1. Unfair exchange rate during trading. Usually people who don't know average exchange rate become victim.
I think players are generally quite saavy when it comes to pricing. In-game economy is usually very simple. If we implement a floating/dynamic value in the server-shop, it will reward attentive players who also manually vary their personal shop prices.
Let me very quickly explain the common setup for Minecraft economies.
- Server runs a shop. It buys and sells usually at hugely uneconomic prices, i.e. it sells diamonds at $500 per diamond but only buys them at $50 per diamond.
- Players can setup their own physical shops. These are either in protected areas like a rentable "stall" in a safe, server-managed shop complex OR out in the wild but on protected plots of land (this would be the case on our server, most likely) OR out in the wild and unprotected.
As for ours:
- In the economy I'm thinking about, the only way to directly earn Bitcoin will be to convert a special item into a premium currency balance in-game. Call it... blooptokens... whatever. One emerald = 1 blooptoken. Let's say.... 100,000 blooptokens = mBTC. Something like that.
- Non-premium in-game currency is measured in virtual dollars. The virtual dollar to blooptoken rate varies and is controlled by the server. In that sense, blooptokens are like a centralized token.
- Blooptokens can be spent directly with the server to withdraw BTC to an address.
- Blooptokens can be sent directly to other users without first converting to virtual $.
Went off on a little tangent there, but just had to get the idea out.
2. Falsify detail of the item to make it looks more expensive. One example i remember is CSGO skins where each skin quality have different market price.
Not possible in Minecraft. Items all look different and named items are italicized. Very obvious what's what, so this is not a concern. There aren't different rarity diamonds, for example, just diamonds, emeralds, gold ingots, etc. They're all skinned differently and can be told apart quickly. Maybe naming an item would fool someone logging on for the first time, but any reasonably experienced (~a few hours?) Minecraft player would be able to pick up such an obvious scam immediately. It has the same chance of happening as someone falling for a Nigerian prince scam.
3. Modify game client to reveal more information than you're supposed to know. For example, location of Diamond ore.
Having run my fair share of Minecraft servers in the past (including a network I still host but is pretty much deserted due to lack of advertisement), I'm aware of how to counter this. Simply put, there are plugins like this (
https://dev.bukkit.org/projects/orebfuscator) that obfuscate nonvisble blocks, changing them into random blocks / other valuable blocks. Blocks are "revealed" or unobfuscated when exposed to air. This makes x-ray cheats redundant as suddenly every block is valuable until discovered legitimately.
The link is to a plugin that's outdated. There are newer alternatives, many of them. Not a problem to code, either, though I'm sure there are open-source options out there that the community has heavily refined or optimized. Would definitely be installing one of those, as well as an anti-cheat plugin to ensure fair play on the server as far as cheat/hack clients go. I use Spartan (
https://www.spigotmc.org/resources/spartan-anti-cheat-advanced-cheat-detection-hack-blocker-1-7-2-1-17.25638/, link requires login on SpigotMC) on the network I run and it works well.