Player-Run Stock Market & Crypto suggestion

theman_youfeelme Dec 21, 2024 3:16 PM Survival 89

This  adds both a stock market and cryptocurrency system to Minecraft. Players can buy, sell, and trade shares of player-owned companies (like shops or plots of land), as well as mine or trade virtual crypto coins. Prices change based on in-game events and player actions, creating a dynamic, player-driven economy.

Key Features:

  • Stock Trading: Buy and sell shares in player-owned companies (similar to owning shops or plots of land).
  • Cryptocurrency:   trade virtual cryptocurrencies that fluctuate in value like real-world digital currencies.
  • Dynamic Pricing: Both stocks and crypto coins change based on in-game events (e.g., mining discoveries, player trades, or new builds).
  • Player-Owned Companies: Players can start their own businesses or land and sell shares to others.
  • Dividends & Mining Rewards: Players earn dividends from companies they invest in and can mine crypto to earn rewards.
  • Market Strategy: Trade stocks and crypto, watch trends, and use in-game events to predict market movements.
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This would be horrible to implement:  

  1. Commodities
    1. First, we can postulate that a commodity is defined as a sort of material item(in game) that satisfies, in some fashion, the wants and needs of a player(I.e. an enchantment book)
    2. From there, we can postulate that a commodity has a use value(I.e. using the enchantment book on one's armor) and exchange value(I.e. selling an enchantment book)
  2. The balance sheet
    1. In real world financial accounting, there is a type of financial statement known as the balance sheet. A balance sheet tracks the assets(I.e. things that the company owns) and liabilities(I.e. things that the company owes) of a company. Whatever is left over after the liabilities are subtracted from the assets is known as shareholder equity, or the amount dedicated to stocks. However, pretty much everything on ArchMC is a liquid asset and liable to change. Let's imagine the following scenario. I sell mending at 8k per book in a relatively undominated market. For a period of time, the set price value of mending would be 8k/book. However, let's say another player decides to sell mending, however, for 1k a book. Now the price for mending would be, conventionally, 1k a book. However, let's say this player quits the next day, and now I'm the only one on the market. So now it would fluctuate back to 8k a book. The point I'm trying to make here is that the economy on arch is just too dynamic, too liable to change at a given instant. One day a stock may rise 500% because a competitor which sold a commodity for less went out of business(causing tangible assets to be worth more, therefore mitigating the effect the liability has on the assets, therefore giving more to shareholder equity), the next day, the company may be in debt(I.e. new shop opens, liabilities outweigh assets). Furthermore, the balance sheet takes into account of everything that a player owns in an assets section, this can include those three diorite blocks in the chest monster the player created or those forgotten phantom membranes. These all count as assets that can be obtained in such a short amount of time and be lost in a short amount of time, therefore rapidly changing shareholder equity. In short, the economy of Arch is just too dynamic, it's not like the real world, it just doesn't work(I'm only beginning to learn finance, please don't kill me).
  3. Crypto
    1. Crypto is a horrible idea. If you don't know what you're doing, then it's pretty much just gambling. Crypto rises and falls due to the supply and demand of the cryptoocurrency. However, one would have to be very experienced to predict the rise and fall, the supply and demand. Therefore, it is 1. not new player friendly, and 2. essentially a gambling trap.
  4. Dynamic events
    1. How would these even exist or even affect the stock price. Mining discoveries are made everyday, and of these discoveries, all of them are a gain liquid assets and assets liable to fluctuate, which are debunked above. Moreover, player trades and new builds happen everyday, but again, the former is also a gain of liquid assets and assets that are liable to change price unexpectantly. Traditionally(well in Marxist theory anyways), labor is counted as something that can give value. However, the machine, the plugin, whatever controls the stock market, will not evaluate that, as the player is merely using their tangible assets(I.e. materials for building) and constructing it into some shape. Therefore, the labor the player spent in building is not of value, there would be no value increase, as the plugin cannot physically see building = value, and whatever built does not add value because it's built with pre-owned tangible assets.
  5. Summary
    1. Overall, this idea would not work. I've listed my points above, most of them pertaining to modern day financial analysis(again, I'm just starting to learn, please don't kill me)

This entire idea looks ChatGPT generated, next time please produce something authentic(I spent 30 minutes typing this by hand :sob: )

Source:https://www.pewresearch.org/short-reads/2024/10/24/majority-of-americans-arent-confident-in-the-safety-and-reliability-of-cryptocurrency/#:~:text=Overall%2C%2017%25%20of%20U.S.%20adults,is%20statistically%20unchanged%20since%202021.

Dec 21, 2024 6:05 PM
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