Since the Cemetech MC PvP (1.7+) server opened on January 1st, 2014, the economic system has been revolving around gold ingots as a form of currency to be able to purchase items from spawn shops and other players, as well as keep towns and nations running day to day. This economic system has served the server relatively well for the most part for a reasonable period of time in the least. I say 'in the least', because of where opinions may begin to split on whether the current state of the economic system is still serving "well" in the server.
This is where I would like to discuss a few major points:
~~~~~~~~~~~~~~~~~~~~
[1] Ways of obtaining gold ingots currently
►[1a] Mining for gold
►[1b] The current issue in my opinion: Gold farms
[2] Possible problems to address, with possible solutions
►[2a] AFK/farmable currency
►[2b] Money distribution due to farming for money in the past (with respect to the point in the future at which a possible change in economics happens)
~~~~~~~~~~~~~~~~~~~~
In these major points, I would like to summarize the giant paragraph that many people might cringe at, into a nice TL;DR:
~~~~~~~~~~~~~~~~~~~~
►I have calculated that under constant, averaged branch mining conditions for a standard user, 1 hour of work = 36-56 gold ores = 1800-2800d. This figure remains relatively constant, and serves as a good economic foundation.
►Gold farms produce roughly 10 pigmen/hour/portal = 112d/hour/portal with looting III sword. The amount of time it takes AFK at the farm to completely pay off the time spent making it (return on investment) is under 10 hours, regardless of size.
►Some farms on the server are capable of approaching 5-figure profits every hour-- 10,000d/hour. This is equal to 100 days worth of town upkeep every hour, or 50 diamonds every hour, or 1 beacon every hour... all AFK (once return on investment is paid off). This rate is 3-4 times the rate of mining for gold, except you have to work for it mining it, but completely AFK for the gold farm.
►3 possible solutions, or any combination of the 3 solutions arise for this possible issue:
[1] Limit the rate of gold farms? (but also respect the actual material itself)
[2] Use a different currency than gold ingots? (gold ores, since ores are not farmable?)
[3] Raise the price of town upkeep dependent on the number of total plots claimed? (total upkeep increases with more plots owned?)
►An open-ended question of whether or not we want to deal with the current money distribution-- it might be too late to fix it due to the unfairness in any solution.
►Overall, bring more challenge to the server so that it's not as easy as AFKing in a box. This would make things more fun!
~~~~~~~~~~~~~~~~~~~~
(Henceforth, "farming" will be defined specifically as gold farming.)
Ways of Obtaining Gold Currently
The first method that ends up being used no matter what, which also acts as the standard (being a universal and relatively constant system) is mining for gold. Since searching for caves to actually go caving is variable and would need to be extensively tested, we'll stick to branch mining as a way of numerically measuring the output rate. To get an idea of the time-value retained in the currency, let's assume that there is a volume-projected surface density of σ[gold] = 8 gold ores/chunk (16*16 blocks2), and that > 95% of it exists between layers 5 to 31 inclusive. If we assume > 90% time-efficient branch mining, where tunnels are spaced 3 blocks apart, the math can be done to show that a diamond tool with or without an efficiency enchantment will yield on average 36-56 ores/hour depending (40-63 ores/hour @ 0% loss of time. Figure is calculated using 0.400-0.625 seconds/block mining time, with 1152 blocks to be mined per chunk between layers 5-31, using branch mines, achieving 8 ores on average)
The mining speed was derived experimentally, while other info can be found here:
http://minecraft.gamepedia.com/Gold_Ore
http://minecraft.gamepedia.com/Altitude#Natural_resources_and_altitude
With 1 gold ingot = 50d in the current system, this prices about 1 hour of efficient work at:
1 hour = 36-56 gold ores = 1800-2800d
While one may choose to obtain their money via mining, there is a secondary option which can seem more or less overpowered. In Minecraft 1.7, larger portals (up to 23*23 blocks2) were introduced, which opened up the doors to more possibilities for gold farms which originally were constrained to portals that were 4x5 blocks2 in area. Because pigmen spawning is dictated by the number of portal blocks (the actual portal itself, not the obsidian), bigger portals caused pigmen to spawn at a rate according to the square, based on the portal's perimeter. With portals that are 23*23 blocks2 in size, rates of about 10 pigmen/(hour*portal) can be achieved (experimental tests). The average drop rate with a looting III sword can yield about 2.25 gold ingots/hour/portal = 112d/hour/portal.
