Denied [Suggestion] Economy Events

Discussion in 'Suggestions' started by pokeball92870, Sep 21, 2017.

?

What do you think of this suggestion?

  1. I like this.

    92.6%
  2. I don't like this.

    7.4%
Thread Status:
Not open for further replies.
  1. pokeball92870

    pokeball92870 PokeManiac
    Resident ⛰️ Ex-President ⚒️⚒️ Prestige ⭐ I ⭐ Premium Upgrade

    Joined:
    May 3, 2017
    Messages:
    787
    Trophy Points:
    26,010
    EcoDollars:
    $0
    Ratings:
    +1,547
    While you're completely right on your points in economics (encouraging the farming of materials that aren't usually farmed will cause inflation), I'd like to make it known that the suggestion concerns /sell, and not really P2P interactions. Because you can use /sell <item> an infinite amount of times, demand is essentially "infinite".

    This price floor would also be temporary, a weekly *event*. Think of it as a subsidy, we're raising revenue to encourage production. This suggestion is concerned with the short run, and not aiming to change the value of an item in the long run.

    (sorry if my limited understanding of Econ means I'm completely wrong @mannysbigtown)
     
    #21 pokeball92870, Jan 7, 2018
    Last edited: Jan 7, 2018
  2. LJKAzrael

    LJKAzrael Freelancer | Ikigai
    Builder ⛰️ Ex-President ⚒️⚒️ Premium Upgrade

    Joined:
    Jan 26, 2015
    Messages:
    804
    Trophy Points:
    30,510
    Gender:
    Male
    Ratings:
    +372
    Obviously this won't in any way compete with star tools. Is the point to just boost the price floor for shops or for those without star tools?

    1. Sandstone will rise from $0.20 to $0.36 each. Sandstone breaks instantly with eff5.
    Magma is currently worth $1 a block; it also breaks instantly with eff5. Both are nearly as accessible options of money making. Doesn't create a non-traditional money making method.​
    2. Bricks (assuming you meant brick, CLAY_BRICK 336:0) will rise from $0.25 to $0.45. Clay is only abundant in swamps, but even so is found only in patches. With an eff5 shovel clay blocks break instantly; fortune 3 is also needed to guarantee four clay balls per block; depth strider 3, aqua affinity, and respiration 3 aren't a must but would be very helpful. The clay balls must be smelted into bricks.
    Again magma blocks would still be better, however for thew sake of argument I will provide another example. Glass is currently worth $0.20. Sand instantly breaks with an eff5 shovel. Fortune 3, depth strider 3, aqua affinity, and respiration 3 aren't needed. Sand is much more abundant and much easier to collect thanks to gravity. Sand is smelted into glass. While glass would be worth less than half of bricks, it is much more accessible and abundant. I don't see a new money making method being created here either.​
    3. Green dye is worth $0.00; N/A.

    With the current boost in the /worth of mob drops and the current price of exp, I don't see any opportunity for "market obsolete items" to compete in regards to income per hour or accessibility without an obscene boost to their /sell value.
     
    • Informative Informative x 2
    • List
  3. _Chief_Sosa

    _Chief_Sosa Builder
    Builder ⛰️ Ex-Builder ⚒️

    Joined:
    Jan 2, 2018
    Messages:
    9
    Trophy Points:
    5,090
    EcoDollars:
    $0
    Ratings:
    +5
    Lol the funny thing is you are almost completely right but it's also why I'm against it. Firstly, the reason that you wrote for this suggestion was "to make the economy more dynamic." That must concern P2P transactions since that's what the economy is. You change something about the /sell feature then you will be changing how everyone chooses to do business.

    Also think of the words that you're choosing carefully. "Raising revenue" for who? And "to encourage production" but of what? We could easily increase the price of cobblestone to $1 and that would raise A LOT of money as many would see it as a very profitable mode of production. People are then gonna spend the extra money that they've made on other stuff, by other players (i.e., player to player transactions) thus resulting in a general price inflation. In the short run we'll see a booming economy, "in the long run we are all dead" - JM Keynes.

    MatPat has a great video of how bad inflation can ruin video-game economies which you can watch here. The solution to a more dynamic economy is to aim for a stable flow of circulating money, not just higher nominal incomes.

    I think what we really need is something deflationary and also find ways to create new, productive industries like betting markets and PvP. It'd be really cool if someone could make some PvP tournament and people could bet on who would win. We could even expand so that it's clan vs clan and we can bet on that too. That would certainly make things more exciting and also provide more services for people to spend and make money off of. Best part is, it wouldn't require any changes to the server.

