This Is How Towny Prices Should Be!
Since it seems towny prices have just been getting lower and lower due to a spiral effect caused by bad decisions, I figured I would post some helpful changes. This goes with the changes suggested in the , Kitpvp, Heads Shop, Perks Shop, and Town/Nation Levels threads that will all combined help regulate the economy, and allow you to EASILY MAKE MORE MONEY!
The Basic Idea
By organizing tonwy prices/taxes in this fashion it will help regulate the economy better, as well as provide additional "value" for the towns themselves. All of these suggestions can be done at a BASE level that should not require any extra plugins or any other server work than for an admin to take a few minutes out of their very busy day and get it done.
Towny prices should be based of off different price strategies! The current towny prices/tax setup is a direct result of the perceived lack of ways to pay for those towns! They are also set because they want to encourage new players to make towns and to have fun. However, these two things can be achieved in much better ways that will promote new towns and remove more money from the economy at the same time, which will allow more ways to be introduced to actually make money easier/faster to pay for more towns.
Your Thoughts?
If you think some prices should changed please say what prices you think and "why" you think they should be changed! If you want to suggest different prices, please post them in a similar format. DO NOT just say "this is stupid" or "tell me why its dumb" or whatever, just tell me what prices you think they should be and WHY!
WARNING: You may be shocked and surprised by these suggested changes, but they are optimized like this for several reasons.
Basic Stats:
1. Alpha - 33,610 residents registered, 20,285 plots claimed, 214 towns active, 9 nations active
2. Beta - 20,302 residents registered, 15,124 plots claimed, 230 towns active, 4 nations active
Note 1: Also take a quick look at this thread for changing town/nation levles --> HERE
Note 2: (current prices) > suggested prices
Initial Creation/Purchase (when you create a new or add to your current town)
1. Nation - (5,000,000) > 1,000,000
2. Town - (200,000) > 10,000
3. Outpost - (5,000) > 100,000
4. Plot - (1,000) > 10,000
Daily Taxes (how much you are charged daily)
1. Nation Taxes - (5,000 per nation day) > 10,000 per level per day
2. Town Taxes - (65 per plot per day) > 250 per plot day
Daily Taxes Removed: 2,366,390> 8,981,500
Examples (initial costs):
Town #1 - 1 town, 8 plots = (208,000) > 90,000
Town #2 - 1 town, 20 plots = (220,000) > 210,000
Town #3 - 1 town, 100 plots, 1 outpost = (305,00) > [B]1,110,000[/B]
Town #4 - 1 town, 300 plots, 2 outpost = (510,000) > 3,210,000
Town #5 - 1 town, 1000 plots, 5 outpost = (1,225,000) > 10,510,000
Examples (daily taxes):
Town #1 - 1 resident, 8 plots = (520) > 2,000
Town #2 - 1 resident, 20 plots = (1,300) > 5,000
Town #3 - 100 resident, 100 plots = (6,500) > [B]25,000[/B]
Town #4 - 300 residents, 300 plots = (19,500) > 75,000
Town #5 - 1000 residents, 1000 plots = (65,000) > 250,000
Summary
Town #1 - 1 town, 8 plots = (208,000) > 90,000
This will allow new players to make their own town with 8 plots and maintain it for 60 days for the same price its costs now just to buy it without 60 free days! They can essentially use the 60 free days to lean to be mayor!
Town #2 - 1 town, 20 plots = (220,000) > 210,000
This will allow regular players to make their own town with 20 plots for the same price its costs now! So nothing gained/lost really (also voting daily would pay taxes for this town)!
Town #3 - 1 town, 100 plots, 1 outpost = (305,000) > [B]1,110,000[/B]
This will allow veteran players to make their own town with 100 plots for more than it costs now, but larger towns would retain their re-sale value more! They can essentially use the plots as an actual value and this give Mega-Towns something to be proud of having value!
Enjoy,
Hornemans
Any Input? @Fuzzlr @Coelho @Cooleysworld @Sjoeppappentrap @Slicks @Deinen @Quaddy @reggles44 @btilm305
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END OF STORY: This will ENCOURAGE new players to experience towny and not be a slave in the town of hornebrug cause they can't afford their own town (how they are priced now), and they can't make any money to even think about owning a town cause nothing is done to change it (unlike my suggestions that will make all that possible)!
Its simple, let me see if i can break it down into steps:
1. For "whatever" reason Fuzzlr/Onis want to keep 2 Billion meebles in the Economy, /baltop.
2. Currently, 1.925 Billion meebles in the economy, so that mean "today" only 75 million meelbes can be made to reach 2 Billion.
3. 75 Million divided by say 600 players that play daily on meep equals every player can ONLY make 125k today.
4. This 125k is controlled by "limiting" the flow of money into the economy by "nerfing" the ways to make money!
5. So, the ONLY way to make it easier to make money and raise that 125k to say 500k+ is by REMOVING money "somehow" and making that 2 Billion minus X money gap bigger.
Note 1: yes it is not actually limited per player to 125k per player, but we know that all 600 players dont make that much which is why people like me make 10 millions and everyone else has to split that 65 million left over, but other people like me also make 1, 2, 5+ million so actually 90% of the players say 500 have to split like 500k, which is only 1000 each!
In the economy "games" it is very specialized to things called "sinks" (remove money) and "faucets" (make money) in and out of the economy. The trick is to "BALANCE" them so inflow = or slightly greater outflow.
