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The other half of the fix : JOBS

Discussion in 'Completed' started by Jwarian, Jan 22, 2015.

  1. Jwarian

    Jwarian Celebrity Meeper

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    Fuzzlr made a statement alluding to some form of virtual shop being delivered to us so maybe we can shift focus to providing the other leg of the economy : Jobs.
    We should be able to sustain our ambitions with hard work and effort. What does that amount to in game? Activity.
    I don't know about you but I want active members more than anything.

    Im ranting this because these things suck :

    1. Citizens don't know what to do besides build a house/ cut nether rack.
    2. Mayors can't keep up with providing work for all new citizens(I think Towns should be cheaper again to allow for more mayors, allowing for more activity for new players joining)
    3. New players get bored and leave really fast(I know this was always the case, that doesn't mean we should ignore it)
    4. THE DONOR SHOP SUCKS it's a dark wood box with a few grungy carpets and cobblestone and 1 sign.
    5. The "jobs" experience at the donor/admin shop sucks, it sucks so bad it also is causing the "buying" experience for donors to suck, carpets with no text and no signs,
    completely "random" assortment of items with offensive prices, trying to tip toe through econ hoops, while allowing jobs, while preventing inflow, while allowing mobility, while preventing sustainability, while allowing fun, while preventing extortion, while being what we want......hnnnnnng

    My solution.
    /warp jobs
    erbody likes making money

    All materials typically gained in quality trips to the wild, or with classic minecraft labor
    think: Stone/Cobble/Dirt/Grass/Glass/Sand/Flowers maybe/Glowstone/Netherbrick/Dungeon Rewards/Crafted Food/Completed maps(idk ;))/Sea temple crap/Ores

    Maybe two or three dozen items total, organize them into categories based on jobs?
    think: Miner/Farmer/Baker/Explorer/Lumberjack/NetherReaper/Dungeon Spelunker

    Have the /warp jobs setup so that these are very cleanly laid out, with npc's to only SELL to.
    I really like the idea of using alpha spawn and putting the old alpha build back like beta is.
    The new alpha spawn would fit a floating "jobs" warp pretty good.

    Prices would be figured out using some form of math and ideal "hourly rates"
    think: npc "sell limit" like a villager but instead of 12 trades, they accept X amount of the item from a player per day. I think the npc's can be configured to do this
    (preventing first pass exploitation by rich donators, think nether rack/leather/villager trading setups)

    The donor shop could be reconfigured to actually be a perk again,
    think : vip shop not being a place to sell wood, supreme shop not being a place to buy 1/3 of the spawn eggs at crazy high prices, A FREAKING 350 DOLLAR BUCKET IN THE ELITE SHOP?! maybe we can get back to selling the hard to obtain items at fair prices, perhaps returning the donor shop to its status as a "perk". no selling set up at all, to be honest items for sale here shouldn't be a factor in items at /warp jobs if synchronized correctly.

    With removing sell at donor shop, we can go back to the chest adminshop setup, no silly carpets, and no one standing there for hours punching the sign, because sells are done on vshop or /warp jobs

    I want the donor shop to be a cool place, its used to be this cool 6 story ice mansion with gold, i remember being a new citizen and wanting to go in there, i wanted to see what each level had, then when i bought the rank of elite the hours of fun i had because i could finally have Tnt enough to use, or when i built my first town i would go to the donor shop for chiseled stone/obsidian.
    Spent money, out of the eco, yay, i haven't bought anything from the current donor shop except for testing, why? 10X pricing for convenience isn't the right approach, it should be a perk, not a rip.


    So what really happens?
    1. Citz have a place to make money, /warp jobs, meeble inflow is expected and controlled.
    2. Donor shop is a perk again, meeble outflow is controlled and encouraged(whats this crazy word?)
    3. Sell limit prevents unforeseen problems of scalability, think nether rack or villager trading......


    We could even add different jobs(sell areas) for different ranks, and generate new "perks" out of thin air.
    think ULTS selling horsearmor.

    With the shop we get fancy items and a more alluring experience (more donations...)
    With jobs the economy has a stable groundwork and the opportunity to go further(more donations...)
    These aren't new ideas, I just think that if we approach it this way, we can take the best parts of the ideas and roll forward. Most all of these changes would simply cause any vshop to react proportionally, so I don't think it would require long term babysitting by staff once established. While still allowing onis' monthly npc changes, just have them be a part of /warp jobs.

