?

Are the EXP prices for enchantments a fair price?

  1. Yes.

    25.7%
  2. No.

    67.1%
  3. Unsure.

    7.1%
  1. Jorgy411 Builder
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    Im still kind of new to these forums a bit, but I wanted to start up a conversation about this Enchantment Hall business, so forgive me if this post is out of place or completely against the rules....also forgive the "wall of text".

    There are two pressing matters I wanted to cover in this post:

    Im interested in hearing other peoples views on this discussion. Would also love to hear from Andrew as maybe explaining why these things cost so much exp...maybe there is something I am missing, and if I am, I would love to be informed or told otherwise.
     
    #1 Jorgy411, Feb 22, 2014
    Last edited: Feb 22, 2014
  2. Moquito35 Builder
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    andrewkm silk touch costs, according to kuke's XP calculator:
    70 LEVELS
     
    #2 Moquito35, Feb 22, 2014
    Last edited: Feb 22, 2014
  3. Maco20047 |-《□》-The Medievalist-《□》-|
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    If anything, don't lower them too much, maybe by half. Prices would still be high, but not so high to where only the wealthier people can get the desired tools. I personally don't mind prices being high, because I have to work to get the things I want. As stated, this is a Hardcore Economy Server. :) However, you do what you feel is best, because it's obviously been working well for 3 years, lol.

    [EDIT] And by no means am I rich. xD
     
    #3 Maco20047, Feb 22, 2014
    Last edited: Feb 22, 2014
  4. LaBelleDame Builder
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  5. lapkingkn Builder
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    Yes you should lower the price for exp, im looking at the shop and i am thinking that only rich people can buy these.
    btw im not rich.
     
  6. emongolab ¢αℓνιη тнє є¢σмαѕтєя
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    I personally just had a conversation with kuke about adding mining exp back.

    We both agreed that brining mining exp would stabilize the exp prices along with the economy.

    I honestly don't think we need to lower any exp prices if the mining exp would be put back into play.
     
  7. Maco20047 |-《□》-The Medievalist-《□》-|
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    ^^
     
  8. LaBelleDame Builder
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    That sounds a sensible alternative (I guess it depends how it is "added back" exactly).
     
  9. bthom867 Builder
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    Personally, I feel like the prices should just be lowered. If mining xp was added back in, it would lower prices, but it would have to lower it significantly to make the tool market return to it's original state.

    Before this change, pumpkin axes were roughly 5-7k and max picks (eff 5) were 8-12k. With the current pricing a silk touch 1 pickaxe would cost roughly $33,920 (7000 xp required/825 xp in a set/rough set price of $4000). Anyone feel free to correct me if I'm doing math wrong or misunderstanding something.

    So now I would have to spend over twice the amount of a pre-change eff5/sk1/unb3 pick to get one single enchant. I personally believe that that is entirely too much.
     
  10. Maco20047 |-《□》-The Medievalist-《□》-|
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    I personally like how high the prices are right now (keep in mind, as kuke said earlier, these are rush prices). I like the feeling of actually having to work to get the tools I want. Before you had to win a couple games of sg to get a max pick. In my mind, that is entirely way too easy, and the same goes with max axes (no longer beneficial to be called a "pumpkin" axe, as the prices are too high to just farm pumpkins). If you feel the prices are too high, just simply don't buy one. :) Everyone keep in mind, this is a hardcore economy server for a reason. It wouldn't be hardcore if everything we wanted was easy to get.
     
    #10 Maco20047, Feb 22, 2014
    Last edited: Feb 22, 2014
  11. Jorgy411 Builder
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    I see, well I look forward to his response.

    in the mean time...


    If we could bring back exp gains from mining, I think that would significantly help those that cannot afford the exp prices now (myself included).


    I agree with you in a sense of "working hard to earn your maxed out tools". However, the way the prices are set now, it will honestly take WAY to long to earn. I have personally never been really good at SG, so I wouldnt know what you mean when you talk about SG being so profitable. If i were to start over on the server as it is right now, I know for sure it would take me more then just a months time to get my maxed out tools. I mean, there is no way for me to know for sure (aside from actually starting over), but I would guess it would take me 3-4 months at least to obtain 265k to pay for the exp costs.


