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Tweaks to Viet_Nam's system.

Discussion in 'Suggestions' started by WhoNeedsJimbo, Jul 10, 2018.

  1. WhoNeedsJimbo

    WhoNeedsJimbo Popular Meeper

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    Viet_Nam proposed that we use a closed economy, to stop the flow of meebles and such. While the idea is very intruiging, this system should not be applied to everything, and in fact, very few things.

    First off, money made from town taxes will go into the closed economy, same as always. However, I did see a suggestion to bring unique items into /warp shop, so you could incorporate that at a later date.

    Voting is probably the main cause of money being brought into the economy, so apply that to the closed economy. That should stop about 300K-ish being created every day.

    Jobs, parkour, and minigames should be left alone, because the amount of money being brought in depends on how much the players work for it. And if there's a lot of money coming in, well, that's good, because the players are actually working for it (unless working for it isn't fun)

    The closed economy idea needs some sort of reward. Sure, there's no money entering the economy, but that's okay, because you get your 30K and log off, same as always. Something needs to be added to jobs and the other things, to make the idea of working for meebles interesting for those people who just vote and log off. I don't know what that could be, and a nerf or a buff may not cut it.
     
    xX___Kirby___Xx and EllieEllie like this.
  2. 7acespade

    7acespade Celebrity Meeper

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    Jonnehboi likes this.
  3. SuperDyl

    SuperDyl Popular Meeper

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    I agree that the problem with the economy isn't because of inflation but I also don't think the other suggestion works either. As far was I can tell, items have low prices because the items players see as valuable have too high of a demand. For a while, a player could make a decent profit by buying and reselling diamonds. The prices would fluctuate enough for this to occur because a special value was placed on diamonds by the community. Many players know that if diamond prices increase by 80-90% players will still buy those diamonds as long as there is no cheaper alternative. Prices of certain items like diamonds constantly move to drop but players know that the community bias will allow those items to sell for more than the value of the item.

    The prices of items such as diamonds and iron ingots ought to drop significantly because there are plenty of these items available to buy (increased supply should lead to a decreased price). The problem is that players believe certain items should continue to hold their old value, allowing for items which drop in price to be bought and resold at a higher price. This process of ignorance by the general player-base and reselling is interesting but it leads to an abundance of items such as diamonds and a lack of other items such as gunpowder. If less players focused on making meebles by selling diamonds, item reselling would drop.

    Whenever the price of goods decreases on the server, diversity flourishes. When diamonds are being sold at 200 meebles a piece on the v-shop the number of pwarps decrease, the number of fair deals on the v-shop diminish, and the more shops are understocked. When diamond prices decrease on the v-shop down to about 120 meebles all these stagnation problems flip. I don't believe that diamonds control the economy, but that the insane value the player-base places on an item each individual only needs a stack or two of creates an environment which restricts economic growth and expansion to selling other items and ideas by concentration the communities efforts on a single resource.


    Basically: cheap diamonds lead to less interest in reselling diamonds which leads to more economic diversity.
     
    alex77034 likes this.
  4. Jonnehboi

    Jonnehboi Meeper

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    Just have hella high inflation and ban members who sell cheaper items. Problem. Solved.

    For real though, replicating a realistic economy in Minecraft is impossible.
     
  5. SuperDyl

    SuperDyl Popular Meeper

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    I think I already explained that cheaper goods lead to more economic diversity on the server. Inflation increases money hoarding the decreases the use of meebles on interesting new ideas. The problem on the server isn't that meebles aren't worth enough but that players actively decrease the value of meebles in the attempt to gain meebles. Rapid inflation would not help create diversity in the economy leading to more grinding for meebles and making it less enjoyable for new players to play on the server.
     

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