't have to worry about coding in every single crafting recipe, and newbs wouldn't have to worry about learning every single crafting recipe.
To make things interesting, there could be a supply / demand stat so the value of cobblestone drops when players sell thousands of it, while the value of glass increases as they buy more of it. It could be based on categories, so sand and glass could be a category, all the stone-based blocks could be a category, and same for the wood-based ones. That way it'll encourage people to gather resources related to the blocks they actually want, while not strictly being a requirement.
The text was updated successfully, but these errors were encountered:
So, instead of crafting in survival, I'm thinking a "block exchange" would be better (read: easier). So like, I just add a value to every block, then the player can sell what they mine to buy other blocks. So they could sell 1 oak log for $4, then buy 4 acacia wood planks for $1 each. It would make it easy for players to build their "bases" out of rare materials, and I wouldn't have to worry about coding in every single crafting recipe, and newbs wouldn't have to worry about learning every single crafting recipe.
To make things interesting, there could be a supply / demand stat so the value of cobblestone drops when players sell thousands of it, while the value of glass increases as they buy more of it. It could be based on categories, so sand and glass could be a category, all the stone-based blocks could be a category, and same for the wood-based ones. That way it'll encourage people to gather resources related to the blocks they actually want, while not strictly being a requirement.
The text was updated successfully, but these errors were encountered: