Player Economy Survey!

Also keep in mind it may be cheaper for you to repair armor using an iron block, if you have your McMMO repair up to the level where it guarantees no enchant loss. This is what everyone did before /fix was introduced and it's certainly still a valid option now. It takes 1-3 diamonds to fully repair a piece of armor. That's about what. 1-2r per diamond, so max 6 regals per piece of armor. If you repair 5 sets of armor this way, that's (at most) having spent 80 regals. Compare that to using /fix at about 2k per day, it's quite the difference.

If you don't have that level up yet in McMMO, it may be a good time to grind. Since armor breaks more quickly now, grinding your repair will be much faster.
So max repair is 100% enchant keep? Which level would that be, like 1250?
MCMMO repair on MassiveCraft does not cap at 100% chance of keeping enchantments. It caps at 60%. This could be changed though.
 
I was under the impression that you could never get a 100% chance to keep your enchants. Has that been changed?
 
MCMMO repair on MassiveCraft does not cap at 100% chance of keeping enchantments. It caps at 60%. This could be changed though.
Personally I think it should be changed to around 90%. I'll write a full post about my opinion of the /fix situation tomorrow while I'm sitting around in the car but my general thoughts of the situation are this:

  • Vanilla anvil repairs should be the easiest and most heavily pushed way to repair armor. This is because it provides both a diamond sink and an xp sink, both things which the economy is heavily saturated with and needs a reduction in the supply of.
  • McMMO anvils should be the second way to repair. This is because it requires a decent amount of grinding, which requires some diamonds (The repair grind itself is one of the easiest grinds with a cactus and enchanted diamond armor) and it continues to serve as a diamond sink once one's repair is maxed. Additionally, there is a possibility of losing the enchants, serving as a god armor sink. I do however think that this chance is currently to high to be viable, and so it should be raised to 90%ish as I stated above.
  • /fix should be a last resort and continue to cost regals. 300 repair is enough for anyone who does not pvp and go through a lot of god armor to repair all their tools without having to worry about using diamonds or xp. I think that /fix should be reserved for repairing expensive lore items which you don't want to have damaged, and occasional quick fixes on the battlefield. Not the primary means of fixing gear.
  • Remove the god armor gift4all's. By this, I don't mean get rid of the donation, but just downgrade the armor to prot 2, or even 3. I don't think that would really screw up the amounts of donations currently happening (honestly, if people just wanted to buy god armor, they could buy regals from other players and buy god weps much cheaper in game), and it wouldn't screw up the god weapon/armor economy. I mean, each time one of these donations rolls in ~200 god weapons/armor rolls into the server. And when this is multiplied dozens of times, it becomes an issue.
 
Personally I think it should be changed to around 90%. I'll write a full post about my opinion of the /fix situation tomorrow while I'm sitting around in the car but my general thoughts of the situation are this:

  • Vanilla anvil repairs should be the easiest and most heavily pushed way to repair armor. This is because it provides both a diamond sink and an xp sink, both things which the economy is heavily saturated with and needs a reduction in the supply of.
  • McMMO anvils should be the second way to repair. This is because it requires a decent amount of grinding, which requires some diamonds (The repair grind itself is one of the easiest grinds with a cactus and enchanted diamond armor) and it continues to serve as a diamond sink once one's repair is maxed. Additionally, there is a possibility of losing the enchants, serving as a god armor sink. I do however think that this chance is currently to high to be viable, and so it should be raised to 90%ish as I stated above.
  • /fix should be a last resort and continue to cost regals. 300 repair is enough for anyone who does not pvp and go through a lot of god armor to repair all their tools without having to worry about using diamonds or xp. I think that /fix should be reserved for repairing expensive lore items which you don't want to have damaged, and occasional quick fixes on the battlefield. Not the primary means of fixing gear.
  • Remove the god armor gift4all's. By this, I don't mean get rid of the donation, but just downgrade the armor to prot 2, or even 3. I don't think that would really screw up the amounts of donations currently happening (honestly, if people just wanted to buy god armor, they could buy regals from other players and buy god weps much cheaper in game), and it wouldn't screw up the god weapon/armor economy. I mean, each time one of these donations rolls in ~200 god weapons/armor rolls into the server. And when this is multiplied dozens of times, it becomes an issue.
But... Free stuff :(
 
I'm all for changing the god armor gift4all, but I was thinking more along the lines of changing the specific armor. So It would have the same enchants, except for example as gold armor.

This would make the items more of a present than actual combat armor. Because I really don't think any sane PvPer is going to go out in full gold armor and expect to win against god armor.
 
So max repair is 100% enchant keep? Which level would that be, like 1250?
1k... if they made the change that is.

