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.