    A question back at andrewkm: The 1.8 update hasn't been released yet, why change the entire outlook on exp now before the update even releases? It took us as a server months to update to 1.7.4 after it was released. Why rush this exp update if we can just NOT update the version of minecraft to the latest when it rolls out? I like the idea of not having to "chance" getting upgrades on tools, don't get me wrong, but why did we have to change everything literally 2 days after the announcement for the 1.8 changes were posted? 1.8 isn't coming out for a while now, and this update for our server seems kind of rushed in a hopes that people don't take advantage of this change and start stocking up on exp for the future.
     
  12. LaBelleDame Builder
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    I am not sure I understand what is meant by "rush prices".

    The enchant costs are being fixed by the server so, for example, a pump axe is 10,000 exp, end of story.

    Maybe you can get one less somehow because there is some surplus of books and tools lying around at present but that will be used up in due course.

    Apart from that, have you calculated how many hours you have to spend in a spawner to pay for these tools?
     
  13. kukelekuuk C͕̹̲̽ͪ͐ͩ̔L̜̦̝͈ͦ̿̾̿ḘA̻̗̤̳̐ͭ̆̿̃̑ͭN̊̓͑̇ͯ
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    I'll start by throwing my post in a suggestion about exp in here, this should at least clarify some things about my decisions.


    I'm thinking adding it back completely, just like how it was before, or adding it back to just the mining world and the nether. The reason for the latter is because people need an incentive to mine in the mining world, as opposed to mining in the vast lands of rising. (or maybe Legacy)

    In my opinion, the fact that it takes a while to gain that much makes the game fun. You don't just gain the best tools right at the beginning. Besides, you can farm some mobs for a little while to get a little bit of extra exp, making the tools cheaper in the end.
    Also, if mining exp were to be added back, then you could easily go mining to make that extra cash AND gain exp, which helps a lot when trying to get better tools.

    Well, we can't just stop updating. 1.7 took very long because we simply couldn't update. 1.8 should be a much faster update. The problem with staying on 1.7 would be that we lose potential players who already updated to 1.8, this actually had a huge impact on the server last time, one we only recovered from recently. (Our playercount halved after the update, and it took a couple of months to get back to normal) It's a huge hit on votes, which puts us lower on the server lists and in turn brings less people in.

    Also, the reason we're doing this early is so we can have everything up and stable before 1.8, because when we update we haul in a lot of users because we're one of the few servers who update to new versions quickly. This is especially a problem with the new client, which automatically sets you to update to each new version. Most users don't know how to change this, so they update to 1.8, only to find out they can't play on 1.7 servers any more, which means they go looking for 1.8 servers.

    If you have any questions, just ask. I'll do my best to answer them.
     
    • Winner x 2
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    #13 kukelekuuk, Feb 22, 2014
    Last edited: Feb 22, 2014
  14. Maco20047 |-《□》-The Medievalist-《□》-|
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    This
     
  15. DD71 Mayor of Nashville
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    Personally, I think that the new system is about as good as the old one. However, they are completely different. I think that the prices should go down a little bit for exp and add the addition of ore xp again. The reason I say this is because I don't think that max tools should be at 75k. I feel that a perfect price for a max pick is 30k. I think that we need to let the market stabilize a bit so that we can adjust accordingly. Obviously, as a somewhat "new" player (August 2013) my views are going to be different from the 2011 players that had to work harder for resident, tools, etc. Maybe 75k is good. It's just hard to tell since prices were so much different when I joined and I thought that they were fine.
     
