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)
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What do you think of this suggestion?
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I like this.
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I don't like this.
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pokeball92870 PokeManiacResident ⛰️ Ex-President ⚒️⚒️ Prestige ⭐ I ⭐ Premium Upgrade
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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.-
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_Chief_Sosa BuilderBuilder ⛰️ Ex-Builder ⚒️
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 ;))-
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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-
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LaggyTryHard ♛Exalted Builder♛EcoLeader ⛰️⛰️⛰️ Ex-EcoLegend ⚜️⚜️⚜️⚜️ Prestige ⭐ I ⭐ Premium Upgrade
It’s only fun when you are end game and have everything to sell -
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Edit: essentially what @zjkhan said -
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.-
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