WARNING WALL OF TEXT
Some quick replies and thoughts on these below statements that may or may not be accurate.
Nowadays, there’s no pool to take from, there’s no admin shops, no way of making money.
~ @Khafra
There are several admin shops to make money on: diamonds (/warp shops) and vegetables at (/warp farming). This also does not count the biggest admin shop of all that injects over 1,000,000 meebles into the economy daily (/vote, /warp crate).
Deflation is not good, you put in more work for less money:
Cactus farm (8 meebles/64 cactus)
Sugarcane farm (5 meebles/64 sugarcane)
Diamonds (6,400 meebles/64 diamonds)
Other natural materials (lapis, redstone, gold, coal, iron, wood, and their sub-products.)
~ @Khafra
Not true. Deflation/Inflation is neither good nor bad, making sure the economy is balanced is the important issue. The lower prices you are quoting have nothing to do with inflation/deflation at all, they have to do with supply (which is limitless) and demand (which is limited).
Towny is meant to have an inflated economy and for good reason!
~ @Khafra
Not true. Towny doesn't give a crap about this, towny is developed to give servers all the tools necessary to do as server owners like. Blame the server owners for not setting it up properly, not the plugin.
Once a player owns a town, they are only faced with more problems than solutions: they pay to claim plots, which increases their daily taxes! Building anything significant on the server is not possible, once you pay your daily tax, your fee for claiming plots, you are left with nothing, no materials to build with or anything.
~ @Khafra
Not true. Towns allow players to grow their items with no problem from other players, this protection comes at a cost of maintenance taxes. If you don't want to pay taxes, go to the wild and build there (I do not recommend building in wild).
Before anyone says it, towns are not profitable and on a small server, are not meant to be in the first place. Tax on a town should be used to fund it, not hurt it.
~ @Khafra
Not true. Taxes are the core design of towny. You get "protection" from griefing players and you pay taxes for it. Taxes are meant to fund your town; if you are not making money (or at least breaking even) you are doing something wrong.
I can’t physically make 20k a day without gambling
~ @Khafra
Not true. You can easily make 20k a day without gambling. Voting alone give you 20k in less than 10 mins. And you can easily make more by doing stuff and selling it. Anyone can make 2k or more in 2o mins buy gathering items and selling them.
The solution would be to either decrease prices of towns (not ideal) or lower/remove daily upkeep altogether!
~ @Khafra
Not true. This has no effect on the problem that you are trying to solve. The problem is of supply/demand which has nothing to do with towny prices/taxes.
allowing players to earn or purchase tax cut vouchers or a removal of taxes for a certain amount of time.
~ @Khafra
GOOD IDEA. This is something that would be nice to implement, but as a voting "random" reward only. Anything other then a voting reward is a mute point as you would be "paying" for this tax cut to "not pay" the taxes.
Educating players rather than changing the way the eco works will have a better result.
~ @hardegat
Yes. This is is exactly what part of the problem is, that no one understands how the system works. Education is a key factor in letting people make money easy.
Resident taxes should be able to be based on the town's upkeep divided by the number of residents as a fair indication
~ @hardegat
Not true. Towny taxes should be whatever the mayor wishes them to be, no restrictions. If a mayor wants to lose money then they choose to pay all the taxes or they can split the taxes to all the residents (as in your suggestion) to break even. One could even "make" money by chargin more taxes to residents than upkeep costs.
This is a large reason why many large towns only have a few active players. This is basically the only way they are profitable.
~ @twomoo1119
Not true. Any town 1 plot or 1000 plots can be profitable (just depends on your business strategy). Many "large" towns as you claim only have few people because those few people build the entire large town by choice; if they didn't want a large town they would not have claimed so much land.
In Alpha/Beta meep I had the largest town (by a vast amount) in both worlds for the resident count and for plot count; which these towns were both the most profitable in their worlds!
you can't break spawners or claim in the nether anymore. these things killed the economy for those items
~ @lanekids40
Not true. Those two things mention did the opposite of what you claimed; They made the items valuable and not have a value of .0001 meeble.
Inflation then kicked up their value again raising them up to the current 165 meebles.
~ @SuperDyl
Not true. This was not inflation at all, but an effect of the artificial rise in demand you created. Diamonds currently have a hard baseline of 100 meebles, as that is what you can sell them for in the admin shop (if not for that shop they could effectively become worthless).
Except no one is willing to put themselves in a position to grind for hours for the "rare" items, which is the exact reasoning why
~ @Khafra
Not true. Anyone that is "rich" on the server has put themselves exactly in that position to become rich.
Having a free market in itself is an awful economic strategy either way... you allow for monopolies, which destroy small businesses
~ @Khafra
Not true. A free market is the only way to drive growth by competition. In meep, monolopies have no effect on small business. Everyone can make money the same way as anyone else.
