Username: Miguel1118 I've playing this server for a week now and really like the idea about an economy server, but it seems like its not working as it should, in 1 week game I already got prot4 set, max diamond tools and 100k and resident rank, all this farming by myself, without loans or tools lend. And now there isnt much to do, my house is on riva and there are very big and efficient farms so I dont feel like I should build another town/farms, there arent things which I need to buy right now, maybe multihome feature and nstar tools, but they are end game tools, I dont want to finish this game yet.. I feel like money should be flowing in server and not just everyone keep saving more and more money, and no by flowing money I dont mean lotto, thats not the way to do it, we should be spending money everyday so everyone would keep farming/mining/fishing/selling or doing whatever you like to get money and saving but at a small scale. So my suggestion is: make players to spend money everyday, and my idea to do it is (I would like to read another player ideas) : -Make tools repaired with ingots/diamonds on anvil but without an high exp cost: So there would be a demand of ores on market, since right now ereps are free every player only need a tool set and after that they dont need to buy them anymore (and we dont really have many new players). This would solve diamond and iron demand, but gold would be still not on demand, so make gold tools able to get a higher enchant level: sharpness VI, efficienty VI, unbreaking IV and protection V. This way players would take longer to reach end-game, they would stay more time on server, game will be more fun and challenging and market will growh.
I believe this is a wrong interpretation of star tools. "End-game content" usually implies that obtaining it allows no (or few) further advancements. However, star tools mostly exist for one purpose - earning more ECD than normal tools. They are used to acquire more content, e.g. towns, town building materials, ranks, etc. pp. There is a minor problem with that: Gold tools have such a low durability that Eff6 simply isn't worth it. Let's do the math. A tool with durability n approximately lasts (n+1) times as long as an unenchanted tool of the same material. Diamond pickaxe, Unbreaking III: 1562 * 4 = 6248 uses at full durability. Gold pickaxe, Unbreaking IV: 33 * 5 = 165 uses at full durability. A gold pickaxe with unbreaking IV needs approximately 38 times as many repairs as a diamond pickaxe. You suggested the use of gold to repair the tool, which basically means that gold pickaxes are in no way profitable enough to warrant their purchase. A gold pickaxe would need Unbreaking CLXXXVIII - i.e., Unbreaking 188 (Which doesn't even display as roman numeral anymore, it would be shown as unbreaking.level.188 on the tool) - to have about the same durability as a diamond tool with Unbreaking III. I admit that gold tools are already faster than diamond tools and become even faster with unobtainable efficiency levels. However, please note that iron ore, lapis ore, redstone ore, diamond ore, gold ore and their respective mineral blocks cannot be mined with a gold pickaxe because Minecraft classifies gold tools as too weak to obtain items from those blocks. TL;DR: Gold tools would be expensive to repair and useless for mining because they can't break most ores, no matter what enchantments they have. Sources: http://minecraft.gamepedia.com/Enchanting#Unbreaking http://minecraft.gamepedia.com/Pickaxe#Mining http://minecraft.gamepedia.com/Pickaxe#Speed
Im not sure about that wrong interpretation, I mean, most (if not all) players who get a nstar tool already are presidents, have a town and enough materials, otherwise hoy are they suppoused to get it? Yeah it was just an exemple, I think gold unbreaking X or XI and efficient X or XI would make them worth, they would mine like x2 or x3 faster than efficient V (idk how does ir work) and last like 8 time less than diamond unbreaking III, but also gold is cheaper than diamonds, it woud still be more expensive to use gold picks than diamond ones, but of course they should be more expensive, they are faster, you are sacrificing money to mine faster. And about gold not breaking ores, thats even better, this way you can mine though all the stone and stop when you find an ore and then you can switch to your diamond fortune pickaxe to mine it (if its lapiz, redstone, diamond or emerald) or a diamond eff V pickaxe for other ores. TL;DR: Gold pickaxes would be worth for players who already have a nice amout of money and prefer to spend more money than time mining
"Enough materials" - I've had my eff7 for about two years and I still need an absurd amount of materials for my towns. Building large towns can cost millions, much more than any star tool - and I'm not even talking about the really expensive towns on ECC. Well... no, thanks to instabreak mechanics. The gist of it: Eff7 diamond pickaxes break stone instantly, the delay between breaking blocks cannot be decreased further with efficiency. As an example, Super Breaker on an eff7 grants a temporary eff12 pickaxe. Stone breaks at approximately the same speed, but ores break much faster. Ores - the very thing gold pickaxes cannot break. Basically, an Eff10 gold pickaxe is like an eff7 diamond pickaxe... just a lot less useful. In that case a star pickaxe offers a lot more benefits. 16 times less with Unbreaking XI. TL;DR: The long-term costs are much higher than for an eff7 and the benefits compared to eff7 pickaxes are nonexistent. Anyone who has a lot of money to spend on increased mining efficiency may as well buy a star tool. This *may* work as a tool tier between diamond eff5 and diamond eff7, but the repair costs are still a negative influence.
