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 !!