In Game Name:
welikeike22What part of EcoCityCraft is this suggestion for:
Main ServerShort title for your suggestion:
KIT MOBSWhat are you suggesting:
To add a version of /kit mobs called /kit mobs++ which gives 32x of the basic MC drops like gunpowder, string, leather, feathers, bones, spider eyes, and eggs.Why is this a good addition for EcoCityCraft?:
Its hard to get a hold of mob drops on main (but esp. main north). I would love to pay for a kit feature like this.
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welikeike22 Dean MartinBuilder ⛰️ Ex-EcoLeader ⚜️⚜️⚜️ Gameplay Architect Premium Upgrade
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FuriuosGeorge I got answers and am no longer curiuosMythic ⚔️ I ⚔️ Moderator ECC Sponsor Tycoon ⛰️⛰️⛰️ Ex-President ⚒️⚒️ Prestige ⭐ IV ⭐ Premium Upgrade
Gunpowder, tears, maybe... And I'm stretching here maybe leather, but the rest can be obtained easily with mcmmo, or a trip into a mine where spider spawner abound.
+1 with qualifications -
Time_Traveler99 BuilderBuilder ⛰️ Ex-EcoLeader ⚜️⚜️⚜️
I want
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icbomber38 I can't complain but sometimes I still doECC Sponsor Builder ⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ III ⭐ Premium Upgrade
with so many spawners in play each month I dont think this is necessary as there is a market for these drops.
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What I like about the majority of ECC features is that they facilitate the completion of tasks, but still require a time investment from the player. E.g. /speed allows players to farm quicker, but does not reward the player in any way if the player does not invest any time, /setplot increases town functionality, but is useless if the player does not then use the town for something.
What I am not a fan of, is when a paid feature simply gives items. I feel it takes away the aspect of ECC that makes ECC what it is - having to invest time into competing goals, for economic betterment. Just getting items from a kit does encourage economic growth - if there is an easy way to get rarer items, there will be decreased economic activity surrounding their procurement. I feel the economy gets lazy as a result of these types of feats.
That is not to say that there are not certain situations where a kit is simply necessary, because of extenuating circumstances, or perhaps it is a particular type of item that will not affect economic activity if ease of procurement is increased.
Just as a broad take on this type of feat however, this is my perspective that I felt like sharing.-
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welikeike22 Dean MartinBuilder ⛰️ Ex-EcoLeader ⚜️⚜️⚜️ Gameplay Architect Premium Upgrade
On North, its borderline impossible to get mob drops from anywhere except people's /kit mobs. There simply isn't any "economic activity" around it already because people can make far more money doing other things.-
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Wool does exist on North? There is a large scale wool farm already built.
Just wanted to point that out.
All colours there.
For the most part, what im actually hearing here is potential for alot of money to be made on a dried out market? Even spider and skele Spawners could make money and gunpowder can be gotten from excavation fairly easilly to. There is ways to get more or Less anything. Sum1 just has to do it.. same with quartz its not even in the blockshop iirc-
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Fr0zenTiger MayorMayor ⛰️⛰️ Ex-Tycoon ⚜️⚜️⚜️ Prestige ⭐ II ⭐ Premium Upgrade
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+1 basically every drop in /kit mobs can be obtained in large quantities in the mining world (without any spawners from buycraft), so I don’t see how this would hurt
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-1 Not needed and the suggested items are beyond easy to aquire.
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I am leaning towards no on this suggestion based on a few of the above posts.
If you'd like us to reconsider, please remake the suggestion and include EXACTLY what it is you are looking to have us add.
I need an exact list of what you're requesting followed by discussion surrounding that list specifically.-
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