    All old donor/admin shops attempted to do this on some level, I think the solution is just separating them, it would allow us to focus on making a great experience with both.
    /warp shop and /warp jobs


    TL : DR #bringbackjobs2k15minus7acespade


    p.s. if you need any more help with this idea i have the time!
    @Coelho Does the idea of merging your NPC and Jobs concepts together make sense?
    @Cooleysworld dun't abby meh plz!
    @Fuzzlr please comment on something else I wrote, ur my herwo !!
     
    Last edited: Jan 22, 2015
  2. Khafra

    Khafra Celebrity Meeper

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    I think another problem with the shop is that is was intended to be a "buy high" and "sell low" kind of shop

    Some ways donors can make money:

    Sell glowstone
    Sell clay
    Sell wood
    Sugarcane
    Carrots
    Potatoes
    Leather armor

    Non donors:
    Netherrack
    Cobble
    Stone
    Dirt
    Sand

    Way off balance.
     
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  3. Jwarian

    Jwarian Celebrity Meeper

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    thats my point, theres no way it(the donor shop) can sensibly do both, lets just split it and let the two separate /warps be the best they can be.
     
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  4. YEHAAAAAAAAAAAW

    YEHAAAAAAAAAAAW Popular Meeper

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    Sounds like too much effort just to bring back jobs, we can just add back the /job plugin and do whatever we want in the wild.
    As for the donor shop, I haven't seen the new one, but if it's as bad as you describe it, then +1?
     
  5. skywalker12500

    skywalker12500 Popular Meeper

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    +1 on everything but /Warp Jobs. I feel like this would ruin some of the exploration and danger factor. As for new citizens quiting due to boredom, I don't believe that taking the very factors that make the game fun (exploration and danger) is the best way to remove the problem of boredom.
     
  6. Jwarian

    Jwarian Celebrity Meeper

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    i dont see how having a warp to sell items at changes this at all however?
     
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  7. chaos546

    chaos546 Canadian Forums Stalker

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    I think this idea is definitely worth considering; it seems like in a way, it would prevent too much exploitation from higher donators or people with a lot of money, as it isn't as worthwhile as other ways, but at the same time allow new players to get a good foothold.

    I'm not going to move it just yet, though, because I'd like to see more opinions :)
     
  8. Grandblue

    Grandblue Celebrity Meeper

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    With something like this, wait for Onis.
     
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  9. chaos546

    chaos546 Canadian Forums Stalker

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    At most I would have moved it to Under Consideration ;)
     
  10. hardegat

    hardegat Celebrity Meeper

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    Your proposal seems well thought out and most cons are accounted for like limiting daily sales that will prevent abuse. I only see advantages with this:
    1. Players will have a more stable and easily accessible source of income (especially non-donors)
    2. Will prevent newbies from having to spend too much time figuring out how to make money and then leave because they get frustrated if they can't get it right. It's sort of like easing them into the server and community.
    3. If jobs are rank specific it will further prevent higher donors from abusing it.
    4. Almost any form of a new donor shop would be an improvement. It is in a terrible condition with little incentive for donors.
    And if jobs are to be opposed/denied for any reason by admin they should at least consider it as an option for non-donors only or maybe for ranks up to VIP/Premium to increase player retention ratios.

    I'm also for a buy only donor shop because if jobs are implemented there would be no need to be able to sell things to the donor shop and as you said "fancy" and hard to obtain items should be available for decent prices to encourage regular spending on these items and thus ensuring a meeble outflow. In the past I have almost solely used the donor shop to sell stuff to and the only things I ever bought from it was a sponge and tnt.

    Definitely a +1 from me.
     
  11. skywalker12500

    skywalker12500 Popular Meeper

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    A /warp to sell items is fine and is the principle behind the already existent (yet admittedly lacking) donor shop. What you seem to be proposing is a place to practically farm goods. Or am I getting the wrong idea here?
     
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  12. Jwarian

    Jwarian Celebrity Meeper

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    i just want a seperate area with npcs that people can sell to for "jobs", and the donor shop be a cool perk again.
     
  13. Dwizzle4269

    Dwizzle4269 Popular Meeper

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    Yeah...about that. I don't really want to insult the /shop designer or anything, but it's reeeaaal ugly.
    The first time that I saw the /shop, my thoughts were "This is the official server shop?? Ewww."
    It looks like a noob's horse barn. I'm not even exaggerating that. Go look at it. Noob. Horse. Barn.