Assuming that you had just a plain diamond pickaxe to mine the 84 obsidian blocks/portal, it'd take you about 788 seconds (@9.375s/block) to gather the materials for the portal, 331 seconds to dig out the 23*23*1 blocks3 volume, and lets safely assume 60 seconds to construct it... roughly 20 minutes in total. (This process can be speed up a bit with efficiency tools, conditions, and even taking advantage of a much more speedy lava-casting technique)
If 20 minutes of work is about 600d under a standard gold conversion, then the farm will have a return on investment in about a little over 5 hours... but if you want to include the planning time, and the time to organize a collection system, then lets conservatively double this. i.e. under 10 hours before the farm will pay you back for the work you invested into it. And this goes the same for any N number of big portals of equal size. All inputs and outputs are scaled linearly by the scale of the farm, so we should still see a return on investment of under 10 hours.
The crazy part about this is that the bigger you make the farm, the faster your output rate is, with a constant return on investment time period of under 10 hours. The even crazier part is that whatever that output rate is, is all AFK. The only part that involves actual player interaction for 100% of that quoted 112d/hour/portal is killing the pigmen with a looting III sword for a couple minutes tops, and returning to AFK. This is where the proposed problem is introduced.
Possible Problems, Possible Solutions.
The possible problem that arises here is that once the return on investment is done, the output rate of the farm gives nearly free money. On smaller scaled farms, this isn't really an issue, and isn't really worth a discussion. On much more grand scales with farms of close to or more than 100 large portals, money output with looting III swords start approaching 5 figures-- 10,000d/hour, AFK. (I understand that some have said around 9,000d/hour, which is why I made sure to say 'approaching')
This rate is at least 3-4 times faster than an average mining trip at obtaining money, but the major difference is that one way, you work for your money, but the other way, you don't (once return on investment is paid)-- it's a money printer. The time-value retained of the money generated from this big of a gold farm is nearly zero. It has gotten to the point where I was offered 125,000d by a mega-gold farm user, for a single enchanted sword (I strongly urge you to compare this money amount to the top user balances on the server via the /baltop command).
In no way at all, am I trying to say that the work put into the gold farm should be going to waste, and doesn't matter. I think that good time was invested into some of the gold farms made on this server, and the efforts should at least be rewarded the equivalent standard gold conversion rate based on mining, maybe even a bit more just because it's quite boring to mine obsidian for hours to obtain that amount of obsidian.
For the amount of money that the farms of that size have generated to date however, I feel that the work that was initially invested, has already paid itself off in the least, and more likely multiple times over, i.e. the return on investment has already been met and exceeded. At this point in time, users are free to AFK for nearly the price of 1 town, every hour (founding a town = 10,000d). In rent terms, this is 100 days worth of town upkeep every hour under the current system (100d/day to keep the town running, independent of number of plots owned) To put this in equivalent spawn shop pricing terms that might put the value into perspective, 10,000d/hour can get you 50 diamonds/hour AFK, or even 1 beacon/hour AFK.
So, instead of asking if 10,000d/hour AFK is fair once return on investment of the farm is paid off after a short 10 hours or less, let's ask this way:
►Is it reasonable to AFK for 50 diamonds per hour?
►Is it reasonable to AFK for a beacon per hour?
►Is it reasonable to AFK for 100 days worth of town upkeep every hour?
These questions raise 3 major possible solutions, if we deem that this is an issue.
►Should we limit the rate of gold farms?
►Should we use a different currency than gold ingots?
►Should we raise the price of town upkeep dependent on the number of total plots claimed?