Current Sinks:
a. Towny Taxes -2,366,390 daily
b. Tonwy plot/town/nation Prices - I have not tracked these stats in over 1 year (estimate 4 towns with 20 plots made daily is ONLY -1 million or less)
c. Perks Shops - I don't' have these numbers but any admin does (guessing its about - zero)
d. Pwarps - I don't' have these numbers but any admin does (guessing about -1 million or less)
Total meebles removed daily is ~5 million so as you can see currently more tonwy taxes is #1 factor bye 50-70% in this.
Current Faucets:
a. Voting - I don't' have these numbers but any admin does (guessing its about equal +2 million)
b. Perks Shops - I don't' have these numbers but any admin does (guessing its about equal +2 million)
c. Kit/Terrarium Pvp - Again admin (guessing its about equal +3 million)
d. Mini Games - (guessing its about equal +1 million)
Total meebles added daily is ~8 million so you can see their is a inflow of 3 million meebles daily which is "not really bad".
If we did things as i suggest it would be more like this:
Suggested Sinks:
1. Lottery (this is super easy and will remove money without a doubt) -1 million or more
2. Towny Taxes (this will make the biggest impact, 4 times the current) -8,981,500 daily
3. Towny Buy Prices (prices changes will make a difference in the long run) -1 million or more
4. Persks/Heads Shops (changes will after initial influx, remove more ) estimated -2 million or more
5. Pwarps (same) -1 million or less
Total meelbes removed daily is ~14 million with is about 3 times more then current.
Suggested Faucets:
a. Voting - (same) +2 million
b. Persks/Heads Shops (after initial influx it will stay steady ) estimated +12 million or about
Total meebles added daily is ~14 million, so a +/- Zero to the overall economy, and it can always stay need 2 billion.
Note: As you can see i removed mini games / pvp, but will still be able to "GET" money from mini games it will just NOT BE A FAUCET, it will be a in game money transfer instead, so -4 millions from eco inflation!
Summary: Currently you can only make my ~8 million which a day but with my suggestions you would be able to make ~18 million a day. My suggestion will also NEGATE the +3 million meeble surplus that is added to the /baltop daily, which will make fuzzlr/onis happy cause it will always stay at 2 billion and not go up!
If you still dont' understand find me on TS and i will explain it to you so you can understand. Thanks for replying.
They won't cost "too much" as in the examples aboove. A NEW mayor will pay less! A normal person with 20 plots is equal, or with 100 plots and 1 outpost, is only 700k more than current... which is not "too much" when combined with the new other ways to make money easier!
Also, when a newer player wants to make their town bigger than 20 plots, they will have to "think" about it and "invest" wisely and "commit" to owning a town, not just making a town and 30 days later trying to sell it! However at the same time a new player that just want to make their own town to live in and have 8-9 plots plenty big for 1 person, they will have the ability to do so with way less money.
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I mostly agree, but:
1. There are plenty of towns where only 1 person lives there and have around 8 plots, and I'm sure they would have loved to pay 1/2 price they did!
2. The average sized town is 80 plots so which is plenty of room to build ANYTHING they desire! Yes, they would have paid 3 time more but hey its a bigger town, they should pay more. I also remember about a year ago you said "bigger towns should pay more" when you were debating in my other thread about changing towny prices but now you seem to be opposite that opinion?
3. Yeah, town bigger then 300 plots will be paying a lot more than before, but why should a MEGA TOWN cost about the same as a small town? That don't make any sense. Currently A 100 plot town cost 300k, and a 1000 pot town town 3x that at 1.2m so why should a town that is 10x bigger only cost 3x more? My version a town 10x bigger COST 10x more! That give large town mayors a sense of pride and something to AIM and WORK for!
These suggested changes in NO WAY stops people from building at town and in fact it PROMOTES new players to make towns easier/cheaper... WHILE at the same time giving those mayors a goal to aim for my making it actually mean something to own/build a large town!
This suggestion does EXACTLY that? I'm not sure where the disconnect is? It makes towns cheaper for NEW PLAYERS (70% of town owners) cost slightly more for AVERAGE players (25%), and give those DEDICATED players (5%) a goal and sense of pride to make the larges town they can! So, its a triple win!
That is a very good reason, however it is also your opinion. I'm sure the new players would disagree with having things cost more, and having to wait to make their own town. Also, if the new players know how to make a town /t new name they most likely completed the "mayor tutorial" and hence read all the other things about towns, so they will understand taxes and such. Also, that is no different then them joining a town getting a plot building a house and losing all their stuff to taxes and being kicked from a town.
Okay, good question. The town part for 10k was already explained its so new players can afford to make on in less than a day if they want! The outpost part was also explained a bit to offset for the lower town prices something had to go higher, which was outposts. But why 100k? Simple. Outpost are for expanding a town into remote lands so your town can grow and prosper, and they should be valued as such. Right now they are just a glorified raiding tool nothing more (which Fuzzlr already stated his thoughts about not liking raiding in the past, *note-a below). Making them cost more will make mayors think about their decisions on where to put it just like they do when they claim their first plot for the town! Also, most towns should not even need an outpost they would be for larger towns with lots of residents (not a one person town with 50 outposts).
Note-a: With these changes I would also suggest that switching is allowed in towny wilderness so players can loots fallen towns for free and if they wanted to claim them for "whatever" reason they could do it with a town for 10k which is only 5k more then what it would cost now.
~ @Hornemans