Yeah but not everyone is into build big towns, and even if, there would be no sense if every player makes a town, then there would be no players living on them.. Well then gold pickaxe could have eff 7 and unbreaking XI or any higher enough to make them worth to use, but not to be cheaper to repair than diamond tools, that would make no sense, everyone would use them from start, and yeah thats what Im saying, gold tools would be a high tier tool, mean to be used before nstar tools, if we talk about repair costs well diamond pickaxes would also be a negative influence compared to nstar tools, but not everyone can get them, this game is based on tier, you start with wooden, stone, iron, diamond, then it would be gold and finally nstar.
So what you're suggesting essentially is that we create an entirely new non-star star tool set that's not quite as op as star tools, would be cheaper to buy but would cost a fortune to constantly repair. This seems like a waste of time and resources. It seems like you're looking at cash flows with the tunnel vision of a drain pipe. Money comes in and out of the server economy in dozens of different ways besides lotto, and you can't just force people to spend money to push an economy that isn't broken in the first place. You assume there isn't already a market for ores besides making tools? Players buy and sell ores to one another all the time for harvesting exp and mcmmo points. It's one of the most competitive markets on the server. Not to mention the fact that coding and implementing this would be such a huge pain in the neck that the development crew wouldn't even consider it.
Fixed. Every Mayor+ on ECC has caused the creation of at least one town. Developing towns is a relatively important aspect on ECC. Also, not everyone builds towns to sell plots. Consider farm towns or decorative towns - especially the latter usually have a very high demand for expensive materials. An Efficiency VII Unbreaking III star pickaxe has the same repair cost as an Efficiency V Unbreaking III diamond pickaxe: Three items for a full repair (approximated from singleplayer costs to fully repair a damaged tool). Price of a diamond tool repair based on /worth: $25 * 3 = $75 per 1562 * 4 = 6248 uses, so approximately $0.016 for each durability point. Price of a gold tool repair (Unbreaking XI) based on /worth: $10 * 3 = $30 per 33 * 12 = 396 uses, so approximately $0.075 for each durability point. The maintenance cost for a gold tool with Unbreaking XI is still 4.735 times as high as a diamond tool's. Also, I heavily oppose any enchantments above level 10 - mostly for the reason that Minecraft can't display the tooltip correctly and just uses "Unbreaking.level.11" instead of a nicely formatted "Unbreaking XI".