==========
In response to a few different opinions and proposals I have heard from people:
I believe that a change in currency to a non-farmable material is a good step in the right direction. This will make it so that AFK money-printers are not possible on such a large scale in terms of output, and it will retain the time-value of the money. With this change, I believe that there would not be a bigger demand to cut down the rate of gold farms, since gold ingots are no longer the [main] currency. The one major product that the farm could produce indirectly is Notch Apples, which take 72 gold ingots total to craft, giving you extreme potion-related effects. In addition to excessive Notch Apples, the amount of pigmen standing in the portals alone that cause a bit of lag, with the risk of accidental over-AFK in some farms which rack up insane amounts of entities that can lag or even crash the server depending, would be reasons to limit the pigmen spawn rates, moderately, but not entirely. I feel that gold farms should still fulfill their purpose of producing material gold ingots in some reasonable fashion.
*Note about accidental over-AFKing:
Farms with this amount of power are dangerous to the server because rates of over 1000 pigmen/hour are possible, and I feel that is a mistake that even the best of us can make if there is no safety on the farm. This is an issue related, yet also separate from economics that may need to be addressed.
I would have to say that iron ore, gold ore, or lapis shards would be the best forms of currency if we choose to change the economic system. They are both limited resources that are not farmable, and there is also a plentiful amount of them in the world, so that we will not run out of them anytime soon that it would be relevant to discuss. Gold ore seems like the best choice because of the uncommon (but not rare) frequency of finding it, the already present gold-based economy, and non-farmable attribute. Note that this is the actual ore, and not the ingot. If we assume 8 ore/chunk on average with 40,000 chunks in this 3200*3200 block2 world, there are 320,000 gold ores present, or about 16,000,000d to distribute, which is definitely not an issue for the amount of active players we have on the server.
For reference to the other two possible economic systems in their plausibility, use:
http://minecraft.gamepedia.com/Iron_Ore (77 iron/chunk)
http://minecraft.gamepedia.com/Lapis_Lazuli_Ore (3-4 ore/chunk, 4-8 shards/ore without fortune, up to 32 with fortune)
On top of the changes to the actual currency, I feel that 100d/town as a flat rate is far too cheap for towns that are bigger. Realistically, despite that this is minecraft, the more land that someone owns, the more money they should be paying for their land. I believe that we should discuss a reasonable function that would make things more realistic and challenging, since it's honestly far too easy with this. We should consider it in light of the idea that we want to be able to simultaneously bring more challenge, while at the same time not making it very difficult for someone who wants to be constructive and build larger scale things. Being someone who runs a very large, aesthetic town, I would want it to cost more per plot to own it, but I would be deeply saddened if I had to destroy what I've made to be able to afford keeping what's left.
Perhaps with this in mind, maybe there might be a favor of one solution over the other? i.e. Creating higher costs for towns of bigger sizes only, or only limiting gold farms, or changing currency? Or perhaps we might see a balance of all of them? i.e. doing all of them in some way to some degree?
==========
The last standing issue would be the current money distribution, which is a far more difficult issue to debate, has many solutions which are not completely fair one way or another, and likely will not see light. If we examine all of the money income on the server based on pigmen killed, it would be very outstanding, especially with those who have higher balances, since that's more likely how their money was obtained. A question would stand:
►How would we enforce large amounts of money obtained previously via gold farming?
I'm leaving this question open ended. Based off of multiple opinions, I feel it may very well be that it's far too late to do any changes to this issue, and that we have to just leave the current money distribution as is to be the most fair.
**********
Everything that has been covered, was put in the perspective of creating more challenge on the server, seeing that things may be far too easy and comfortable. As an active user outside of school, I would love to see challenges on the server that bring both more [non-AFK] activity to the server, as well as amusement.