The reason players undercut each other is due to the deflation in the economy - there's no spread of money, meaning players aren't buying items from other players.
~ @Khafra
Not true. Nothing about inflation/deflation is even closely related to this topic. The reason players undercut each other is the supply for the items is higher than the demand and thus they want to sell them faster so they lower their prices.
the meebles you earn from voting cannot hold up a large town, the taxes themselves halt expansion of towns
~ @Khafra
Not true. The meebles from voting daily ~15k can sustain a 300 plot town. If a single player needs more then 300 plots you need to re-think your town strategy/design.
Owning a large town (ie. Legend) isn't possible for many players, with 60k+ tax daily. The reason you don't see towns helping players is because no one can pay for the tax brought by these towns.
~ @Khafra
Not true. Owning a large town is possible for anyone. You just need the right strategy/design. Towns help players in their core as providing new players a place to build and store their items (at a reduced cost to owning their own town), free farms for making money/items/XP, and most provide assistance with answering questions, etc.
"Buy as well as Sell in your shop," a perfect way to lose money, why would anyone buy items from me if they have a chance to make money?
~ @Khafra
Not true. This will make you money if you run the shop correctly. Buying in your shop provides an essential service of "re-stocking" your items automatically. If you never have items in stock then no one will come buy anything from you. I was making over 100k a day in alpha/beta from shop sales alone, sometimes more; and never lost any money!
There isn't enough money to buy town materials, while paying daily upkeep and having a fun time. You either grind for multiple hours for a negligible cost or get materials yourself, instead of buying.
~ @Khafra
Not True. As previously mentions, by voting alone you can sustain a 300 plot town with 1 person with only 10 minutes of work daily. The other x minutes you can have "fun" doing whatever you like.
People sell items for lower because meebles have a much higher value than they should in the first place.
~ @Khafra
Not true. People sell lower due to supply/demand issues. Also, meeble have no value at all except what the server assigns them, which it doesn't, except in the very few cases (gold = 50 meebles, diamonds = 100 meebles, etc).
In alpha and beta people spent money because people had the money, money flowed through the playerbase.
~ @Khafra
Not true. In alpha/beta, people spent money because of me! Thanks, your welcome. Also, because of an unbalanced economy, people made lots of money very easy though admin shops.
You can't expect an actual profit from your town, when much larger and more trustworthy towns have free taxes (Legend)?
~ @Khafra
Almost true. You are right to bigg towns with "free/zero" taxes make it hard to convince players to join your town and pay taxes. However, if you expect to make money from a town then you are in it for the wrong reasons and should not even own a town.
You can't "increase" inflation.
~ @Khafra
Not true. Sure you can, but that would be stupid.
Voting brings up a whole other issue: the fact that you can't physically make money without voting in itself is a horrible practice.
~ @Khafra
Not true. You can make money on plenty of things besides voting. However, voting is currently the number way to make money super easy (over 100k a week just by voting in 10 mins or less a day). If you want money, here's a novel idea... a little less whining and a lot more working for it!
my shop runs off of the basis of buying goods from other shops to stock it, something most other shops don't do.
~ @SuperDyl
Very true. This is a base concept in the free market economy. Do you think Walmart makes everything they sell? No, they buy it from smaller manufacturers/shops and resell it.
A town only gets large if it has a tax, else it couldn't support itself. That's why towns like Legend have a tax, which is the small amount of about 150 meebles per plot.
~ @SuperDyl
Partially true. If a mayor chooses to pay all taxes then the town could have zero tax, but that is probably not going to happen. Having a tax at or above the fees only makes the success of any town large or small more probable.
Do you think Epixaid got to where he is by sitting around complaining how the system isn't tailored to his needs?
~ @hardegat
Partially true. Epixaid (any many of the other baltop players) got to where they are due to game mechanics that are no longer available to the community. Just like I do, we find profitable things maximize our profit, and then it gets nerfed or rules made to prevent those actions.
Twist, you can compete with Epixaid, people are just not willing to put in the work.
~ @hardegat
Partially true. Currently, you can make just as much money as Epixaid. Getting that baltop spot will be very very hard to decrease the gap unless he gets a ban or quits, then eventually you will have more money than him (given enough time).
Zero tax should actually not be allowed imo.
~ @hardegat
Meh. Zero tax is a pointless implementation of time. If a mayor chooses to not charge tax that is his call. However, making that taxes "worthwhile" would give those mayors a second chance of paying them for their members.
New residents will generally be loyal to whatever town they join first, especially if they have stuff there/a house.
~ @twomoo1119
Very True. Resedents will still be loyal even if you don't give them any of those things. :)
Probably true. Most towns are not meant to be profitable; but if they are not, they will not last.
Big towny changes will probably not benefit the economy as well as increased playercount, which is something that should be high priority.
~ @bloodyghost
Very true. Unless done properly, towny changes will not benefit the economy well. An increased player could help but it would only be tempory.