Minecraft Name: WhiteSoxFan123 Suggestion: So as many know, the exp market has seen better days. Many things have been suggested in the past at possible ways to fix it: use xp to buy nstars use xp to buy dyed wool set a cost in xp for reps and e-reps (except for automatic erep, cause it could mess it up) set a cost in xp for smelt convert xp into mcmmo xp insert a price floor for exp buy music/discs with exp So, as I look throught these I see some potential in some of these but serious problems in others. So this might raise the value of nstars, at least temporarily before it kills the nstar market and subsequently exp market. This would be helpful to the market as these are useful, but still a normal good (as opposed to inferior) as the color store. I would suggest making color store entirely exp, and totally eliminating ecd$ for color shop This would be possible, as it would also raise the value of ereps, which is currently 0. I would be ok with this, but would it be possible with autoereps? I imagine if you were farming melons (something that requires a tool but doesn't produce exp) and you were going to get an erep but had 0 exp i'm not sure what would happen, but i imagine this would be a problem. Kinda similar to above, but i feel this would have less of an effect, as ereps are much more prevalent than ereps, so this would have to be in addition to ereps, you couldn't do it instead. Another interesting idea, would definitely be the the demand side best option if you're looking for something that only affects the exp market and nothing else. I would target this idea. My only issue is i'm not sure how this could be implemented. This was something I originally suggested. After looking back, this would print millions into the economy and would be detrimental to ecc. This would be interesting, but i don't think it would generate enough interest. So concluding this section, I think 2,3, and 5 would be the most beneficial options, but all have respective problems with their practicality. -------------------------------------------------------------------------------------------------------------------------- These were past Ideas, now the idea i'm really proposing in this suggestion: The idea that occurred to me and this is very bold so please finish reading my suggestion before you formulate an opinion. The idea I had and bounced this around with @UnitedStates2 would be to go large scale, and add the ability to buy startools with exp. Wow, i've lost most of you already, but I think I can convince you how this might be possible. Based on a picture that I recently saw Andrewkm has awarded the exp collection medal (500k exp) 33 times. So people are capable of doing it but at the same time not many do. What I would be proposing would be adding the ability to get 1500 nstar tools (eff7, starrod, staraxe...) for 1m exp, msword for 1.3m exp. Reason: So, obviously this would raise the demand for exp as people try to get these tools. Most of you are probably assuming, "well this would spawn hundreds of tools into the economy ruining the value of tools" but when you think about it, I would venture less than 10 users have 1m exp on hand at the moment. I would also mention that those who do mass amounts of exp built up, most still wouldn't be more than half way there (I'm assuming you would get the exp collection medal if they really don't care about exp and have 500k sitting around). Also I am a bit of an avid fisherman. I fish many hours a day (probably too many but that's not really related and I get about 50k exp a day). This would still take me 20 days fishing and that's only because I fish a ton and get a lot of exp benefiting from having a very high mcmmo level. One could also earn enough money in 20 days to buy one with ecd. Any Other Information: At the moment exp costs any where from 625-700$/1000 exp. This would mean that if you were able to buy 1m exp at current market value it would only cost 625k-700k for a star tool. You're probably thinking, "hey whitesox, i like the price of startools, I don't think they should drop" The first thing I would point out is there is not 1m exp currently available in the entire market so you couldn't do it all in one night. Also if someone were to buy out an entire shop's exp one of two things would happen. The user would log on the next door and check their shop, and raise the price of exp, or the user would be inactive and not put more in. As users are selling more, they would obviously have to buy more to keep up, resultantly raising the buy price as well. I imagine it would raise to be about $850/1000 exp. This would be much better than the current 625-700. I will now be tagging users who have worked with exp suggestions in the past. Please feel free to rip me apart (i'm looking at you kuke) @goblizz @kukelekuuk00 @a18greek18 @miner1975 @Mission001 @DrowningInPizza @Nicit6 Thanks. Link To This Plugin/Is this a custom addition?:
Im not sure I've necessarily worked with exp suggestions in the past, but I personally disagree with making all features cost exp. I already paid for them, I don't wanna have to pay for them again every time I want to use them.
I believe you suggested idea 5 that I listed in the comments of another exp suggestion. Or at least you supported it
Ok drew, I then ask you, are you of the school of thought that exp should be next to worthless with "infinite" tools and no other uses other than enchanting? or do you have another suggestion, as I presented 8 solutions and I can't imagine you hated them all.
