Hi, so I've been a member of massivecraft for a while, I've seen the almighty power of the feesh and first of all I would like to say that I do not bring it back at all. Even though I mention the dreaded fishing skill we all know and love(/hate). So without further ado or anymore pleasantries. I present my proposal to stabilising our economy.
I'll start with the problem I see, which is that supposed 'rare' items are too cheap, such as diamonds (everyone's favourite example). So, how do we fix the fact that one rare item is now cheap and easy to obtain? Easy, give people a new resource. Now, I know what everybody will think when they read that, "OMG! N3w mater1al! so I can uprade my g0d armour!'. That isn't at all what I mean...
When taxes was introduced, it showed potential, quite a bit of potential in fact. Although these days it's easy to darkroom for about an hour a day just to pay your entire factions tax on your own. What if we add an incentive for leaders and officers to keep their members 'happy', not even irl. What if you supplied your people with luxuries? Like I hear of people smoking opium in rp, wearing pearl necklaces, tasting spices in their food and drinking wine by the gallon just to satisfy their impulses to do so online.
My idea is to actually add a new system for factions called 'happiness' (I know original, right...) this system would be similar to individual player faction power, therefore happiness would be individual to each player. An overall average for the faction would be created and that would be your average happiness level, which is crucial to sustaining a healthy faction. It could be measured on s scale from -50 to 50 the lower the number, the lower the happiness.
Things needed to be happy;
Luxuries! These are essential, you can't expect your people to be happy when they have no drugs or pearls now can you?! Opium could be extracted from naturally occurring flowers (poppies especially), then smoked for boosts of happiness, but would require you to have a certain level of herbalism. As for pearls these could simply be fished out the oceans. Your fishing level could effect the quality of pearls you can find, pearls would be lored in certain colours to garuntee their realism. Jewellery is an interesting concept, perhaps by combining pearls and gems with gold or iron you could create rings and necklaces, again these could be lored certain colours.
---------------------------------------------
Eg.
Name: Gold ring
Lore: (in purple) A hand crafted ring, studded with black and red pearls.
---------------------------------------------
Other luxuries could be silks that you could have a rare chance of finding whilst killing spiders or cutting foliage. Perfumes you could brew to make all your people smell nice. Spices you could mine , chop, excavate, and then add to foods to increase happiness ranging from cinnamon, salt, pepper to basil, mint or cajun.
Money & friends! If your people see you with lots of cash this would reassure them that their in good hands. Whilst if they have active fellow members around them, this would raise their moral. Both of these could increase happiness greatly.
Allies! The more allies you have that are happy the happier you become, meaning that allies play an even more important part than just protection and trade.
Winning! Yes, when you kill an enemy in your land, you're pretty chuffed right? When an enemy is killed in your territory, all members online gain a happiness boost.
Things that make you sad...;
Dying. The more you die inside faction territory, the less happy you become. This is a simple fact, you aren't going to be happy if your not safe.
Leader changes, who on Aloria would be happy with a new leader every 5 minutes. I mean seriously... In a realistic situation you'd be quite shocked or upset lowering your happiness temporarily. Unless this new leader brings you more happiness.
Low faction money. I'd be upset if my city went bankrupt, wouldn't you?
Jealousy. If you have no luxuries and someone has loads, you'd be jealous. Let's face it, if I saw @Skip_HD or @PariahFolk strutting with their jewellery and silk whilst I played with dirt in a pair of leather trousers and a melon block I stole from @Lazzulai, I'd be miffed.
Hunger. If you begin to starve, your happiness will decrease. How can you be happy without your crispy realism chicken sitting in your tummy? You can't.
Traits! Maybe new extra traits, not counted in the seven or five traits you can pick from but individual traits, like SkullLover which would give you happiness from wearing skulls or HayFever which makes holding flowers force you to be unhappy. Maybe you have to have 1 positive happiness trait and 1 negative?
Benefits of being happy!;
If the average happiness is above 20 perhaps a 5% mcmmo xp increase? Slight damage reduction inside of faction territory? Chances of finding luxuries increase? Less tax? More power?
If it's above 0 then how about tiny little benefits like it takes longer to lose hunger in faction territory? 10% damage reduction from mobs?
Curses of being unhappy;
If below 0, chances of finding luxuries decreases? Chances of getting regals from mobs decreases?
If below -15 take 5% more damage in faction territory? Heal slower? Food gives diminishing returns? Less mcmmo xp?