I would love to see what other users might have to say on the issue, and would encourage thinking outside of what favors one person or another, i.e. automatically thinking limiting gold farming is a bad thing because of being a person who uses it extensively. I would reemphasize the amounts of money that can be made completely AFK, and the endless reasons to join the server, sit inside an enclosed room for hours AFK, be involved in minimal server activity outside 'the box', depositing money from being AFK, and logging off.
This is where I would like to discuss a few major points:
~~~~~~~~~~~~~~~~~~~~
[1] Ways of obtaining gold ingots currently
►[1a] Mining for gold
►[1b] The current issue in my opinion: Gold farms
[2] Possible problems to address, with possible solutions
►[2a] AFK/farmable currency
►[2b] Money distribution due to farming for money in the past (with respect to the point in the future at which a possible change in economics happens)
~~~~~~~~~~~~~~~~~~~~
In these major points, I would like to summarize the giant paragraph that many people might cringe at, into a nice TL;DR:
~~~~~~~~~~~~~~~~~~~~
►I have calculated that under constant, averaged branch mining conditions for a standard user, 1 hour of work = 36-56 gold ores = 1800-2800d. This figure remains relatively constant, and serves as a good economic foundation.
►Gold farms produce roughly 10 pigmen/hour/portal = 112d/hour/portal with looting III sword. The amount of time it takes AFK at the farm to completely pay off the time spent making it (return on investment) is under 10 hours, regardless of size.
►Some farms on the server are capable of approaching 5-figure profits every hour-- 10,000d/hour. This is equal to 100 days worth of town upkeep every hour, or 50 diamonds every hour, or 1 beacon every hour... all AFK (once return on investment is paid off). This rate is 3-4 times the rate of mining for gold, except you have to work for it mining it, but completely AFK for the gold farm.
►3 possible solutions, or any combination of the 3 solutions arise for this possible issue:
[1] Limit the rate of gold farms? (but also respect the actual material itself)
[2] Use a different currency than gold ingots? (gold ores, since ores are not farmable?)
[3] Raise the price of town upkeep dependent on the number of total plots claimed? (total upkeep increases with more plots owned?)
►An open-ended question of whether or not we want to deal with the current money distribution-- it might be too late to fix it due to the unfairness in any solution.
►Overall, bring more challenge to the server so that it's not as easy as AFKing in a box. This would make things more fun!
~~~~~~~~~~~~~~~~~~~~
(Henceforth, "farming" will be defined specifically as gold farming.)
Ways of Obtaining Gold Currently
The first method that ends up being used no matter what, which also acts as the standard (being a universal and relatively constant system) is mining for gold. Since searching for caves to actually go caving is variable and would need to be extensively tested, we'll stick to branch mining as a way of numerically measuring the output rate. To get an idea of the time-value retained in the currency, let's assume that there is a volume-projected surface density of σ[gold] = 8 gold ores/chunk (16*16 blocks2), and that > 95% of it exists between layers 5 to 31 inclusive. If we assume > 90% time-efficient branch mining, where tunnels are spaced 3 blocks apart, the math can be done to show that a diamond tool with or without an efficiency enchantment will yield on average 36-56 ores/hour depending (40-63 ores/hour @ 0% loss of time. Figure is calculated using 0.400-0.625 seconds/block mining time, with 1152 blocks to be mined per chunk between layers 5-31, using branch mines, achieving 8 ores on average)
The mining speed was derived experimentally, while other info can be found here:
http://minecraft.gamepedia.com/Gold_Ore
http://minecraft.gamepedia.com/Altitude#Natural_resources_and_altitude
With 1 gold ingot = 50d in the current system, this prices about 1 hour of efficient work at:
1 hour = 36-56 gold ores = 1800-2800d
While one may choose to obtain their money via mining, there is a secondary option which can seem more or less overpowered. In Minecraft 1.7, larger portals (up to 23*23 blocks2) were introduced, which opened up the doors to more possibilities for gold farms which originally were constrained to portals that were 4x5 blocks2 in area. Because pigmen spawning is dictated by the number of portal blocks (the actual portal itself, not the obsidian), bigger portals caused pigmen to spawn at a rate according to the square, based on the portal's perimeter. With portals that are 23*23 blocks2 in size, rates of about 10 pigmen/(hour*portal) can be achieved (experimental tests). The average drop rate with a looting III sword can yield about 2.25 gold ingots/hour/portal = 112d/hour/portal.