Instead of actually focusing on one point like everyone else rather then looking at the whole picture. I like the idea, but personally i don't think it will take money out of the economy quickly enough to make it how youd like it. @miguel1118 You seem like a hard worker which is why you are succeeding on ECC which i commend you for that. I personally dont play here for loads of different reasons now as i have completed certain goals on ECC, and instead of saying ive completed it, im always finding new things to do. I always relate it to a Playstation of Xbox game. Ive completed the game. but im now looking to complete the other trophies to get the platinum. and the platinum will never come because of the dlc that comes out Think to yourself wha would you like to do on ECC, like your first goal. Would you like to complete the ranks? Get to EcoLegend, which to many think is beating ECC. Or do you want to build a giant cake and house millions of cakes? Or do you want to collect Prot 4 Iron Armor sets? The choice is all yours! Like i said, you sound hardworking if you've made all the money in game and on ECC, working hard does actually have the rewards to progressing very quickly. You just have money all the time to put into projects Which is like a dream for me ---
Thanks guys, didnt knew that ores had an high demand already, maybe I will open a shop then, if not gonna build a town or try to get some trophies
You've got to be kidding me. And if this is actually true, then what the hell is happenning to our economy? I understand why you're making this suggestion, I just don't really agree with your methods. Star tools were a terrible thing to happen to ECC. A ridiculous amount of money is generated from them. The market in general is just awful. Nobody really needs to hire workers when they have a star tool, nobody needs a nice house when they can buy a town, nobody needs specific items from the market (unless they are lazy) when they can get anything themselves. Everybody is obsessed with saving up for a startool to later spend hours grinding with it to save up money again. ECC is now a place to grind indefinitely, sell what you grinded and invest money into something. Which sounds like how money works, but really is a completely dumbed down version of an economy that once was. What were talking about again?
Kidding about what? I just made a ton of money once I got a eff 5 daxe chopping down trees, Im now at lvl 650 woodcutting
That's either bullshit or you have beenrinding like there is no tomorrow. How the hell does one get woodcutting level 650 in a week??? It took me a year to get mayor!
Actually I got woodcutting to 650 in like 3 days, the first days I was farming beetrots, cocoa and sugarcane, I play like 8 hours per day, but I wasnt like 8 hours straight cutting trees
Hey, im glad you're doing well. I think there are still a number of goals you can reach before you get to endgame. Endgame is really when all you have left to do is build. The two big ones are *VIP* tag when you get over $2001 in features. At 8k/usd that's about 16 million ecd. And ecolegend which costs around 8.5 million. Add in side projects that im sure you'll get distracted by like a fancy vault (and maybe some build competitions?) and I think you've got a lot more to do than you might think.
I'm not going to write a blog post this time. In short, 1) Historically, ECC feared *gasp* inflation *gasp* like the plague and created mechanics designed specifically to remove money from circulation. 2) People on ECC began saving money in order to progress through the server's established, linear ranking system. Because people were saving money, and not spending it through trade with other players, player run businesses failed and almost everyone became unemployed. 3) The unemployed players resorted to farming or mining in order to progress through the server's linear ranks. This created a positive feedback loop. 4) Player count declines for various reasons including those listed above. Then, even with a lower player count, the server announces even more useless and expensive ranks/things in an attempt to give the players more to do on ECC (i.e ecolegend+, expensive star tools, expensive features, collector metals, expensive additional towns, etc...). The server does not recognize that the destruction of currency, incentive to save, and emphasis on linear gameplay was the root cause of the issue it tried to resolve. This amplified the already present positive feedback loop described above. 5) Eventually, the increase in saving and the destruction of currency culminates in an economic disaster that is called a deflationary spiral. I call this point in our history the end of capitalism on ECC. 6) Nearly every player business still holding out, except for a few notable exceptions with extremely competent leadership, becomes defunct. Capitalism on ECC completely collapses. The ECC economy becomes an imitation intended to fool people into believing that ECC is still categorically an economy server. 7) The imitation fails for most new players who quit playing after realizing that they will never find work and that their businesses are doomed to fail from the start. Player businesses, creativity, and a job market will beat grinding for hours to purchase and progress through linear ranks. Solution? I. Recognize that ECC is not a linear game. Forget ranks, star tools, and the expensive items designed specifically to destroy money out of the economy. II. STOP SAVING MONEY III. Hire someone to do jobs, even if you can do them yourself. Need some trees cleared? Hire someone. Need some roads built? Hire someone. Need a wall constructed? Hire someone. IV. Support player business. WallStreet? Mendi remembers. V. Build things. Actually create things on ECC that add to the server. The Actual Solution (requires the rich players or staff in order to actually work): Create a Reserve Bank of ECC for the purpose of enacting monetary policy. Expand the balance sheet and purchase millions of atypical treasuries.
Idk who you are, but I love you, you know what Im talking about. Im for sure gonna do II, III, IV and V to help this server economy Could you explain this solution in a simpler way? or with some exemples? what does "atypical treasuries" mean?