In Game Name:
kenny0011What part of EcoCityCraft is this suggestion for:
All Main ServersShort title for your suggestion:
Mayor Bonus / Revamp Plot TownsWhat are you suggesting:
A system to reward mayors who own and run plot towns with both ECD, and various perks to further assist in running of said plot townsWhy is this a good addition for EcoCityCraft?:
The Problem As I See It:Other information:
At the moment, running a free plot town is a huge task for mayors that provides no real financial positives. Many plot towns are left abandoned simply due to the amount of effort required to put into them, with constant evictions needing to be done, plot clearing etc. To top it off, ironically enougth, the only way to really profit from builder plot towns is via LWC removals. It seems counter intuative that realistically mayors would want players to leave the server in order to gain money.
This has left /warp plots - the staff run town - to be the default start for new builders wantig plots. I personally hate /warp plots. I think it is extremely unpersonal, and quite frankly I believe staff have better things to do than give out plots, and manage plot towns. As staff, doing plots work was always my least favourite part of staffing. Internally it was always hard to motivate staff to deal with evictions (myslef included), and often was left to one or two staff members to deal with evictions.
As such, several shortcuts were taken in managing of the staff plots town. These were:
1) LWC removals were not filed. SMod's typically dealt with evictions (who could just /unlock), and Mods who did evictions usually just had to ask in staff chat or poke on discord for locks to be removed.
2) Usage of spawned in items. Basic blocks like stone, grass and dirt were spanwed in by SA team for clearing of plots. Additionally, star tools (to be used only for plots evictions) were also spawned in. FInally, the welcome chest items (basic crops, food and torches) were also spawned in.
3) In extreme cases of large builds, world edit was used in order clear plots. which was requested to the SA team.
This provided huge advantage to the staff run plot town, creating a very uneven playing field. As such, a whole culture has now devloped that staff are now the sole providers of plots to new builders, going against what I believe the reason for the staff plots town (a place to be used as a last resort).
The Solution As I See It:
The core of this suggestion is a financial "reward" for plot town owners for taking in new builders. That being a small reward for when the builder ranks up to resident (say $5000 given to the mayor of the town that the new user joined), and then an additional reward for if the new user later got mayor rank (say an additional $10,000 given to the mayor of the plot town). This gives financial incentive to the town mayor to not just take in new players, but also to look after them and create more community, helping them get on their feet so that the new user can enjoy ECC, and hopefully, stick around.
As an extension of this system, perks could be given to the town depending on how many previous people have been ranked up through that town, with a tier system of rewards to help run the town. As an example of this could be:
Bronze Tier (5+ users ranked up in a month):
- Officially listed both ingame and on forums as an active plots town, with a portal at spawn linking directly to the town.
- Access to basic building materials for help in clearing plots
Silver Tier (10+ users ranked up in a month):
- Access to "community chest" of star / magic tools for clearing of plots.
- Access to basic crops / tools spawned in for starter chests
- Access to request a world edit removal of large plots
Gold Tier (20+ user ranked up in a month)
- Ability to request LWC removal directly to staff team without need to file on forums
- Reduction of cost of town features such as town-exclusive portals. (Could be done as a "claim back money" thing)
This tier system would give back to the very best mayors, and would also create competition between towns in order to actually entice users into their towns.
While this no doubt would increase work load on certain staff, I feel the reliance on /warp plots would be dramatically reduced. As such, staff would be spending less time doing plots related work in the long run.Plugin or custom addition:
No plugin changes. All parts of it are already possible with current setups.One suggestion per form:
I Understand.
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TaylorBros22 ***Ex-EcoLegend***Mayor ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ I ⭐ Premium Upgrade
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+1
I like the idea of giving incentives to players for helping builders and running plot towns. I do have a few questions/comments however:
- Would SAs be in charge of giving out the money for rank ups?
- If so, would the user ranking up have to state on their application who's town they were in, so that that town owner could get the money? I think this would require a lot of cohesion between the SA/GA team, as I doubt GAs would be given the /eco give command.
- Would the list in game be a wall of signs or a 'portal room'?
