Thread Title: "server rule idea." Minecraft Name: CaCaMoRSeLz Suggestion: Most prices on this server are set (raised/lowered) to reflect balance for all people. The staff do a good job at maintaining current trends, such as farming and crop prices per server. I will continue this general idea using farming / crops as my example: Cocoa, melons, pumpkins etc etc have prices based so that they limit exploitation which could crash the economy, and thus the prices for these are adjusted globally. My idea is; instead of setting lower prices globally, which hurts the new user who only farms 100 items a pass or so.... institute a daily limit on sales of certain items in game. Reason: Possibly this could be setup so any user gets full price on the first XXX then gets a lower price when they pass that number. This would help to lift at least half the stress off the mods/admins having to carefully scrutinize and adjust prices. Completely removing the "exploitable" part of this equation, would in turn also bring stability to the marketplace. Any Other Information: A simple idea to allow early stage users to enjoy full prices on basic items Link To This Plugin: Unknown if this is a general server setting with current setup, or if it needs its own scripting etc.
So there would be a limitation of how many items you can sell? Or the total amount you earn from the items with "/sell"
I believe that whatever is used, even if both; they might prove to be good tools for limiting the exploitation that causes certain price drops. New users wouldn't gain a huge edge on current users, but lol... Maybe we could reverse it from a limit - to a daily bonus: Say the first 5k of certain items per day (user) sells, gets a 150% price That kind of idea may prove a double positive for all users. (just so its clear, I'm referring to "/sell hand" prices)
A great idea. It can help new people, and encourage farms to have a variety of crops available. I'm not sure about the bonus money, but if implemented would involve testing to adjust the prices for the new scheme. That would likely have the first X be worth more than current prices, but with sales past that dropping below current prices. There could also be multiple points at which the price changes, and a hard limit on how much the server would buy from a single person in a day.
Are you suggesting that after a certain amount of items are sold the /sell hand price goes down? If so I like this idea, it would encourage more user to user trades.
I think this could be a good idea but I can see this being almost impossible to impliment. Having a mod that would have to track what players have sold what items and how much of that item before it rduces its price... That would put alot of stress on the server in my opinion...stress that really doesnt need to be on the server.
It's less a nerf and more of a change. For small amounts of sales /sell gets better (since the items can have higher prices). After selling Y amount (some number greater than where the price drops below current levels) then /sell starts to get worse. It makes farming non-stop less profitable. That brings the people who spent a lot of time setting up their farm/MCMMO skills/donations just right in order to maximize money from farming down, and narrows the gap between new players and the top end farming earners. Once implemented it could be applied to any item, but the most likely items to see adjustment would be crops. Done right they are infinite, and don't even require waiting for a mining world reset. I don't even see a need to think about this for mining right now. I'm not sure how much stress it would put on the server, but it could be a challenge to implement. It would just be some new variables that get attached to each player, and reset once a day. Since /sell already tracks what is sold and in what amounts (at least at the instant it's run), then it just increments the appropriate variables. Sell would also need to check to see the price adjustment, but I don't think adding a bit to /sell is the stress inducing part. I'm just not sure how hard it is to add variables to players.
I like this in that it would create more user to user trade as Jrg said, but adding this could cause farming star tools as well as large farms to become worthless. +1/-1
Prices on items are rarely changed, so I am not sure how much this would change - other than taking out a money dump, which we need. Unfortunately, ECC's economy is not flowing/flexible/changing like it should be, and is actually very...stand-still. Prices only change when Mojang updates MC or Andrew adds something new like Star Tools. If the economy was always changing and prices were NOT stable, this would be interesting to try. So for now, at least, I am -1.
You have actually pointed out some good points about the Economy on ECC. It is a shame it is the way it is.