    However I'll try to make list of all the possible changes we could make to the servers programming and their consequences. (i'll be sure to tag you in it too ;))
     
  4. 314

    314 Irrational Moderator, former ServerAdmin
    SuperMod EcoLegend ⛰️⛰️⛰️⛰️ Ex-President ⚒️⚒️ Prestige ⭐ VI ⭐ Premium Upgrade

    Joined:
    Apr 1, 2014
    Messages:
    7,050
    Trophy Points:
    97,160
    EcoDollars:
    $0
    Ratings:
    +4,917
    Nope, absolutely not. Clay will always drop four clay balls and is not affected by fortune in any way.
     
  5. LJKAzrael

    LJKAzrael Freelancer | Ikigai
    Builder ⛰️ Ex-President ⚒️⚒️ Premium Upgrade

    Joined:
    Jan 26, 2015
    Messages:
    804
    Trophy Points:
    30,510
    Gender:
    Male
    Ratings:
    +372
    So much for always grabbing my fort3 shovel when collecting it. Still doesn't change the overall verdict.
     
  6. zjkhan

    zjkhan Arridian Emperor
    Mayor ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ I ⭐ Premium Upgrade

    Joined:
    Mar 9, 2013
    Messages:
    958
    Trophy Points:
    53,910
    Gender:
    Male
    EcoDollars:
    $17,943
    Ratings:
    +656
    You know this is actually a fairly interesting idea. If we got rid of /sell hand, it would really make our economy, A. A whole lot more realistic, and B. Quite a lot more fun. Not only would this make our economy far more dynamic, it would make us once again, a Hardcore economy server. At some point, it gets fairly easy to make money. But by having to analyze the trends going on, and having to make decisions on where to buy and sell, and how it can affect the economy, it makes ECC so much more dynamic. I still think having /worth (to give an approximate value) would be useful. Set the baseline, then have the market decide afterwards how much it should be. I don't particularly know if this will fly well with the staff, but I think anything that isn't like stone or cobble should have their /sell removed.
     
    #26 zjkhan, Jan 8, 2018
    Last edited: Jan 8, 2018
  7. _Mendiboi

    _Mendiboi President
    President ⛰️⛰️ Ex-Tycoon ⚜️⚜️⚜️ Premium Upgrade

    Joined:
    Jan 27, 2012
    Messages:
    694
    Trophy Points:
    46,160
    Gender:
    Male
    EcoDollars:
    $36,278
    Ratings:
    +452
    The server could establish a price floor and a price ceiling for each item and then periodically adjust the server price such that the variance between the floor and ceiling is attributable to trends in supply. If players choose to sell a large quantity of a particular commodity, the server would react by lowering the price and vice versa. The price floor would prevent the forced obsolescence of farms/star tools and the price ceiling would curtail inflation.

    Commodities would be traded between players as investments. When the price of something is thought to be trending toward its ceiling, players would be inclined to purchase that commodity on the player market at or above its server price.

    Just an idea
     
  8. LaggyTryHard

    LaggyTryHard ♛Exalted Builder♛
    EcoLeader ⛰️⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ I ⭐ Premium Upgrade

    Joined:
    Jun 15, 2017
    Messages:
    1,361
    Trophy Points:
    55,160
    Gender:
    Male
    Ratings:
    +964
    But imagine starting off on the server with nothing and trying to make money, it would be insanely difficult
    It’s only fun when you are end game and have everything to sell
     
    #28 LaggyTryHard, Jan 24, 2018
    Last edited: Jan 24, 2018
  9. zjkhan

    zjkhan Arridian Emperor
    Mayor ⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ I ⭐ Premium Upgrade

    Joined:
    Mar 9, 2013
    Messages:
    958
    Trophy Points:
    53,910
    Gender:
    Male
    EcoDollars:
    $17,943
    Ratings:
    +656
    I'm not sure if this is the case, the majority of new players (which there are few of) are immediately told to look in the markets for the best prices. Its going to be a shift in how ecc works sure, but I don't think it'll make it too hard. I mean we are a hardcore economy.
     
  10. Jdawger

    Jdawger Goes by Brass Scribe everwhere except MC & ECC
    ECC Sponsor Tycoon ⛰️⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ VI ⭐ Gameplay Architect Premium Upgrade

    Joined:
    Dec 15, 2013
    Messages:
    4,382
    Trophy Points:
    88,160
    Gender:
    Male
    Ratings:
    +3,402
    I see where you are coming from, but in retrospect, it’s not necessarily “end game people” who would benefit.

    Edit: essentially what @zjkhan said
     
    #30 Jdawger, Jan 24, 2018
    Last edited: Jan 24, 2018
  11. andrewkm

    Founder Premium Upgrade

    Joined:
    Apr 5, 2011
    Messages:
    20,670
    Trophy Points:
    102,160
    Ratings:
    +15,142
    This gets suggested every 3 months, since I opened the server in 2011.
    I can write a good 12 page essay as to why this simply won't work on ECC, but sadly I don't have the time. Sorry @pokeball92870 it's something I've denied since day 1.
     
Thread Status:
Not open for further replies.