Assuming that you had just a plain diamond pickaxe to mine the 84 obsidian blocks/portal, it'd take you about 788 seconds (@9.375s/block) to gather the materials for the portal, 331 seconds to dig out the 23*23*1 blocks3 volume, and lets safely assume 60 seconds to construct it... roughly 20 minutes in total. (This process can be speed up a bit with efficiency tools, conditions, and even taking advantage of a much more speedy lava-casting technique)
If 20 minutes of work is about 600d under a standard gold conversion, then the farm will have a return on investment in about a little over 5 hours... but if you want to include the planning time, and the time to organize a collection system, then lets conservatively double this. i.e. under 10 hours before the farm will pay you back for the work you invested into it. And this goes the same for any N number of big portals of equal size. All inputs and outputs are scaled linearly by the scale of the farm, so we should still see a return on investment of under 10 hours.
The crazy part about this is that the bigger you make the farm, the faster your output rate is, with a constant return on investment time period of under 10 hours. The even crazier part is that whatever that output rate is, is all AFK. The only part that involves actual player interaction for 100% of that quoted 112d/hour/portal is killing the pigmen with a looting III sword for a couple minutes tops, and returning to AFK. This is where the proposed problem is introduced.
Possible Problems, Possible Solutions.
The possible problem that arises here is that once the return on investment is done, the output rate of the farm gives nearly free money. On smaller scaled farms, this isn't really an issue, and isn't really worth a discussion. On much more grand scales with farms of close to or more than 100 large portals, money output with looting III swords start approaching 5 figures-- 10,000d/hour, AFK. (I understand that some have said around 9,000d/hour, which is why I made sure to say 'approaching')
This rate is at least 3-4 times faster than an average mining trip at obtaining money, but the major difference is that one way, you work for your money, but the other way, you don't (once return on investment is paid)-- it's a money printer. The time-value retained of the money generated from this big of a gold farm is nearly zero. It has gotten to the point where I was offered 125,000d by a mega-gold farm user, for a single enchanted sword (I strongly urge you to compare this money amount to the top user balances on the server via the /baltop command).
In no way at all, am I trying to say that the work put into the gold farm should be going to waste, and doesn't matter. I think that good time was invested into some of the gold farms made on this server, and the efforts should at least be rewarded the equivalent standard gold conversion rate based on mining, maybe even a bit more just because it's quite boring to mine obsidian for hours to obtain that amount of obsidian.
For the amount of money that the farms of that size have generated to date however, I feel that the work that was initially invested, has already paid itself off in the least, and more likely multiple times over, i.e. the return on investment has already been met and exceeded. At this point in time, users are free to AFK for nearly the price of 1 town, every hour (founding a town = 10,000d). In rent terms, this is 100 days worth of town upkeep every hour under the current system (100d/day to keep the town running, independent of number of plots owned) To put this in equivalent spawn shop pricing terms that might put the value into perspective, 10,000d/hour can get you 50 diamonds/hour AFK, or even 1 beacon/hour AFK.
So, instead of asking if 10,000d/hour AFK is fair once return on investment of the farm is paid off after a short 10 hours or less, let's ask this way:
►Is it reasonable to AFK for 50 diamonds per hour?
►Is it reasonable to AFK for a beacon per hour?
►Is it reasonable to AFK for 100 days worth of town upkeep every hour?
These questions raise 3 major possible solutions, if we deem that this is an issue.
►Should we limit the rate of gold farms?
►Should we use a different currency than gold ingots?
►Should we raise the price of town upkeep dependent on the number of total plots claimed?