I think this alternative would be a terrible idea to be honest. This will hurt the armor industry even more than /fix ever did especially with how quickly you can grind Repair once you're able to repair dia gear. I have over 1k Repair and in just 2 days of regular darkrooming I gained 200 levels. Now people pretty much won't need more than one god suit or god weapon because they can just easily fix it infinitely.

:/
 
Sorry, I just need a bit of clarification. Is this an official MassiveCraft survey being analyzed by the Info team or is this a player run survey? I'm a little bit confused by the wording. Thanks

I would have serious concerns if it mattered while filling it out. If there's an obvious hint that we can deduce, then it can easily lead to a suggestion towards the greater staff, yes.
 
I would have serious concerns if it mattered while filling it out. If there's an obvious hint that we can deduce, then it can easily lead to a suggestion towards the greater staff, yes.

I'm really sorry if what I said offended you in some way, I didn't mean to. I just got confused by the wording and I was just looking to know if this thread was MassiveCrafts official response and next steps regarding this issue. Thanks for replying and setting it up : )
 
Alright so, I alwasy relied on getting my 750r from premium, now I dont have alot of expenses other then fac tax and the upkeep of my darkroom faction. But massive sometimes has days, where no mobs spawn in the darkroom. It could be my darkroom, but I dont think so.
(Its underwater, no caves, no light, no land nearby) I always got bored darkrooming, because it just doesnt give me money fast enough to actually keep me going in there, I just used it to grind Mcmmo. I used to have a shop but I dislike mining or gathering materials. A friend of mine who quit the server gave me his 6k which is almost the only reason im not broke yet.

And I decided to quit PvP for now, untill the lagg is fixed, so i get no income there.
(eating takes a solid 2 seconds to restore hunger, had to throw health pots to the walls to heal myself)
^ sorry for the offtopic part :P

So basicly I have to find a new source of income, because I'm not that good in PvP that i drop everyone i come across.
Maybe I'll try darkrooming, and try not to die in there.
 
is it possible to change the repair value for diamonds? since it only takes 2-3 to fully repair a set of armor, what if we where to change it so you instead needed 5-6+, and then removed the /fix, and put the enchant keep to around 75% max? it would add a diamond sink while simultaneously keeping them in use, and would balance the chance of losing enchanted armor, allowing the user to more finely weigh the risks between losing and keeping their enchants. it would put diamonds as more of a bulk purchase, but it would also give them a more effective sink, while balancing the chance to lose armor. it's more subtle than some solutions, but the effect remains nonetheless. it could also work to lower the enchant keep %, and increase the risks of losing the enchants. it would really drain the god armor, to whatever's end.

another solution could be changing the way minerals spawn and their rarity. what I propose is that we:
  • decrease the amount of mineral refresh to something like 30% of the current (or something less drastic)
  • decrease the time at which they refresh to something slightly lower than the refresh time that's currently established
  • randomize the areas at which they spawn, to people from memorizing mineral location
doing this would decrease the amount of diamonds and such coming into circulation, while not completely choking the market of minerals, and decreases the quantity of ores in circulation in general.

one last thing I don't quite have a plan for, but it would be interesting to put the Regalian housing market more into player hands, i.e. players purchasing the buildings from other players, then instead of only being able to resell them, rent them out to tennenants at prices. this would put an aspect of specialization into play, with location and interior quality, and more realistically mimic real world capitalism. this would more or less add to/replace the current purchase/renovate system. one of the biggest plusses that this would come with would be a more or less reliable constant income source. how you would deal with the inactive landlords/tenants I don't know. with some elaborating this could become a truly potent solution if properly applied.


any thoughts?
 
@TakeDown__ you can use traits to where you don't need to eat. Also I recommend going to other darkrooms if yours aren't working. I just started darkrooming yesterday and its really helping out with money. Got the traits set up so that mobs don't damage me past the ten hearts plus an extra 4. Don't give up on darkrooming though. It is still a viable income source. Then you get the armor4alls and I haven't had to buy any armor ever. The bows you get from that are excellent in darkrooms so you don't have to worry about armor repair if that's a concern. That took a bit of a tangent but what I'm saying is darkrooming is still viable. Just look at other peoples ones to find one that works properly.
 
@TakeDown__ you can use traits to where you don't need to eat.
The thing is, I dont want to use eating traits for PvP, because it will remove a slot so i will have less defensive or offensive traits.

And for the darkrooming part, I didnt even consider darkrooming with a bow, it wont harm my armor. Then again, I got a good darkroom. Its massive and it SHOULD spawn really well! I did everything that would positifly influence the spawn rate.
 
The thing is, I dont want to use eating traits for PvP, because it will remove a slot so i will have less defensive or offensive traits.