MCmmo is something that should be got by buying it from the ECC Shop or training it, Just being able to grind mobs for a hour shouldn't get you mcmmo exp and money
Ok, my first thought after reading this (not much time to ponder), this would essentially make exp a second form of currency; actually a 3rd form if you count Nstars. I absolutely see some potential, but also some pitfalls with fully integrating exp as a form of currency. First, if not implemented correctly, exp could kill the msword market (possibly other markets as well) because farming does not generate exp (I have virtual blisters from melon farming for 15 of the last 24 hours on a rented msword). This is a market I think should be protected because there are only a couple things worth renting in ECC and I like this dynamic of the game. Second, most countries I know of only dabble in one, maybe two currencies. Too many types of currencies in one economy could easily make it unstable - even for reasons unseen. Instead of exp as a currency, I suggest setting up a type of currency exchange - concurrent with the exp store so players have a choice of what to do with their exp. At the currency exchange (different name most likely warranted), a player can exchange exp for ecd at a rate that can be monitored, controlled, and altered by the controllers of the game to assist in economic stability. This can also help stabilize the exp market in shops and add another layer of competitiveness while allowing players to use their exp towards purchasing goals if they desire to do so. While this deviation from the main idea would make tasks that gain exp more enticing, the farming market will still thrive thanks to people who like that task... Maybe even a slight increase in melon prices could offset the exp's attractiveness to help keep all dynamics alive. Again, this is just off of a first read of the suggestion and an idea of my own stemming from it. I haven't read through the forums enough to see if a currency exchange has been suggested, but I am interested to see what people think! Good post WhiteSoxFan123!
Nerfing mining EXP is also an option. This would reduce the money per hour an Eff7 makes, but a price increase in something like gold or lapis could remedy this if it's really that big of an issue.
1, no. (nstars and xp should be separate. Allowing changing XP to Nstars will directly undermine the nstar market. Fixing one market at the cost of another is silly) 3, no. (Although I like this and would want to see it. It's not feasible. extcommands+ is an expensive feature, and people buy it solely for erepairs. You can't do this for the same reason you can't remove water or change kits) 4, no. (same, this is in a donation feature. That kinda makes it off-limits to extra costs on ECC) rest yes.
This is a supply side solution. We kinda did something similar to this after we removed exp from ores in the main world. The price temporarily jumps, only to fall back down as people still have little motivation to buy exp. I imagine something similar would happen again.
@bomberaz1 what you're suggesting is for the server institute a server price for exp, similar to my price floor discussion. While this works on paper as people would be forced to buy/sell for more ecd that the server, few people would take the time to seek out shops and we would just be printing millions of ecd into the economy. Also, I'm a bit confused, how this would affect those who already have mswords? this would just allow the purchase of new startools. I don't think this will really over-saturate that market either, as 1,000,000 exp is a lot of exp... let alone the 1,300,000 required for a msword.
We shouldn't be nerfing EXP gained from mining. All that will do is just increase the gap between the rich and the poor. The poor, and especially newer players will be worse off as they will lack sufficent EXP to make tools, while the richer players will just dump the hundreds of thousands, if not millions of orbs they have stored into the market, as the price goes up temporarily in an attempt to make a quick buck. With all this new supply entering the market, the EXP price will go back down to normal - That does nothing to revive the market. I'm not in favor of a policy that will make it harder for poorer/newer players while not reviving the market, at all.
There will always be someone who benefits from a rule change/price change, you cannot use that as a reaosn to not do anything with the current market. Yes, someone will make a lot of money changing it, can the administration change it without anyone making money, i doubt it. This thing kinda happens in the real world to with shares, suddenly something happens, price jumps, and people who invest cash out, thats the benefit of investing in something. Its a one time cash out option, so yes people will dump there exp, will it be a long lasting crisis, no because most peopel who want to make there money dump it. --- I think nerfing exp is a decent idea tbh. @kukelekuuk00 mentioned i think before that people should only be able to get exp from mob farming. I agree, It means that you can choose separate methods of earning money and you get a certain something back, Here would b the changes i would make to the Money making Methods: Mining Disable all exp from Mining (OR a. Leave Emerald exp only / b. Nether exp available limited) This would lower Mining earnings slightly because of the EXP nerfing/disabling but would still make a decent amount of money as currently its the best way to earn money currently. Average 15-20k per hour Fishing Disable all exp from Fishing Enable Single Tier Enchanted Books (Same Drop Rate for Any lvl McMMO)(Excluding Any Max Tier Enchantment aka EFF5, Fort3, Looting3 etc) Possibly Enable Single Diamond Drop on McMMO Price Buff Nemo's to $40 This would increase earnings of fishing purely based on the Enchanted Books as well as the price buff to Nemo's even when you disable the exp. This is because you would have a chance to obtain decent books which you could later combine or get someone to combine, like EFF4 books and Fortune 2 Books, which would raise the price in these books also. Enabling the diamond drop would also buff the earnings of fishing as well to push it closer to Mining's earnings. Average 10-15k per hour Mob Grinding Change Nothing Mob grinding wont need changing at all as this would be the only way or the majority exp gainer. This would make mob spawners a valuable asset which could be destroyed by people. You would then be able to either sell the xp, or use services to combine tools/books to make max tools. Average 7.5-12.5k per hour Farming Small boost to wheat farming Farming is currently a decent way to make money already and doesn't have much/any impact on exp market. Pump farming and Cacao farming are decent starting earners up to 10k per hour. Melon farming is a solid 12k per hour job but wheat is pretty poor and I think it would be nice to give that a boost making farming a 4 way option, 5 if you include neterwart. Average 9-13k per hour ---- This would make people actually try other way of making money rather then currently where you Melon Farm or EFF7 Mining if you have a Star Tool. And if you dont have a Star Tool, then you Pump,Cacao Farm. Its a pretty linear market and other way of earning money are not as rewarding or worth doing. At least with this way, every single option has a bonus of some kind, wether its Materials for Tools, Books for Enchanting or the EXP to enchant them all. ---- This also wouldnt be the only thing id do, i would also add way to send EXP to drive up the price of EXP even more. I have already suggested these in another topic located https://ecocitycraft.com/forum/thre...erything-you-can-think-of.145121/#post-799324
You'd literally have to reduce the amount of EXP users can gain from sources to almost zero to have a significant lasting impact on the market. This will just hurt newer players and players who don't hold much EXP by making it hard for them to buy/get max tools and start making money. We should be going for a demand-based solution as that revives the EXP market without hurting players in the process.
