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The server's economy is currently in a period of deflation caused by oversupply and low market enthusiasm. I thought of some possible ways to counteract this economic stagnancy:
Item repair degradation value
Here's a thread detailing the current McMMO repair parameters used by the server: https://forums.massivecraft.com/threads/psa-mcmmo-repair.41342/
McMMO repairing on MassiveCraft is currently the most cost-effective method of dealing with natural item degradation after usage. The other two methods (repairing with regals and buying new equipment) cost over double the amount needed to have a 1000+ repair skill player fix your gear (repair fee included). I believe McMMO repairing should be the best way to maintain equipment; however, the diamond cost at the moment is too low relative to the current value of diamonds.
Instead of simply increasing the diamond cost for repairing items, my idea is to add a repair degradation value to an item after it is repaired. The first repair for the item will require the same amount of diamonds which are currently needed, but this repair will add a repair value to the equipment relative to the diamonds used or durability repaired. The second repair will require a higher amount of diamonds, and this repair will again increase the repair value. Eventually the item's repair cost will be higher than the cost of purchasing a new item, so the player will probably equip/craft/purchase new equipment. This addition should also come with a removal of or increase in cost for regal equipment repairing, and I think the latter should be implemented. Through this system's implementation, more diamonds will be used to repair gear and the equipment market becomes revitalized due to constant need for equipment replacement.
New market area with sections defined by item type
Over the past week, I've examined most of the market stalls while purchasing items and looking for average item prices. First, the prices of most low-medium volume or special items (lore mainly) vary greatly and are usually sourced from opinion rather than supply/demand. One shop will list a particular lore item at 25 regals while another will list the same item at 15 regals. Second, the large majority (>80%) of market shops are not specialized and stock every type of item they possibly can. While purchasing and later investigating higher volume items in market, entering 5+ different market stalls to find the best deal was common. This is caused by two reasons: either the item I was looking for was not stocked or the shop didn't maintain a proper stock/competitive valuation for the item. The average player does not have the time or desire to look through an excessive amount of market stalls to find the cheapest sell offer or if the item is even stocked at any market stalls for a reasonable price.
A new market area separate and working alongside the current market with a focus on particular items should be opened up. The specifics of this area should be determined by the staff, but I believe the area will at least require a focus on sections for different items. My first idea for how this would be implemented is a series of bazaar sections connected by a hub/teleports with small, low rent stalls. The monthly rent would be relative to the value of the items sold/size of the stalls/seller maintenance required. Each section would have a general item theme (armor/weapons/tools, lore items, building materials) and there would be sub-sections for specific item types (harvesting tools, drinkable/edible lore, wood materials). My second idea is a community market in which all vanilla minecraft items have a place where players can buy/sell a particular item. The current market should be converted to only having enchanted equipment/lore item shops with this addition.
Material sinks through specialized item crafting/factions events
Through scavenging recently unclaimed faction ruins, I've learned firsthand how the average faction has a strong excess in common materials. This excess appears to stem from Minecraft's core survival mechanics favoring servers that reset periodically. MassiveCraft's unique MassiveRestore plugin is effective at restoring unclaimed wilderness chunks to their natural status, but it only addresses the buildings of unclaimed faction land and not their resources which are constantly transported to new factions/locations through various means.
One way to decrease the amount of excess materials is adding hard to craft recipes. The custom recipes would be for lore items not obtained through other means which have beneficial yet situational enchantments. An example of this is a pair of custom leggings which have fire protection 5. This item would be crafted with a number of legging parts which require a high amount of certain materials for each (obsidian, coal blocks, etc) along with the end material. The amount of materials needed would depend on the equipment type and material type.
Another way to remove excess materials is to have events that involve a resource contribution mechanic of some kind for success. Here's a potential application of this idea: A dual-castle civil war pvp map is added where both sides require certain supplies and the players align to one of the sides. The side with more contribution gains some kind of active/passive bonus based on the level of higher contribution which allows for easier victory while not granting outright victory. The current model of event rewards would apply well to this new type of event, but I think a much smaller (when compared to the input) material reward obtained upon event success would also be beneficial.
Reworking/addition of regal sources
Currently there's a limited number of ways to obtain regals and the flow of regals is not strong due to various reasons. Additional methods for obtaining regals should probably be added to the server over time, but I don't have any decent ideas for this at the moment.
Despite only having the pleasure of being a server member for a somewhat short while, I've heard from multiple other players there has been a recent slump in voting caused by the rewards' value being perceived as not worth the effort. Due to this major source of regals not being utilized by many players, stagnation of the server economy results from a lack of liquid assets owned by the average player. The simple solution is a flat increase in the amount of regals earned to incentivize voting, but there's more intuitive ways to do this. I'm sure methods have been considered by staff before, but here are some methods I thought up:
Please leave comments about any incorrect information in this post or improvements to my ideas.
