Economics is a multi-faceted system that needs to be dealt with carefully. However for Simplicity's sake we'll divide the two major components, Supply and Demand. I know in the past, I've Talked alot about money sinks, as it stands we have plenty of those. One thing we don't have much of anymore is material sinks. That is the topic that we'll be discussing, and how they can be used to diminish supply and increase demand.
- Increase Exp costs for Enchanting.
In the 1.7 version of minecraft, a level 30 enchantment took away all 30 levels (1,395 exp) Currently in 1.11 minecraft, a level 30 enchantment takes away 3 levels leaving you with 27 levels (306 exp). Thus making enchanting 4.5 times easier than its 1.7 version of the enchanting mechanic. Not to mention the enchantment table will guarantee an single enchant, removing the randomization and allowing a player to make selective enchants.
- Allowing /trash in combat.
This is a command that players used to prevent enemies from retrieving spoils of war, while its convenient for a pvper who got the kill, it is not beneficial to the economy as the supply of individuals grow even larger. Weapons have a smaller chance of being removed completely from the server until the owner logs off and never plays again, or their storage is removed in Massive restore. Allowing the command back while a player is flagged as pvp true will remove potential supply stockpiling, and reducing chances of players offering lower prices because of said abundance.
- Reducing Armor durability/Increasing Armor damage.
There are 3 ways to make this more effective.
1. Remove the 3x multiplier on armor durability, increasing the chance of armor breakage in pvp & darkrooms.
2. Increase Player damage to armor, increasing the chance of armor breakage in pvp.
3. Increase Mob damage to armor, increasing the chance of armor breakage in darkrooms. Currently it takes me about 3 hours of straight darkrooming to get my armor durability in the red zone.
- Allow Armor to Drop upon death.
There was a time when all players except premiums would drop their armor upon death. For me, I fell multiple times in lava. Forcing me to re-purchase/make a set of god armor. If this was re-enabled, many players would lose their armor sets, being forced to interact with other players and purchase armor. This would greatly curve the stockpile of Gift4all/God armor.
- Reducing enchantments on Gift4Alls
At the end of the day, the purchase is made to support the server. There needs to be some appeal, that is why I suggest the removal of following enchantments from Gift4Alls:
- More appealing forms of passive income
Currently, there are only 2 ways to directly make regals from the server to your balance.
First way is "John the Pious" and darkrooming. It has been stated countless times that darkooming is not a favorable way of earning regals, but nevertheless. It must be earned, never given away freely.
So my suggestion is to find a way to have a roleplay job system, that allows players to remain in-character, all the while offering more interaction with the roleplay enviroment that has been established. I cant think of a solid way to go about this, but eventually this should be implemented. I also think that there should be a bounty system for pvpers, with a simple command like /bounty add {Amount} {Player Name}, upon killing the player with the bounty. The overall bounty amount would be added to the player who killed the 'Outlaw'. For players who fall more into the survival part of play-style, they should be allowed to turn in an amount of materials to a Quest NPC every hour or so in exchange for regals. Essentially replacing "John the pious" and making player work a little harder for regals.
Passive income is necessary. Example: A Player will amass 10k regals and never log back online. That's 10k that will never be redistributed in the player economy. Overall, I think its important to keep all forms of server to player incomes evenly paid, and allow incomes relevant to different play-styles.
- Approved Lore item creation
This topic covers a different part of economics: Specialization. The suggestion is to have an application, such as there is for a warzone and stat transfers. Where players pay a certain amount to based on the quantity of lore items they want to produce. All items would have to be provided by the applicant for staff to apply the lore to.
I suggest this because the lore market is diminishing due to exhausted supply, and lack of new lore items being efficiently implemented.
- Finding a way to prevent Alt abuse of Gift4alls
Pretty self-explanatory. If it's abuse to get regals from "John the pious" on multiple accounts. Then the same logic should be applied to Gift4alls, Players shouldn't be able to get a a chestful of items from one gift4all. It over saturates the market more than gift4alls originally were intended to. Possible by preventing players from recieving gift4alls to accounts with the same ip?@ulumulu1510
Side note:
If majority of these changes were made, a lower price for gift4alls would be more appropriate, because of the less drastic effect on the player economy. This would also encourage players to impulsively purchase Gift4alls out of frustration or sake of convenience. The purpose of these suggestions is to create demand, with a lowered supply of materials. Giving more purpose to those hard earned regals from "John the Pious".
More Content to be added....
Disclaimer: No, These changes would not convenience me anymore than the average player (Sold Storage). Yes, It will make the game harder all the while benefiting the economy.
Players I'd like to tag:
@pokyug @Zacatero @badbill089 @DarKeStoneZ @Sevak @Alj23 @Tokugawryuu @BenRekt @TheOverseer__ @jes_
Let the Debating Begin!
pls don't flame me
- Increase Exp costs for Enchanting.
