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Progressive /warp farming

Discussion in 'On Trello' started by smkorpi, May 11, 2017.

  1. smkorpi

    smkorpi Popular Meeper Staff Member Helper

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    The intent of warp farming was to allow people to profit from farming (directly related to the farmer job in the past) while not being able to expand their farm indefinitely and still get paid.

    This issues with this, is that the prices meep set would be the original rock bottom when beginning farmer job as a level one, and no one will sell for these prices. I think most people agree, it would be better to let the items rot in a your storage and maybe you can use the farm stuff (unless it's cactus) later for trading or similar. The intent behind /warp farming was good, but no one cared that it destroyed the farmer job.

    My suggestion is that a progressive farmer job be added for selling crops. What this means, would be every ten levels of the farmer job, a new shop would open up for people of that level to sell their crops to for more than the normal amount. This would be similar to donor shops in the past (before Eula was being enforced) how only the donors were only able to enter the shops.

    There would be five rooms for higher level farmers to use, and the maximum amount for farming would be level 50.

    The first room would be the normal /warp farming. Normal prices, any level farmer could use it, simple.

    The next level would be for farmers level 10+ and the crops would all be roughly 0.1 higher per crop (I can't check relative prices since authentication servers are down as I'm making this thread)

    Then level 20+ would be 0.1 higher per crop than level 10.

    30+ 0.1 higher per crop than level 20 (0.3 higher than normal)

    40+ 0.1 higher per crop than level 30 (0.4 higher than normal)

    50+ 0.3 per carrot and potato (because you get 3 per crop on average) 0.3 per wheat 0.2 per seeds 1 per potato 1 per melon block 0.3 per cocoa bean 0.75 per cactus 0.3 per beetroot 0.3 per beetroot seed

    On average, the 50+ level shop should be about 1 meeble per crop break that would be sold back to the server.

    I apologize if 10-40 level shops are confusing, not being able to see the prices made this a hard thread to create atm. (I'm thinking per 16 crops it goes up 3.2 meebles per level on top of the original maybe, so carrots would be 16 meebles for 16 carrots by the level 50+ shop)
     
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  2. buttfly29

    buttfly29 Popular Meeper

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    Agreed but I feel like there might be one or two flaws in your post.
     
  3. smkorpi

    smkorpi Popular Meeper Staff Member Helper

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    Share the flaws so I can fix (please don't be regarding prices tho, I can't get the current /warp farm prices so I can't get those perfect)
     
  4. PseudoGod

    PseudoGod Popular Meeper

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    The flat boost will impact certain crops more than others.

    Make it a dynamic sign such that you get

    Amount Earned = (sign amount at J0) * (1 + (farmer level / 125)). That means the money doubles at level 125 and then level 200 is essentially +160% meebles.
     
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  5. SuperDyl

    SuperDyl Active Meeper

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    1. Isn't this basically like using the jobs plugin but with destroying the crops?

    2. Doesn't this also create a bit of the strangeness from the last economy too?

    3. Does this fix the problem of players not knowing how to access this and players not being able to sell crops in a free market?

    4. Can I make a plug for my forum post you got your idea while on? Ps: Too late! Farming Costs
     
  6. Natsu

    Natsu Popular Meeper

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    So, essentially like prison?
    I like the idea of it being arithmetic, because sell prices increasing exponentially will only benefit the advanced players

    I like this idea, but then you will need to be able to change the sell prices for each level on the same sign, therefore you probably cannot display the sell prices on the sign, which means that you will probably have to implement an another plugin like vshop where it takes your crops virtually.
     
  7. smkorpi

    smkorpi Popular Meeper Staff Member Helper

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    1. Yes, that is the exact idea.
    2. Last economy people were able to expand indefinitely, that is not good.
    3. No it does not tell them where to go, but your suggestion is essentially going back to the old jobs where you can expand indefinitely and still get paid, so I saw this as a good sacrifice.
    As for the free market, you don't have to sell your crops to /warp farming (I sure know I don't atm) so I don't see why that'd be a reason to deny this.
    --- Double Post Merged, May 14, 2017, Original Post Date: May 14, 2017 ---
    Prison was the concept behind this, and I thought of it being like what pseudo was saying when writing this up. But then I realized how long it would take to code for a changing sell sign and thought it better to not suggest something something that would take more than a few hours.
     
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  8. Pmx728

    Pmx728 Celebrity Meeper Staff Member Media

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  9. SuperDyl

    SuperDyl Active Meeper

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    I would like to look at each idea hypotheticaly.

    A-Progressive Farming

    The Farmer
    As a player, I create a farm. If I'm one of the luckier ones, I know where to sell my crops. I work to create a giant automatic farm. After this, I take some of my crops to continue expansion of my farm, and the rest of my crops to sell to the server. I work using other /jobs while I make money from my automatic farm, progressivally getting more and more money from my farm I check on every couple hours.

    The Nonfarmer
    I run out of food. If I look at the v-shop, nothing. /pwarp shops? Nothing. The only food readily available is by buying from /warp farming and turning those materials into my food. No player can sell food and get a profit which is better then selling their crops directly to the server, so no player does sell anywhere but the server shop.

    B-/jobs Farming

    The Farmer
    I create a farm. The money starts slow, but as I expand my farm and direct my time to farming, I make a decent profit. Eventually, as my jobs level caps, I am still earning a decent profit. My farm eventually stops growing (as more farming area won't be utilized) and I can continue to get the money I need for my projects, selling my extra crops I don't use as food for others.

    The Nonfarmer
    I run out of food. A quick check of the v-shop or a good /pwarp shop shows good food variety for fairly cheap. I quickly buy a stack of my food choice and continue on. Prices compete driving food prices down to good prices. Players can always find food as needed, and both sides need either more food to sell, or more money to buy food.

    Conclusion

    I hope I made it clear that both sides creates increasingly large farms. I also want to show that though @smkorpi 's idea is good, the system oils be imroved much further than that. The fears of the staff are understandable, but the current system only fuels the original thinking in all but the low benifits of farming for the farmer. That is why I think that changing farming back to /jobs is the best solution.
     
  10. smkorpi

    smkorpi Popular Meeper Staff Member Helper

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    The thing is, food is not scarce because of /warp farming. If people don't find it, that is their fault for never asking or watching chat (because there is an ad to sell your crops at warp farming). The old farmer job was bad because people were able to expand their farm and get paid. It should be a choice whether you want to expand or get paid, that's why warp farming was created in the first place.

    The most popular source of food is cooked meat/fish (since it fills the most hunger bars) so farming doesn't affect this in any way.

    I'll give you an example so you can see how the old jobs plugin would be too op. So my farm is six plots large (2 by 3) and when you collect a layer of wheat/potato/carrot after collecting and replanting, you get about 3 chests of one of those items. Assuming farmer job paid and didn't remove these items, I probably just made 2-3k and can still go make 20-30k from my methods. Now imagine me collecting my whole farm (with 20+ layers) and you can see how this would not be good. On top of the fact I would keep expanding and claiming more plots to use, so I get more money.

    Don't make the farm products worth nothing, give them an actual value. (Because if people collect and don't use they will just sell for cheaper and cheaper until it's like spider eyes; 0.001 per piece
     
  11. Klitch

    Klitch

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    Accepted, thanks for the suggestion :) :Trello
     

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