Look at my post again, It doesn't hurt the newer player more then the experiencd players. What i suggested is a way of making people want to use there EXP and wanting to buy stuff with it. You cannot force people to buy stuff with it rather then cashing in on what they have hoarded. You can try and try but itll never happen. People are getting rewarded for simply hoarding stuff, It is the same with NStars, I dont see you complaining when the NStar market rises to 600 and people cash in by selling their hoarding NStars over the past year. Best thing to do is to change it now, let everyone cash in on it and then your at a fresh start, Rather then just not do anything and let them keep on builder and builder until this day comes, but just months/years down the line.
Wealthy players tend to own sizable amounts of EXP, while more poor players tend to own little amounts of EXP as they either sell it or use to buy enchanted tools. Wealthy players will just flood the market, bringing the price down back lower while leaving the newer/poorer players worse off as they'll be making less EXP now. I agree with increasing the incentive to buy EXP - This will make an effort to revive the EXP market while increasing spending, thus helping the economy. What I 100% disagree with is nerfing EXP generated for the reasons I've stated above - EXP has been nerfed consistently before - Have prices been decreased? No, not really. There's still going to be more flowing in than ever used - What we really need is a demand-based solution, not a supply-based one. And why is cheap EXP bad anyway? I don't complain about it - There's already a robust market for nether stars and I really don't care about the price of them, as they are ECC's healthiest market. The nether star market is irrelevant - The EXP market is what's at hand here. I really don't care about people getting rewarded for hoarding things - It's an investment, after all - What I do care about is making it worse off for the newer players while doing nothing to revive the EXP market. I do agree with changing it - That's what I personally like your idea of adding more ways to spend EXP. I don't agree with nerfing the amount of EXP that can be generated however, for reasons aforementioned.
I really like the "EXP -> Startool" idea, except I don't think it should be a direct trade for a star tool. I think it can be implemented into the expshop, having Star Tool grade enchantments costing exp, so that you can choose which enchantments to get on an OP item. That would fit quite well with the theme, too. However, one issue that comes up could be that it has no daily cap for the amount you can earn yourself (you can only get 4 nStars per day, the rest you must buy) Anyways, just some thoughts. I really want to push this through
My main point regarding mswords is there would be less incentive to rent or purchase mswords because farming generates no exp. If exp becomes a third form of currency (concurrent to ecd and nstars) there would be less of a desire to farm because mining and other tasks let players double up on currency (exp currency in addition to selling mined items/fish/mob drops). I do think for this reason an msword would become less valuable to rent/buy. A side note, it will still be a safer alternative for newer players to make ecd and feed themselves which is an incentive of farming. Taking a second look at your suggestion, you do limit the amount of items that can be purchased with exp, so this puts exp more on the level of nstars (less on the level of ecd) and may bring back the demand of exp in the shops. I am currently on my first run with a shop and it is easy to see the exp market is front loaded - Many are willing to sell exp, but are reluctant to purchase exp. Your suggestion would spike that competitiveness for shop owners and may make opening a shop more enticing if both Nstars and exp were hot markets for supply and demand reasons... Reiterating - there is a high supply with few reasons to generate the demand. I think you have a lot of great points and a change absolutely needs to happen to re-energize the exp market and add another functionality for exp. Also - you are right, the addition of exp to purchase star tools would not over-saturate the market because not many have/are able to quickly obtain that amount of exp required for a star tool. I just wouldn't suggest opening exp as a currency to purchase items outside of star tools if we want to keep non-exp earning activities alive and well. What does it take to get a suggestion seriously looked at? I would like to support this cause!