In the 1.7 version of minecraft, a level 30 enchantment took away all 30 levels (1,395 exp) Currently in 1.11 minecraft, a level 30 enchantment takes away 3 levels leaving you with 27 levels (306 exp). Thus making enchanting 4.5 times easier than its 1.7 version of the enchanting mechanic. Not to mention the enchantment table will guarantee an single enchant, removing the randomization and allowing a player to make selective enchants.
- Allowing /trash in combat.
This is a command that players used to prevent enemies from retrieving spoils of war, while its convenient for a pvper who got the kill, it is not beneficial to the economy as the supply of individuals grow even larger. Weapons have a smaller chance of being removed completely from the server until the owner logs off and never plays again, or their storage is removed in Massive restore. Allowing the command back while a player is flagged as pvp true will remove potential supply stockpiling, and reducing chances of players offering lower prices because of said abundance.
- Reducing Armor durability/Increasing Armor damage.
There are 3 ways to make this more effective.
1. Remove the 3x multiplier on armor durability, increasing the chance of armor breakage in pvp & darkrooms.
2. Increase Player damage to armor, increasing the chance of armor breakage in pvp.
3. Increase Mob damage to armor, increasing the chance of armor breakage in darkrooms. Currently it takes me about 3 hours of straight darkrooming to get my armor durability in the red zone.
- Allow Armor to Drop upon death.
There was a time when all players except premiums would drop their armor upon death. For me, I fell multiple times in lava. Forcing me to re-purchase/make a set of god armor. If this was re-enabled, many players would lose their armor sets, being forced to interact with other players and purchase armor. This would greatly curve the stockpile of Gift4all/God armor.
- Reducing enchantments on Gift4Alls
At the end of the day, the purchase is made to support the server. There needs to be some appeal, that is why I suggest the removal of following enchantments from Gift4Alls:
Fire Aspect (From Swords)
Unbreaking (From All Gift4alls)
Infinity (From Bows)
Flame (From Bows)
This way players still have "God items" (Classified as Sharp5 for weapons, Efficiency 5 for Tools) and "Master armor" will have a higher chance for breakage. This way Gift4alls still Protect, deal the same amount of damage, and work as fast. All the wile respecting the potential saturation of the enchantment market (Which is currently non-existant because of stockpiles).Unbreaking (From All Gift4alls)
Infinity (From Bows)
Flame (From Bows)
- More appealing forms of passive income
Currently, there are only 2 ways to directly make regals from the server to your balance.
First way is "John the Pious" and darkrooming. It has been stated countless times that darkooming is not a favorable way of earning regals, but nevertheless. It must be earned, never given away freely.
So my suggestion is to find a way to have a roleplay job system, that allows players to remain in-character, all the while offering more interaction with the roleplay enviroment that has been established. I cant think of a solid way to go about this, but eventually this should be implemented. I also think that there should be a bounty system for pvpers, with a simple command like /bounty add {Amount} {Player Name}, upon killing the player with the bounty. The overall bounty amount would be added to the player who killed the 'Outlaw'. For players who fall more into the survival part of play-style, they should be allowed to turn in an amount of materials to a Quest NPC every hour or so in exchange for regals. Essentially replacing "John the pious" and making player work a little harder for regals.
Passive income is necessary. Example: A Player will amass 10k regals and never log back online. That's 10k that will never be redistributed in the player economy. Overall, I think its important to keep all forms of server to player incomes evenly paid, and allow incomes relevant to different play-styles.
- Approved Lore item creation
This topic covers a different part of economics: Specialization. The suggestion is to have an application, such as there is for a warzone and stat transfers. Where players pay a certain amount to based on the quantity of lore items they want to produce. All items would have to be provided by the applicant for staff to apply the lore to.
I suggest this because the lore market is diminishing due to exhausted supply, and lack of new lore items being efficiently implemented.
- Finding a way to prevent Alt abuse of Gift4alls
Pretty self-explanatory. If it's abuse to get regals from "John the pious" on multiple accounts. Then the same logic should be applied to Gift4alls, Players shouldn't be able to get a a chestful of items from one gift4all. It over saturates the market more than gift4alls originally were intended to. Possible by preventing players from recieving gift4alls to accounts with the same ip?@ulumulu1510
Side note:
If majority of these changes were made, a lower price for gift4alls would be more appropriate, because of the less drastic effect on the player economy. This would also encourage players to impulsively purchase Gift4alls out of frustration or sake of convenience. The purpose of these suggestions is to create demand, with a lowered supply of materials. Giving more purpose to those hard earned regals from "John the Pious".
More Content to be added....
Disclaimer: No, These changes would not convenience me anymore than the average player (Sold Storage). Yes, It will make the game harder all the while benefiting the economy.
Players I'd like to tag:
@pokyug @Zacatero @badbill089 @DarKeStoneZ @Sevak @Alj23 @Tokugawryuu @BenRekt @TheOverseer__ @jes_
Let the Debating Begin!
pls don't flame me
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