In hopes of increasing user-based transactions, I would like to discuss an idea I believe was previously presented by AriusX. My interpretation may differ from Arius’s and so I hope everyone will participate in this conversation.
The suggestion is relatively simple; yet if utilized properly its potential to affect the server’s economy is quite significant. So without further preamble, here is my suggestion:
The overall goal is to change the prices of different items at different times, for differing lengths of time, to generate market speculation amongst the users as to which items will have their value changed. For example, the price of selling a dirt block to the server might be increased – or decreased – for a period of time, while the price of buying the same item from the server store would be inversely affected. I believe that this type of randomization would give rise to an influx of user-to-user interaction, as well as add another layer to our server’s economy: a simplified form of futures trading.
My proposal for implementing such a feature into the server is – in my personal opinion – quite simple. Using random number generators (hereby referred to as RNGs), we could use the item-codes (the designated number for each block in minecraft) to compile a list of items to be affected during a limited period of time. Then, once again using RNGs, we could determine the actual amount the price for each item would change.
I am purposefully leaving everything vague and not giving out specific numbers or timelines for the changes. Such changes should be discussed thoroughly as a group before we begin talking about implementation. Also, I have no knowledge of how the server plugins that control item pricing are configured, so I am unsure whether adding an element of randomization into the coding is even possible.
If this were impossible to add directly to the coding, I would then propose having someone run the RNGs and compile the results instead. Yet in order for this to work, that user would have to give up all types of item transactions as to avoid abuse. However, even then that user may give out information regarding the upcoming changes to other users and give them an unfair advantage over other users. Therefore, the only plausible candidate would be andrewkm – and from the looks of things, he already has a substantial workload as is. (Thank you, Wolvie, for pointing this out)
I would like to hear opinions and suggestions, as well as criticisms, from other users. If this type of change is applied to the server, it needs to be fair and impartial, without any means of exploitation. I look forward to what everyone thinks!
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BrutalOm3n BuilderBuilder ⛰️ Ex-Mayor ⚒️⚒️
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You know I'm for it :). The simplest implementation would be something like a RNG with a manual price change. I think that prices would still need to be largely constrained (no more than 10% swings), still. I think the best approach would be to use the server price sheet as the baseline for all goods. Then, a few random items could be selected and have their prices adjusted by 1-10%, up or down. That way, the server price sheet would display the mean price of every good. The idea would be to keep prices moving, but heavily constrained. As long as prices stay constrained, a little volatility could be fun.
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I don't think we need manual changes, there might be a way for the plugin to see what is being sold and not being sold and it adjust accordingly... Maybe not.