Time Note: 35-45$ per minute is to be used as the time variable. However, depending the availability of the client, this may vary beyond the range provided. This should not be taken into account if the job takes less than 3 minutes.
Durability Note: Anywhere from 0.1$ - 0.5$ per durability unit is to be considered acceptable. Pay is to be lessened if tool used has unbreaking. Pay is to be neglected if user of tool has the ability to repair tool with no cost (i.e. has the repair feature).
Additional Note: Initial payments will not be included in the formulas provided, however are recommended
Please keep in mind that I encourage everyone to criticize and/or improve this system.
You DO NOT have to comply with this system (and frankly, I'd like for no one to use dirctly), it is nothing more than a suggestion.
t : time
d : difficulty
b : byproducts
a : durability of tool being lost as result of job
e : efficiency of job
c : cost of donation feature
i : item
p : enchantment prestige (Eff I, Eff II, etc.)
Placing Jobs: (t + d) - e
In this case, "d" means that if, say a builder, was to place blocks over an edge, it would be much harder to accomplish than a player with the fly/speed feature, and thus should be rewarded more in their efforts.
In this case, "o" means if the object is a stable object (dirt, stone, etc.), falling object (sand, gravel), or donation feature required object (anvil, lift sign, water, etc.).
Clearing Jobs: (t + a) - (e + b)
In this case, "a" means if the clearing requires a tool (which it most likely will), then payment/service should be provided to repair the damage to the tool used. Please refer to the notes above for more information.
In this case, "e" means if the person is acting slowly in their work, then they should not receive pay for the time lost in order to prevent exploitation of "t".
In this case, "b" is to represent the income provided via. the value of objects obtained by employee as a byproduct of clearing. To eliminate "b", require employee to hand over all byproducts of operation.
Donation Services: 5c + i^p
Just an explanation this time; depending on the cost of the donation feature (in USD), it should be reflected in ECD. In addition, if the service is repair, then the item and enchant should be taken into account. If the service is related to placing things such as water, this should be combined with the Placing formula.
*Note: 'p' is only to be taken into account when using e-rep. Which I stated earlier. -.-
*Note: If this is to be used for /smelt, 'i' is recommend to be cost of what is being smelted, not the finished product
*Note: Coefficient of 'c' may vary
All variables are to set accordingly by employer
?
Do you believe this system is fair?
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Yes
2 vote(s)28.6% -
No
5 vote(s)71.4%
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DexNumber637 BuilderBuilder ⛰️ Ex-Mayor ⚒️⚒️
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Ok let's see this in action. Let's use Teleport ($20 usd). We'll say item = 1 and p = 1 for now. Now let's plug this in. 20^15 + 1^1.
20 to the 15th power...
32,768,000,000,000,000,000
32 Quintillion ECD?
I'm going to go with, not fair.-
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Useful x 1 - List
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And to think I usually do features for free when I could have been making 32Q each time?
I am now raising my prices - to $1 ECD.-
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DexNumber637 BuilderBuilder ⛰️ Ex-Mayor ⚒️⚒️
I already said you don't have to use it, and you can criticize it all you want (until this thread eventually gets locked).
Changes have been made accordingly, thank you for pointing it out.