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 !!
-
This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
-
Hi there Guest! You should join our Minecraft server @ meepcraft.com
-
We also have a Discord server that you can join @ https://discord.gg/B4shfCZjYx
-
Purchase a rank upgrade and get it instantly in-game! Cookies Minecraft Discord Upgrade
Best Posts in Thread: The other half of the fix : JOBS
-
Alright, so not much farther than Dora and Bob the builder I kind of lost most of the faith in this thread I think. This is going to be put in under consideration, and I will bring the topic up for a discussion. But I think at this point we got a few people trying to explain things nicely, and a couple others just yelling at eachother.
leodavinci9000, hardegat, chaos546 and 3 others like this. -
Anyways,
about your prices
4,000 a spawner? Admins aren't that stupid.
We all know you have around 3,800-4,000 spawners.
So, if the prices raised you would make 15,200,000 meebles.
Yeah, lol, look at the person who wants to be eco admin trying to make a few million from tricking staff. Let's not talk about the new players you scam every day..leodavinci9000, Toostenheimer, Jwarian and 1 other person like this. -
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, 2015hardegat, Jwarian, legendcaleb and 1 other person like this.