- Would there be a thread on the forums to list the different towns and their tiers?
- I like the idea of having a community chest, however I do feel like this may be abused, i.e. people taking for things other than clearing plots. Maybe if they were restricted to one or two Star Picks, Shovels and Axes it might help?
- Would the W/E request be a separate forum application?
- I would oppose having people come to staff directly for LWC removals. The LWC removal section of the forums gives a workflow for SMods/GAs to work through and have the information all there in front of them, rather than it being fed adhoc by players. I can also see this getting rather annoying being pestered for LWCs in game. Just to this part, -1.
- A reduction in cost of town features would be a great incentive - would there be a separate thread set up for people to claim back money?
I do think that if this suggestion is implemented SAs would see a dramatic increase in their workload, as, at current, they are the only staff rank who can give players money and W/E.-
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ClarinetPhoenix She does what she wants.Owner Events Manager ECC Sponsor Mayor ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ IX ⭐ Gameplay Architect Premium Upgrade Wiki Leader
The way I see it, without some sort of automated/implementation into applications system, this requires more work on Staff, especially Administration to determine who is worthy of the rewards, as well as managing the reduced price and the management of active towns.
Also, questions:
How does one determine an active town....and who will be keeping up on whether towns are remaining active and keeping up with the adding of new players. Some towns are choosier about who they add, and don't just add every user who wanders onto ECC, will this impact their prospects.
How does one determine who gets the reward for the player eventually ranking up. Especially since a new user is quite capable of joining as many towns as they like/can afford. Who gets to claim that new player?
There is also the fact that players do often sell their towns to others for the rank up, does it count then for the rewards since a user is part of that Mayor's town?
Not to mention, even with this incentive program running a plot-town is still a phenomenal amount of work for a single or couple of users without the hope of too much reward for the amount of effort that goes into housing, teaching, ranking up and finally processing the eventual eviction/removal and restoration of a plot. On that note, what happens to all of the incentives if a group of users are making a collective effort to run a town or a nation.
Its an interesting idea but I'm not sure this incentive program as is will actually solve the problem as is.-
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Let me being by pointing out that I absolutely LOVE this idea. In fact, I've done similar before in my personal capacity. So obviously I didn't use spawned in money, tools, etc (although I was pretty wealthy on archive so funding wasn't an issue).
Unfortunately, overall, it was a resounding failure. I paid out very few rewards. Perhaps the 10k (in late 2016/ early 2017 - in which features sold for about 9k/USD, so just adjusting for inflation tracked by feature prices would be equivalent to about 50k now) was simply not enough.
...except hold up, you can't give out more than 15k, since after that people will likely just pay off builders to buy resident and pocket the difference.
The tier system is an innovative take which could also help with the right prizing. Exclusive tools or raffles or both for meeting certain milestones? I think you'll need more incentive than "run your town faster" since ultimately 0 money faster is still 0 money. -
Fr0zenTiger MayorMayor ⛰️⛰️ Ex-Tycoon ⚜️⚜️⚜️ Prestige ⭐ II ⭐ Premium Upgrade
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+1, I think something needs to change about the current system :)
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Nicklepot18 MayorMayor ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ I ⭐
+1 this could be helpful
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+1 I run an town in main-north but have lately un out of motivation to spend hours o giving plots and telling the how to make money? then I realized I'd be better off farming/grinding experience, the idea of an community chest of some sorts would make it more motivational and profitable, a good way to possibly avoid people taking advantage could be making them untradeble, this would mean they can only be /owned and preventing to put in trades, of course people could still sell but buying an owned item has an too high risk, personally I'd love to see this being added in 2021 as it would make it more profitable and it would have a positive response on the server! also would this be more fun for new players, if they get introduced by a player and get peached how to do stuff, there would be a higher chance they stay on the server.
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This is asking for a total server revamp, loads of added staff work, and a huge project trying to figure out how to automate/manage such a system, for something that, let's be real, barely anyone would care about in the current economy.
Everything clarinetphoenix listed above is basically why this is being denied.-
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