Tax increase and power level decreasion
So that's my idea, drop a comment to agree/disagree <#
-CFL
I'll start with the problem I see, which is that supposed 'rare' items are too cheap, such as diamonds (everyone's favourite example). So, how do we fix the fact that one rare item is now cheap and easy to obtain? Easy, give people a new resource. Now, I know what everybody will think when they read that, "OMG! N3w mater1al! so I can uprade my g0d armour!'. That isn't at all what I mean...
When taxes was introduced, it showed potential, quite a bit of potential in fact. Although these days it's easy to darkroom for about an hour a day just to pay your entire factions tax on your own. What if we add an incentive for leaders and officers to keep their members 'happy', not even irl. What if you supplied your people with luxuries? Like I hear of people smoking opium in rp, wearing pearl necklaces, tasting spices in their food and drinking wine by the gallon just to satisfy their impulses to do so online.
My idea is to actually add a new system for factions called 'happiness' (I know original, right...) this system would be similar to individual player faction power, therefore happiness would be individual to each player. An overall average for the faction would be created and that would be your average happiness level, which is crucial to sustaining a healthy faction. It could be measured on s scale from -50 to 50 the lower the number, the lower the happiness.
Things needed to be happy;
Luxuries! These are essential, you can't expect your people to be happy when they have no drugs or pearls now can you?! Opium could be extracted from naturally occurring flowers (poppies especially), then smoked for boosts of happiness, but would require you to have a certain level of herbalism. As for pearls these could simply be fished out the oceans. Your fishing level could effect the quality of pearls you can find, pearls would be lored in certain colours to garuntee their realism. Jewellery is an interesting concept, perhaps by combining pearls and gems with gold or iron you could create rings and necklaces, again these could be lored certain colours.
---------------------------------------------
Eg.
Name: Gold ring
Lore: (in purple) A hand crafted ring, studded with black and red pearls.
---------------------------------------------
Other luxuries could be silks that you could have a rare chance of finding whilst killing spiders or cutting foliage. Perfumes you could brew to make all your people smell nice. Spices you could mine , chop, excavate, and then add to foods to increase happiness ranging from cinnamon, salt, pepper to basil, mint or cajun.
Money & friends! If your people see you with lots of cash this would reassure them that their in good hands. Whilst if they have active fellow members around them, this would raise their moral. Both of these could increase happiness greatly.
Allies! The more allies you have that are happy the happier you become, meaning that allies play an even more important part than just protection and trade.
Winning! Yes, when you kill an enemy in your land, you're pretty chuffed right? When an enemy is killed in your territory, all members online gain a happiness boost.
Things that make you sad...;
Dying. The more you die inside faction territory, the less happy you become. This is a simple fact, you aren't going to be happy if your not safe.
Leader changes, who on Aloria would be happy with a new leader every 5 minutes. I mean seriously... In a realistic situation you'd be quite shocked or upset lowering your happiness temporarily. Unless this new leader brings you more happiness.
Low faction money. I'd be upset if my city went bankrupt, wouldn't you?
Jealousy. If you have no luxuries and someone has loads, you'd be jealous. Let's face it, if I saw @Skip_HD or @PariahFolk strutting with their jewellery and silk whilst I played with dirt in a pair of leather trousers and a melon block I stole from @Lazzulai, I'd be miffed.
Hunger. If you begin to starve, your happiness will decrease. How can you be happy without your crispy realism chicken sitting in your tummy? You can't.
Traits! Maybe new extra traits, not counted in the seven or five traits you can pick from but individual traits, like SkullLover which would give you happiness from wearing skulls or HayFever which makes holding flowers force you to be unhappy. Maybe you have to have 1 positive happiness trait and 1 negative?
Benefits of being happy!;
If the average happiness is above 20 perhaps a 5% mcmmo xp increase? Slight damage reduction inside of faction territory? Chances of finding luxuries increase? Less tax? More power?
If it's above 0 then how about tiny little benefits like it takes longer to lose hunger in faction territory? 10% damage reduction from mobs?
Curses of being unhappy;
If below 0, chances of finding luxuries decreases? Chances of getting regals from mobs decreases?
If below -15 take 5% more damage in faction territory? Heal slower? Food gives diminishing returns? Less mcmmo xp?
Tax increase and power level decreasion
So that's my idea, drop a comment to agree/disagree <#
-CFL
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