==========
In response to a few different opinions and proposals I have heard from people:
I believe that a change in currency to a non-farmable material is a good step in the right direction. This will make it so that AFK money-printers are not possible on such a large scale in terms of output, and it will retain the time-value of the money. With this change, I believe that there would not be a bigger demand to cut down the rate of gold farms, since gold ingots are no longer the [main] currency. The one major product that the farm could produce indirectly is Notch Apples, which take 72 gold ingots total to craft, giving you extreme potion-related effects. In addition to excessive Notch Apples, the amount of pigmen standing in the portals alone that cause a bit of lag, with the risk of accidental over-AFK in some farms which rack up insane amounts of entities that can lag or even crash the server depending, would be reasons to limit the pigmen spawn rates, moderately, but not entirely. I feel that gold farms should still fulfill their purpose of producing material gold ingots in some reasonable fashion.
*Note about accidental over-AFKing:
Farms with this amount of power are dangerous to the server because rates of over 1000 pigmen/hour are possible, and I feel that is a mistake that even the best of us can make if there is no safety on the farm. This is an issue related, yet also separate from economics that may need to be addressed.
I would have to say that iron ore, gold ore, or lapis shards would be the best forms of currency if we choose to change the economic system. They are both limited resources that are not farmable, and there is also a plentiful amount of them in the world, so that we will not run out of them anytime soon that it would be relevant to discuss. Gold ore seems like the best choice because of the uncommon (but not rare) frequency of finding it, the already present gold-based economy, and non-farmable attribute. Note that this is the actual ore, and not the ingot. If we assume 8 ore/chunk on average with 40,000 chunks in this 3200*3200 block2 world, there are 320,000 gold ores present, or about 16,000,000d to distribute, which is definitely not an issue for the amount of active players we have on the server.
For reference to the other two possible economic systems in their plausibility, use:
http://minecraft.gamepedia.com/Iron_Ore (77 iron/chunk)
http://minecraft.gamepedia.com/Lapis_Lazuli_Ore (3-4 ore/chunk, 4-8 shards/ore without fortune, up to 32 with fortune)
On top of the changes to the actual currency, I feel that 100d/town as a flat rate is far too cheap for towns that are bigger. Realistically, despite that this is minecraft, the more land that someone owns, the more money they should be paying for their land. I believe that we should discuss a reasonable function that would make things more realistic and challenging, since it's honestly far too easy with this. We should consider it in light of the idea that we want to be able to simultaneously bring more challenge, while at the same time not making it very difficult for someone who wants to be constructive and build larger scale things. Being someone who runs a very large, aesthetic town, I would want it to cost more per plot to own it, but I would be deeply saddened if I had to destroy what I've made to be able to afford keeping what's left.
Perhaps with this in mind, maybe there might be a favor of one solution over the other? i.e. Creating higher costs for towns of bigger sizes only, or only limiting gold farms, or changing currency? Or perhaps we might see a balance of all of them? i.e. doing all of them in some way to some degree?
==========
The last standing issue would be the current money distribution, which is a far more difficult issue to debate, has many solutions which are not completely fair one way or another, and likely will not see light. If we examine all of the money income on the server based on pigmen killed, it would be very outstanding, especially with those who have higher balances, since that's more likely how their money was obtained. A question would stand:
►How would we enforce large amounts of money obtained previously via gold farming?
I'm leaving this question open ended. Based off of multiple opinions, I feel it may very well be that it's far too late to do any changes to this issue, and that we have to just leave the current money distribution as is to be the most fair.
**********
Everything that has been covered, was put in the perspective of creating more challenge on the server, seeing that things may be far too easy and comfortable. As an active user outside of school, I would love to see challenges on the server that bring both more [non-AFK] activity to the server, as well as amusement.
I would love to see what other users might have to say on the issue, and would encourage thinking outside of what favors one person or another, i.e. automatically thinking limiting gold farming is a bad thing because of being a person who uses it extensively. I would reemphasize the amounts of money that can be made completely AFK, and the endless reasons to join the server, sit inside an enclosed room for hours AFK, be involved in minimal server activity outside 'the box', depositing money from being AFK, and logging off.