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the towny economy

Discussion in 'Towns' started by lanekids40, Nov 7, 2017.

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what do you think of the suggetions

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  1. lanekids40

    lanekids40 Active Meeper

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    Now don't crucify me for this post but I have some questions, suggestions, and concerns about the current economy.

    Questions:
    • how did the spawner economy work?
      -some price examples for:
      a. zombie, skeleton, spider, pig
      b. witch, iron golem, enderman, endermite, others?
    • how did the stocks effect the economy?
    • what were some ways to earn money other than halo, jobs, voting?
    • does anyone remember some sell prices for items in the shop?
    • what types of items were in the rank shops?
    Suggestions:


    • if it wouldn't ruin the economy, reintroduce spawners in a non aggressive way, like the ability to get some sort of "broken spawner" with silk touch and it would cost money to repair the spawner. you would not be able to get an iron golem, villager, shulker, guardian, elder guardian, zombie pigman, vindicator, or evoker spawner.
    • integrate the ability to get items like shulker shells, totems, spawn eggs, other currently unobtainable items (unless wild is reset) for example themed airship maps like "ender rift" and "void rift"
      - I would be happy to help make these maps
    • with the way to get the items a current problem would need fixing: you can sell items in the shop (more about this issue in concerns section
    • an auction house, players would put rare item(s) into the auction house, these could be some of the more rare custom enchants talked about in another thread, players could see items being auctioned with /ah and by left clicking on an item bid 50 meebles and by right clicking, be prompted to type in chat how much they want to bid, they can add items by clicking an item in the /ah gui on the bottom row, they would also be able to see their items, and the items that they have bid on. if there are more than 21 items on the auction house they would click an item to go to the next or previous page. this may require the most effort to make. this is not in any way a replacement for the vshop as it is the only thing barely keeping the eco under control
    Concerns:
    • Like I stated in the suggestions section, players can buy things like grass, or seeds but can not sell them, this issue has a less sever effect but it is still a major problem none the less. what makes this an eco killing problem is that you can buy things like saddles, totems, wither skulls, name tags, leads, ect. but can not sell them. the only way i can show you that if this continues the entire eco for this stuff will be screwed: take germany in the years after WWI and the great depression. what happened is what economists call Hyperinflation. to pay for their debts germany started printing more papiermark and as many of you may have heard before "Ein laib brot kostet eine Million Papiermarke" this translates to "A loaf of bread cost 1 million paper mark"
      what we have is a kind of role reversal, for example we have an unlimited supply of totems available to the economy at 50,000 each this would take 12 days of logging into the server and 44 votes to get one totem and this would be a break even point so the money that should have gone into the economy is destroyed and now you have an economically worthless item. now for those of you who don't know eco, worthless is NOT priceless; some worthless items:
    • dirt
    • stone
    • cobble
      some priceless items:
    • command block
    • structure block
    • barrier
    • structure void
    • dragon egg (to my knowledge there are 2 on the server, one belongs to clue and the other belongs to roxy
      so with the current setup, you have now wasted o.05 million meebles for a single use item that every time someone buys one and does not use it makes the value of them diminish, the problem was made even worse with /warp halloween because evokers spawned there.
    I am fine if all of this is stupid, makes no sense and is unrealistic but I just wanted to point this out
    you do not need to tell me that the suggestions have and will be denied by every person with a red name tag
    and I also understand that none of the words in the section will find them slimy selves on the trello. I just want to point out a way to give the eco a nice, swift kick in the (oh we can't say that here? darn well ok) butt.
     
  2. hardegat

    hardegat Popular Meeper

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    Spawners were trading at about 4k - 7k per spawner. Ultimates could fly in the nether and gather a stack of spawners rather quickly and make a couple hundred thousand real quick.

    Their main purpose was XP for enchanting things and anything related to a mob drop was worthless. Except blaze rods for some reason kept a fair value.

    Iron and gold there were no spawners for, you had to build huge farms, which was nerfed after a select few made millions off them.

    As far as earning money there were a few. Some focused on PVP, some on mini games, some on having a town but as is still the case the main way is mining, crafting and buying/selling things. The shadiest people made money out of questionable taxing of people in towns taking advantage of the huge influx of players back then and ensuring they got a bad taste never to return (kudos to whomever let that slide on their watch).

    A lot of items were double to quadruple their current prices (Iron 30 - 60, gold 100, diamonds 400 - 600) and a lot were worthless due to the imbalances of the eco and the rich not caring what they were selling things for and flooding the markets because they can.

    The rank shops had many items from dirt to cactus to discs etc. The problem was always the high amounts farmed items got where (again select) people literally printed money by exploiting the shop.

    Anyway the eco is much better off now and spawners should never return in the way they were before. It was a BIG rank seller at the time at the expense of the players eventually.
     
  3. evilalec555

    evilalec555 Popular Meeper

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    I thought for the younger players stocks were hard to understand but for us older players they were a great way to make money except that it was not real time so you could cheat the system by knowing the prices of certain stocks ahead of the game
     
  4. Kling

    Kling Break blocks not hearts Staff Member Super Mod

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    The reason for that is there was a high sell and buy cap at the /warp shop, not for the reasons you said and now that's the economy is run by the players everyone undercuts until the other person does not want to go lower.
     
  5. hardegat

    hardegat Popular Meeper

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    In an ideal world things work like that. If certain players are rich enough they intentionally flood easy market segments taking away opportunity from new/beginner players that want put a toe in the market place. Just because they can and it makes no difference to them if they get 100 meebles for their 10000 cobble or 5000 meebles. Doesn't matter how much of an item exists it still has a perceived value that people will be willing to pay.

    By players continually undercutting each other it usually leads to a low point where another player will buy them out and resell at a higher value bringing the balance back.
     

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