I decided to experiment: I created a large farm by hand in the wild, ending up with about 10 plots of 80 farmland space. Basically, I made a large farm as efficiently as possible without going all out. I found that crops gain the player a worthless 4 meebles a minute for this area (using calculations from the time it takes for a crop to grow). This doesn't seem right. 4 meebles can be earned in seconds by chopping trees, or mining stone. I understand that the staff feels that the farmer shouldn't earn money for crops using /jobs, but having a server shop works even less so. Here's what I think should happen: *Breaking full grown crops of wheat, carrots, potatoes, and sugar cane gives the player a very small amount of meebles (something low such as 0.1). *Breaking pumpkins, melons, or cocoa beans gives a medium small amount of meebles (probably 1 or 2 as it would be similar to breaking stone or wood) *The server shop would stop buying player resources of crops so it can be open to a free market. Here's my expected results: *Some people will actually use the farming job. *Good amounts of all crops will be available in the v-shop. *Prices of crops will actually fluctuate, instead of having no one sell crops or foods other than fish. I understand that the staff felt that farming would be used for quick cash, but the only way to get much out of farming right now is a giant, semi-automatic or automatic farm.