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.
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miguel1118 MayorMayor ⛰️⛰️ Ex-Mayor ⚒️⚒️
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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-
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miguel1118 MayorMayor ⛰️⛰️ Ex-Mayor ⚒️⚒️
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?
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 -
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.
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.-
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miguel1118 MayorMayor ⛰️⛰️ Ex-Mayor ⚒️⚒️
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. -
miguel1118 MayorMayor ⛰️⛰️ Ex-Mayor ⚒️⚒️
I just realized title is wrong, can any mod change "monety" for "money" please ?
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steveshizzle ResidentResident ⛰️ Ex-Tycoon ⚜️⚜️⚜️
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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.
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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".-
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Mission001 Ex-EcoLegend HⱻặĐHůƞẗǝɍECC Sponsor President ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ III ⭐ Premium Upgrade
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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 :p
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 :p
Which is like a dream for me :p
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miguel1118 MayorMayor ⛰️⛰️ Ex-Mayor ⚒️⚒️
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
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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?-
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miguel1118 MayorMayor ⛰️⛰️ Ex-Mayor ⚒️⚒️
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miguel1118 MayorMayor ⛰️⛰️ Ex-Mayor ⚒️⚒️
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RyanBlocks2 EcoLeaderEcoLeader ⛰️⛰️⛰️ Ex-Tycoon ⚜️⚜️⚜️ Premium Upgrade
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.-
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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. -
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miguel1118 MayorMayor ⛰️⛰️ Ex-Mayor ⚒️⚒️
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