Item repair degradation value
Here's a thread detailing the current McMMO repair parameters used by the server: https://forums.massivecraft.com/threads/psa-mcmmo-repair.41342/
McMMO repairing on MassiveCraft is currently the most cost-effective method of dealing with natural item degradation after usage. The other two methods (repairing with regals and buying new equipment) cost over double the amount needed to have a 1000+ repair skill player fix your gear (repair fee included). I believe McMMO repairing should be the best way to maintain equipment; however, the diamond cost at the moment is too low relative to the current value of diamonds.
Instead of simply increasing the diamond cost for repairing items, my idea is to add a repair degradation value to an item after it is repaired. The first repair for the item will require the same amount of diamonds which are currently needed, but this repair will add a repair value to the equipment relative to the diamonds used or durability repaired. The second repair will require a higher amount of diamonds, and this repair will again increase the repair value. Eventually the item's repair cost will be higher than the cost of purchasing a new item, so the player will probably equip/craft/purchase new equipment. This addition should also come with a removal of or increase in cost for regal equipment repairing, and I think the latter should be implemented. Through this system's implementation, more diamonds will be used to repair gear and the equipment market becomes revitalized due to constant need for equipment replacement.
New market area with sections defined by item type
Over the past week, I've examined most of the market stalls while purchasing items and looking for average item prices. First, the prices of most low-medium volume or special items (lore mainly) vary greatly and are usually sourced from opinion rather than supply/demand. One shop will list a particular lore item at 25 regals while another will list the same item at 15 regals. Second, the large majority (>80%) of market shops are not specialized and stock every type of item they possibly can. While purchasing and later investigating higher volume items in market, entering 5+ different market stalls to find the best deal was common. This is caused by two reasons: either the item I was looking for was not stocked or the shop didn't maintain a proper stock/competitive valuation for the item. The average player does not have the time or desire to look through an excessive amount of market stalls to find the cheapest sell offer or if the item is even stocked at any market stalls for a reasonable price.
A new market area separate and working alongside the current market with a focus on particular items should be opened up. The specifics of this area should be determined by the staff, but I believe the area will at least require a focus on sections for different items. My first idea for how this would be implemented is a series of bazaar sections connected by a hub/teleports with small, low rent stalls. The monthly rent would be relative to the value of the items sold/size of the stalls/seller maintenance required. Each section would have a general item theme (armor/weapons/tools, lore items, building materials) and there would be sub-sections for specific item types (harvesting tools, drinkable/edible lore, wood materials). My second idea is a community market in which all vanilla minecraft items have a place where players can buy/sell a particular item. The current market should be converted to only having enchanted equipment/lore item shops with this addition.
Material sinks through specialized item crafting/factions events
Through scavenging recently unclaimed faction ruins, I've learned firsthand how the average faction has a strong excess in common materials. This excess appears to stem from Minecraft's core survival mechanics favoring servers that reset periodically. MassiveCraft's unique MassiveRestore plugin is effective at restoring unclaimed wilderness chunks to their natural status, but it only addresses the buildings of unclaimed faction land and not their resources which are constantly transported to new factions/locations through various means.
One way to decrease the amount of excess materials is adding hard to craft recipes. The custom recipes would be for lore items not obtained through other means which have beneficial yet situational enchantments. An example of this is a pair of custom leggings which have fire protection 5. This item would be crafted with a number of legging parts which require a high amount of certain materials for each (obsidian, coal blocks, etc) along with the end material. The amount of materials needed would depend on the equipment type and material type.
Another way to remove excess materials is to have events that involve a resource contribution mechanic of some kind for success. Here's a potential application of this idea: A dual-castle civil war pvp map is added where both sides require certain supplies and the players align to one of the sides. The side with more contribution gains some kind of active/passive bonus based on the level of higher contribution which allows for easier victory while not granting outright victory. The current model of event rewards would apply well to this new type of event, but I think a much smaller (when compared to the input) material reward obtained upon event success would also be beneficial.
Reworking/addition of regal sources
Currently there's a limited number of ways to obtain regals and the flow of regals is not strong due to various reasons. Additional methods for obtaining regals should probably be added to the server over time, but I don't have any decent ideas for this at the moment.
Despite only having the pleasure of being a server member for a somewhat short while, I've heard from multiple other players there has been a recent slump in voting caused by the rewards' value being perceived as not worth the effort. Due to this major source of regals not being utilized by many players, stagnation of the server economy results from a lack of liquid assets owned by the average player. The simple solution is a flat increase in the amount of regals earned to incentivize voting, but there's more intuitive ways to do this. I'm sure methods have been considered by staff before, but here are some methods I thought up:
- Lowering the regal lottery to the same vote value as an increased uncommon item vote value (14 votes to ensure one lottery/uncommon item per daily voting)
- Temporarily increasing the amount of regals from voting during certain periods of time (first week of the month, winter holiday, summer holiday, etc)
- Adding event lore items only obtained through voting during certain periods of time
- Adding a rare chance for a lore item of one higher tier to be rewarded from the respective category (rare lore from uncommon lore voting reward)
Please leave comments about any incorrect information in this post or improvements to my ideas.
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