    But +1 on the /warp jobs, it seems like a good idea. It's a nice obvious way to help new players make money, which is necessary, and it is sort of missing from the gameplay right now. Offering some kind of official job makes a lot of sense.
    And maybe a nice simple: "Need money? /warp jobs" ad in the chat occasionally, to let the players know what to do.
     
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  14. chaos546

    chaos546 Canadian Forums Stalker

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    I see what you are getting at, and that was initially what I thought as well. However, what Jwarian is proposing is that basically, we split the SELL and BUY portions of the /warp shop. This way, there is a place with decent prices to sell items bought from the wild, while making the /warp shop a place for people to buy novelty items, like spawn eggs.

    I thought about the idea of not allowing certain ranks, but I dont think that something should ever be //taken away// from a donor rank, because then, why would you donate? i

    However, I think it comes to the point where people need to stop making 'high donor rank' synonymous with 'rich and economically in the know'. I know plenty of Ultimates who are poor, or have very little money. In fact, the only reason I have money is because it was given to me by a close friend who left the server.

    The desire is that it is useful enough for new players to make a living, but not useful enough that its a proper way to gain money in the long run, once you accumulate more money. For example, if say the limit is 10k per day, there would be no reason for @Hornemans or @MCRichHuey to use it, because what would be the point?
     
    Last edited: Jan 23, 2015
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  15. hardegat

    hardegat Celebrity Meeper

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    Agreed. I am just so used to these type of suggestions being thrown out with the reason being that it will generate too much new money that I almost have an auto response/solution to it before it is even said :p
     
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  16. Hornemans

    Hornemans God of Meebles

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    I was going to reply to like 40 individual quotes explaining my thoughts behind them but i got tired of hitting the "quote me" button 1/2 way through and decided to just make a blanked response.

    First and Foremost, BEFORE any suggestion to MAKE MONEY is made (as i have stated many time in various threads) you have to decide HOW you are going to REMOVE that money from the economy! If you don't have a plan for REMOVING the money they they will NEVER make it easier to make money!

    That being said, I do approve of this idea as it is very similar to what i have been saying for more then 1 year now.

    ------------------------------------------- MAKING MONEY -------------------------------------------

    /JOBS

    However, the /jobs (place to sell items) should MOSTLY have NON-CRAFTABLE items and NON-AUTOFARMABLE items! So ANYTHING that requires "manual" labor to acquire (item value = time) is defiantly on the table for discussion. I don't' see a need for actual "classifications" of jobs as it is not necessary really (and extra work to do) nor any separation by ranks. The /jobs warp should have the following items for selling at least (prices are estimated based on rarity, danger, and amount of work done to get them):

    Granite/Dorite/Andersite - 10 each
    ----
    All Logs - 20
    ----
    All Spawners - 4000
    ----
    Coal Ore (only) - 20 each
    Iron Ore (only) - 100 each
    Redstone Ore (only) - 200 each
    Redsone - 3 each
    Lapis Ore (only) - 500 each
    Lapis - 3 each
    Diamond Ore (only) - 1000 each
    Diamonds - 250 each
    Emerald Ore (only) - 1500 each
    Gold Ore (only) - 2000 each
    ----
    Soul Sand - 4
    Nether Quartz - 20
    Nether Quartz Ore - 60
    Glowstone Dust - 20
    Glowstone - 80
    ----
    Saddle / Name Tag - 500
    Iron Horse Armor - 1000
    Gold Horse Armor - 2000
    Diamond Horse Armor - 4000

    I would like to include a lot more things but many others are Auto-Farmable or easily Dupable so it would not be a good idea.

    ------------------------------------------- TRANSFER OF MONEY -------------------------------------------

    /PWARP

    I personally would NOT sell anything in any kind of shop from the SERVER directly! If you are trying to make a "player" driven economy with Better Chest Shop or any kind of VSHOP or whatever! Leave this part up to the players!