And for the darkrooming part, I didnt even consider darkrooming with a bow, it wont harm my armor. Then again, I got a good darkroom. Its massive and it SHOULD spawn really well! I did everything that would positifly influence the spawn rate.

Fair point on the pvp but for just darkrooming it wouldn't hurt to do it, then when you're done change your traits back. I highly recommend it.
 
You know maybe, just maybe... The economy would be better if you didn't have admins producing items using their power and selling them for their own personal profit. Just a thought.
 
Also keep in mind it may be cheaper for you to repair armor using an iron block, if you have your McMMO repair up to the level where it lowers risk of enchant loss. Alternatively you could also repair the vanilla method using an anvil. This is what everyone did before /fix was introduced and it's certainly still a valid option now. It takes 1-3 diamonds to fully repair a piece of armor. That's about what. 1-2r per diamond, so max 6 regals per piece of armor. If you repair 5 sets of armor this way, that's (at most) having spent 80 regals. Compare that to using /fix at about 2k per day, it's quite the difference.

If you don't have that level up yet in McMMO, it may be a good time to grind. Since armor breaks more quickly now, grinding your repair will be much faster.
What level is that? I have it at level 2200 and still don't get 100% guarantee of my enchants staying on the item.
 
That's still not worth the chances.:p

Which is why you should take the route suggested by Jes. Most of the time, losing an enchant like unbreaking 3 on an item is still cheaper to replace than fully fixing the item with /fix. Fix should be a last resort is basically all I'm trying to get at. If you are solely relying on fix, you will get drained of regals pretty quickly.

1. Use vanilla mechanics to repair
2. Use McMMO mechanics to repair
3. Use fix to repair
 
Do vanilla mechanics screw with lore and enchants? I don't really repair stuff much, I would often just use /fix
 
I'm not an expert at the PVP stuff… But is the God tier level necessary anymore with the reduced durability?
 
Just throwing this in here: Imo the prices at /tp market should be halved (so 150r, 300r and 1k+r for the shops), same as the rents in Regalia.

Particularly to keep our economy flowing, it would be great if people could afford the shops in our central market. Otherwise it will become far harder to make any regals, if you have to literally wander around to buy and sell (which would be probably far more exciting, but not as long the upkeep-tax is in the back of our minds.)
 
Just throwing this in here: Imo the prices at /tp market should be halved (so 150r, 300r and 1k+r for the shops), same as the rents in Regalia.

Particularly to keep our economy flowing, it would be great if people could afford the shops in our central market. Otherwise it will become far harder to make any regals, if you have to literally wander around to buy and sell (which would be probably far more exciting, but not as long the upkeep-tax is in the back of our minds.)
^^^^^^^^^^^
 
Just throwing this in here: Imo the prices at /tp market should be halved (so 150r, 300r and 1k+r for the shops), same as the rents in Regalia.

Particularly to keep our economy flowing, it would be great if people could afford the shops in our central market. Otherwise it will become far harder to make any regals, if you have to literally wander around to buy and sell (which would be probably far more exciting, but not as long the upkeep-tax is in the back of our minds.)
This is a great idea.
 
Just throwing this in here: Imo the prices at /tp market should be halved (so 150r, 300r and 1k+r for the shops), same as the rents in Regalia.

Particularly to keep our economy flowing, it would be great if people could afford the shops in our central market. Otherwise it will become far harder to make any regals, if you have to literally wander around to buy and sell (which would be probably far more exciting, but not as long the upkeep-tax is in the back of our minds.)

The prices at /tp market are driven by players. It's up to them to change the prices based on supply and demand.
 
The prices at /tp market are driven by players. It's up to them to change the prices based on supply and demand.
Okay but the server needs to counter the inflation that would cause. The inflation from mob kills caused a change in those mechanics a few months back. So i dont know why this wont require similar changes in mechanics.
 
The prices at /tp market are driven by players. It's up to them to change the prices based on supply and demand.
Okay but the server needs to counter the inflation that would cause. The inflation from mob kills caused a change in those mechanics a few months back. So i dont know why this wont require similar changes in mechanics.
They meant the rent prices, not the prices of the items themselves.
 
Just throwing this in here: Imo the prices at /tp market should be halved (so 150r, 300r and 1k+r for the shops), same as the rents in Regalia.

Particularly to keep our economy flowing, it would be great if people could afford the shops in our central market. Otherwise it will become far harder to make any regals, if you have to literally wander around to buy and sell (which would be probably far more exciting, but not as long the upkeep-tax is in the back of our minds.)

The prices at /tp market are driven by players. It's up to them to change the prices based on supply and demand.

They meant the rent prices, not the prices of the items themselves.

Yes, I confirm I meant the market stall prices, not the prices of the items in the shops.