In my opinion.... This drops the value of star tools. People who had 5 eff5 tools can now buy a star tool. Imo... I dont know what to make of this exp change. I think the 3000 is a more reasonable amount of exp for eff5. Using 30 levels... I can make a eff5 book and then put it on a pick... Using a total of only 2000ish exp. I guess im "low tiered" as im builder... Causing making money hard ;-;
XP price just went sky-high so it would help the economy adding more XP back in. I mean pump-axe=30K and 825xp=3.5K to 5K
Part of the fun in living in an economy server, people overreact and if you seize the moment you can make a lot of cash quickly
trevalynfar true, but what indication do you have that it will get any better in the near future? if andrew doesn't change how we get xp, therefore deflating it's worth and making these enchants more reasonable, it will stay like this
In most major economies, in real life and on here, people tend to panic a bit after sudden changes like this. One note about the XP market, it's one of ECC's few markets that is majorly player controlled (there's no /sell to form a bottom line on the price). The market is always a combination of who will pay how much for what and who will sell what for how much. If maxed enchanted tools stay at 30k, that means people are buying them at that price. If people don't buy them at that price, the price will drop. The market is very very unstable after this shift, I'd recommend not buying tools now and waiting a week or two, to get an indication of what the market rate. The prices will reflect, basically, how much people are willing to pay to make money. tl;dr: The hardcore economy got harder, why should Andrew change that?
Like I said, doctrine.....why not make it even harder? and harder, and harder... till the pips squeak so to speak lol.
True guys.... Wait it out for a week or two... If the exp market doesnt stabilize.... Then it doesnt. I guess ecc was never really hardcore hardcore before this... But now it is lol. There are already many many eff5 tools going around... Most people have a set...(not me lol). People dont really lose tools except for /ci and lava and stuff. But we shall see... As of right now... The exp market is a stable as my mood when i get scammed. So wait it out and see what happens.
A little contemplation and calculation is not enough to predict the outcome of this change. The only thing you know for sure is that exp and tools will be a lot more expensive. You don't know how it actually turns out and how people are going to adjust to this change.
Um, you are arguing that you have made a change without having any idea of the outcome? In any case, the increase in price is all that needs to be considered and it remains my view that an increase of the order made was quite unnecessary (you claimed in another post you were making up for two years of adjustments that should have been made earlier, I think maybe you don't realize how odd that sounds to someone like me).
Quite frankly with so many people on the server all mining too much exp is being added into the economy. The amount being added far exceeds the amount needed to create the tools for all the people on the server. Removing exp from mining has gone a long way to remedy this by drastically reducing the amount of exp gained by normal operations. I wouldnt mind seeing exp from fishing being reintroduced but as much as I would like to see it reappealed for my personal profit (which would be a lot) it was a good decision to remove the exp from ores and mining and thus reducing the rate of exp creation on ecc.
This is not an accurate portrayal of events. Not only has exp been removed from mining, exp from mobs has been drastically cut and now the exp costs of enchanting stuff has been more than doubled. All this in a very short space of time. Restoration of mining exp seems a sensible way to rebalance the situation.
Eh, if you were to add exp from an activity I would recommend fishing and not mining. Mining is a profitable enough venture on its own and there is too much ore in existence currently. If there is a problem with the amount of exp generated from mobs due to it being set lower then it could be tweaked if need be however a person with a good spawner set up can still generate large amounts of profit in a short amount of time. Besides I think the economy is better with tools being worth something as opposed to their value diminishing so drastically.
U can already get exp from fishing mobs as well as heads/mcmmo, no need to tweak there. Kuke is saying in the other thread that he thinks he will restore exp to mining ONLY in the mining world (and for ores fortuned there as well) which covers the point u are making about too many ores. (Btw, even a double spawner takes a ridiculous amount of time to generate sufficient exp to pay for the new enchants.)
Not really, as the price is (I believe from what Kuke said) roughly double the average amount you'd need to get any given enchant.
I said more than doubled, the increase is weighted toward more popular enchants so the most popular have increases that are more than double and nearer to triple.