  16. ninjadude501 Builder
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    Honestly, to all you saying that these higher prices will be good, think for a second about all the bad that it could cause. You could have friends on the server who love to play. Think about what could happen to them. If they aren't rich, like at least half the server, likely more, then they might quit. If they don't quit, they might resort to scamming because they hate that even at their level, with the money they can earn quickly, they have to wait a month, give or take a few weeks, to get a max tool. If this stays the same, it's probable that ECC will lose half of its population of good players, and in my opinion, I could be wrong, could be right, it seems to me that most people that like harder things tend to be the lesser quality players. As in, people less likely to abide by ECC's rules, more likely to rebel, swear, scam, etc. etc. etc., all things we've been currently living in relative safety from. I understand that there are arguments against all of these reasons that I've stated, but when you think about it, all this boils down to is this thing; you could lose friends because of these new prices.
    TL;DR: Read the line just above this.
     
  17. knears2000 Builder
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    I was talking to juke earlier and I said the prices were inded fair beaus you knw what you are getting vs not knowing with a regular e-table
     
  18. Maco20047 |-《□》-The Medievalist-《□》-|
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    I know when I go mining, I can easily make 50k within a few hours. So to me, this "months" to get the tools is far fetched.
     
  19. kukelekuuk C͕̹̲̽ͪ͐ͩ̔L̜̦̝͈ͦ̿̾̿ḘA̻̗̤̳̐ͭ̆̿̃̑ͭN̊̓͑̇ͯ
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    oh right, I didn't mention that the prices were based on.

    I use two things mainly, rarity and demand.

    What I did to decide my initial batch of prices was take 27 of each tool/armour, whatever. And then enchant them with level 30 enchants. I then took the amount of exp I wasted enchanting. (27*825 = 22275) and divide that by the amount of the enchantment I had. Let's take the efficiency enchantment for example, I had 16 eff4 enchants on the picks. Combining those into a eff 5 enchant takes about 7 levels each (119 exp). So I had 8 efficiency 5 enchants after using 22275 exp. I divided that by 8, which is 2784,then I added the 119 from combining, and I then added 5o0 exp. And then rounded to the nearest 500. So I ended up at 3500 exp.

    Because eff5 was originally common, yet in really high demand. I doubled the price and that's how I ended up at 7k exp. (because top-tier tools shouldn't be common and cheap)

    Silk touch was similar, except there were only 4 of those. So that's 5569 exp after the initial calculations. I added 500 exp to that. and rounded to the nearest 500. so I ended up at 6000 exp. Because silk touch is both rare and in high demand, I only multiplied it by 1.5, ending up at 9k exp.

    The multiplications were like this.
    • less than rare, low in demand. *1
    • high in demand. *1.5
    • top-tier and high demand tools were 1.5 or 2. Depending on the original cost. (ex, thorns 3 was 8k exp before the calculations, so times 2 would be 16k, not 12k. ex2, eff5 in the above explanation)
    • ridiculously common and ridiculous demand. *2 (unbreaking 3, which was 1500 after the initial calculations, people actually wanted this one more expensive. Silly people.)
    • Sometimes I ignored the multiplications, or lower
    As for the smaller enchants, I did did those in steps of 2 and divided the next tier enchant by 4. The reason I divide by 4 is because it takes 4 eff3 tools to make 1 eff5 tool with an anvil, adding in anvil costs, you'd be paying more for combining them than you do buying the top tier one. Wouldn't want people buying smaller tools and combining them for cheaper than it is to buy the actual top tier.

    Note: I'm aware that picking individual enchantments from tools with multiple enchants is not a completely accurate depiction of rarity. But I decided to keep the calculations simple, instead of overcomplicating it.
    Note 2: I didn't test books, because books can have every single enchantment imaginable on it, and is not accurate to depict rarity per tool at all.
    Note 3: I have a list of all the prices here.

    Hopefully that answers some questions, and again, you can ask any questions regarding this and I'll try my best to answer them.
     
    #19 kukelekuuk, Feb 22, 2014
    Last edited: Feb 22, 2014
  20. rainbowmaster12 Builder
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    If you were to only add exp back the mining world what about those of us who mine there and wish to take ores back home to fortune? Would we have to fortune in the mining world to get exp?