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why do we even have /warp shop

Discussion in 'Completed' started by Photoave12, Sep 11, 2016.

  1. Photoave12

    Photoave12 Popular Meeper

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    since gamma was released, i have heard that there have been many problems with /warp shop and i was wondering why we even have it at all. if its putting too much money into the eco, then why not use remove it entirely? there are enough good player shops (cough cough PhotoShop cough Cough) where players can get almost any item for better prices. therefore, i don't see the point in keeping warp shop around..
     
  2. CluelessKlutz

    CluelessKlutz Badmin

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    I don't believe removing it is the answer. New players simply do not know the pwarps, and would get frustrated by the lack of income. The server shop needs to be adjusted, yes, but not removed. The idea behind it is to have a place where new players can sell things, and buy exclusive items, to take money out of the economy.
     
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  3. _Gimble_1.

    _Gimble_1. Popular Meeper

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    Eh /warp shop saved my tail with my project to build a life sized Atlanta Class Cruiser from World War 2. If it weren't for that decently priced stone then I would be out of luck right now. I would prefer to see it kept and just improved.
     
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  4. n00bslayer_99

    n00bslayer_99 i like kebab

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    Sounds awesome! Where can I see it?

    OT, like ck I don't believe outright removing /warp shop is the right way to fix the problem, as doing so will probably bring along other problems. That being said, something definitely needs to be done to improve and encourage a player-to-player driven economy.

    I think starting out the new economy with the option to sell to /warp shop was a mistake, however. It basically set the price for everything. Coincidence that people sell and buy diamonds for 600-650? Of course not, it was a precedent set by /warp shop. It would have been better to set the sell price after the player economy had decided on a general price. It would have been even better making /warp shop fluctuating, but that's a story for a whole other suggestion.

    My overall view on this is a -1.
     
  5. _Gimble_1.

    _Gimble_1. Popular Meeper

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    It is in Gamma at /t spawn U.S.S._Atlanta. I do not think I have it open to the public yet though... Sorry @n00bslayer_99! Just catch me in game if you want to see it.
     
  6. twomoo1119

    twomoo1119 Celebrity Meeper

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  7. Mjs6000

    Mjs6000 Popular Meeper

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    Without /warp shop, players would be forced to be controlled by larger players with shops in order to make a profit. Meep economy is not totally run by players, and it is good to keep shop, needless to say to get items that ranks have paid for...
     
  8. Photoave12

    Photoave12 Popular Meeper

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    I agree, but there are so many player shops springing up now, that players will have a choice as to where to buy so they aren't being "controlled". Also, ranked players can buy theories and sell to other players anyway, so they are no longer special to just that rank.
     
  9. Kling

    Kling Break blocks not hearts

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    -1
     
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  10. Mjs6000

    Mjs6000 Popular Meeper

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    You clearly don't understand the reasoning of needing a shop that isn't run by the player. It is in place, similiar to irl but with laws etc, that keeps prices at certain levels and helps control server.
     
  11. builderjunkie012

    builderjunkie012 Celebrity Meeper

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    The shop is here to create a baseline for the economy. It keeps things like diamonds from falling under 600 each while providing a starting income for new players via basic tasks like mining, foresting, farming, ect. What needs to happen to solve the "issue" of an inflating arbitrary number which only shows the raw meebles in the economy, (not taking into account the age, population, and stimulation of such economy) is to create good incentives to spend money in the shop. Frankly, high, outrageous prices on most items is the main reason why players don't typically buy from /warp shop. Part of the reason for these high prices is to leave room for player markets. For example, if players could sell diamonds for 600 meebles and buy them for 650, there would be little incentive for players to own a diamond shop, as the possible profit is at the most 50 meebles. Additionally, for most players, the extra ~25 meebles per diamond they pay for buying at 650 at shop rather than 601-649 at a player shop is negligible. Therefore, instead of tanking the player market in the hopes of reducing an arbitrary number in /baltop, we should instead have hard to obtain (or unobtainable) items at reasonable prices. Currently, there are hard to obtain items in the shop such as tnt and golden apples, along with unobtainable items such as eggs and bedrock. However, at the current price of 50 meebles each, tnt becomes very expensive when compared to the large amounts needed to get any considerable amount of work done whether it's mining or plot clearing. Also, as far as bedrock goes, the price for 250k is a very large gamble, especially when one misclick will render it completely useless. I could go on and on listing items that nobody buys due to their prices such as netherbrickblocks, emeralds, and filled bucket items, but the point still stands. These items have a huge potential for reducing the overall meebles in the economy while stimulating player trades, i.e. plot clearing for tnt, however they lack the sort of purchase incentive for players due to their purchase prices. Items such as the glass pick, villager tamer, and the grappling hooks are also good examples of reasonably priced special items, however, theyre limited in what they can do because theyre only available to a select group of people (legends). In conclusion, most of the /warp shop prices should be reworked to create a reason to buy them from /warp shop without disregard to player shops and trades.
    Tl;dr/too off topic sorry i haven't slept since saturday night
    Rework shop prices to maximize the potential for taking meebles out of the economy through high incentive items.
     
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  12. Photoave12

    Photoave12 Popular Meeper

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    As long as I don't have to change my shop prices, changing warp shop may work
     
  13. CanadianMinerBoi

    CanadianMinerBoi Meeper

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    Good Day Everyone.

    Things to consider the average wealth coming in to the market from new players minus players that leave the game and don't come back. This includes the daily vote income.

    Supply and demand-
    The items readily avail like sand, dirt and gravel should not have any sell value. However coarse dirt which requires a player to create should have a value and be sold in the servers general shop.

    Items that require the player to be very competent or skilled like a beacon that is created and the materials are not that easy to get should not be sold in the server general shop. I would also like to add the selling of items should only be allowed with a profession and the rate at which your items are sold to the server depends on your current Job level. VIP status should not affect price but I guess if you wanted to use that as an incentive to purchase VIP

    This leaves the problem of established players gaining in the system by having the freedom of unrestrictive funds to manipulate the market, by example someone who corners the market in a general product(not high difficulty items like beacons). The option to buy towns is brilliant along with taxes. I was surprised that some towns charged and some did not. I believe the tax rate should be according to the amount of residents living there and also set by the server. The taxes would be a mechanism that will control the supply of money floating around and keep players interested in the game.

    These few examples change according to market size and age of the server.

    Now demand is more tricky and the worst thing is to supply the market too much with too low items (this will de-incentivise) For example if a new player finds the server is competing with them and leaving them at a disadvantage they may lose interest. This will also have a positive side effect where an established player could add functionality as a service to newer players with player made shops where their efforts help the server with adding addition function and them having a vehicle to earn more money. The server general market should be used only to find a sweet spot where it keeps everyone happy with a reference to prices. Once again the SGM should not buy easy to get items and items that established players can work on creating to sell.

    Most important that it should be easy for even new players to know prices.


    I don't want to make a long post. Message to the owner of the server [ The economy is the life of the server and should be watched carefully all the time]
     
    Last edited: Sep 13, 2016
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  14. Muunkee

    Muunkee Legendary art supply hoarder

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    The shop has been redone so citizens only get basic starter items, and donors of any rank get more exclusive items. There is no longer a sell option.
    Now, the general economy rests in the players and the already existing meebles, with the majority of meebles coming from /vote, /jobs, and minigames.
    With these changed, this suggestion is completed.
     
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