    ------------------------------------------- SPENDING MONEY -------------------------------------------

    /DONATOR PERKS SHOP

    It should not just be a STORE to buy/sell stuff it should ACTUALLY have PERKS that you can't normally get in game! Which can include:

    Records (meh i guess this are okay)
    Spawn Eggs - reasonable prices vary on Rarity/Breed-ability.
    All Spawners Of Type allowed per rank: cost should be 8000 for each if we selling across the board regardless of type.
    ----
    *Unique items for each ranks (like: Blazerod with - FA 2, KB 4, Sharp 6) One Time Item: can't be remove from inventory or dropped or whatever or it disappears.
    *Unique Items for each ranks (like: Corlored Diamond "god" Armor) One Time Use: NONREPAIRABLE unable to be removed from inventory or disappears.
    *More Unique ONE TIME USE items!

    /PERKS FOR ALL RANKS

    This can indlude things like:

    Heads* (at reasonable prices) Things like Enderchest, Chest, Mini Block items, and Food looking Items all to be use for Decorations a house or whatever. I also suggest 1 Time Use ONLY so once you place it its there forever! If you break it its gone!

    Effects* (prices based on time) Things like Jumpboost IV (10mins 5k) (20mins 15k) (30mins 25k), Haste IV, Speed IV, Etc. Also, we need to BLOCK them from the MINIGAMES and PVP etc, so peole can't abuse their new found powers! So if they /warp kitpvp or however they get there, all effects are /removed and NONREFUNDABLE.

    ------------------------------------------- REMOVING MONEY -------------------------------------------

    I have already express my concerns with cretin "perks" that are messing up the Economy such as /fix /heal /feed so here are my recommendations to correct these things that are NOT HELPING the economy. This could be solved in 1 of two ways, Either charge a flat fee for using the commands like: /fix 4k /heal 2k /feed 1k or make it so you have to have the materials in your inventory like /fix 8 (diamond/iron), /heal 1 Milk 2 Food Item, /feed 5 Any Food Item.

    RAISE the towny TAXES/PRICES not keep lowering them! As BOLDed in my 2nd paragraph in this thread, Im not going to get into details here cause i know most of you are already to break out the -1's stick, but it has to be done!

    Yes i understand it make this "harder" for using the commands or more expensive for things but if you want to make money and get the economy better it is the ONLY WAY! Yes I know many of you are going to use the "I donated for perks you can't change them defense" but hey I have 2x Ultimate too! If any DONATOR is not going to take RESPONSIBILITY for CHANGE then they have NO RIGHT to COMPLAIN about making any changes!.

    Meh, I tried to keep it short so, and don't feel like explaining anything further but I hope you all get the ideal.
     
    Last edited: Jan 23, 2015
  17. skywalker12500

    skywalker12500 Popular Meeper

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    Ok, I wasn't fully understanding. Yes this sounds like an excellent idea! +1 On all!
     
  18. Jwarian

    Jwarian Celebrity Meeper

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    Since I have been here since the start of this economy, I can say without a doubt that money coming into the economy DOES NOTHING.
    Don't agree? Compare prices now with the eco at 2bil to last year when the eco was 1bil. Interesting.... the prices for everything have gone down........................that is the opposite of what people say will happen when they argue against inflow.
    THIS ARGUMENT SHOULD BE OVER, LETS USE DATA INSTEAD OF THEORY.

    But before I digress, lets just make the donor shop good enough to balance out jobs.
    If scrub or other players candidly hand out millions with nothing in return, I'm 100% positive people will buy items/perks at the donor shop.
    Also charging a fee for /heal and /fix and /spawner, I like this. +1

    Also your prices are about double what I think is acceptable, kudos with the iron ore though ;) Surprised no one else thought of bypassing villager farming with that simple trick, myself included, and here staff is just nerf'ing away when all they had to do was change it from "ingot" to "ore" in the shop. lolz
     
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  19. hardegat

    hardegat Celebrity Meeper

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    You really have been saying these things for as long as I can remember. Combining this with Jwarian's original suggestion seems to = a win/win situation if implemented correctly.

    I would like to emphasize your "at a reasonable price" statements as for example I will not spend 100k+ on special heads for decoration purposes. But at a reasonable price I would regularly buy stuff from the donor shop.

    Also I wouldn't mind being charged to use /fix, /heal etc. or at least having the items on me to use them as these perks will still remain a massive bonus.

    With some adjustments to the prices suggested it is a really feasable proposal.
     
  20. Jwarian

    Jwarian Celebrity Meeper

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    All we need is high level staff to jump in and make some decisions, its not like we don't have options on the table.

    I like a sell limit that is a daily maximum, I want to reinforce that, even now if we keep the shop the same, find a way to institute limits instead of just nerfing the prices to 1.
     
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