Xp market is dead because there is way too much xp flowing in with little demand. The only way to get xp would be buying it or using a mob grinder.
Half it, but don't remove it completely. If we remove it totally XP will become *very* expensive, and mining won't be as worth it as it is currently.
It's better to have it expensive rather than cheap. People will just use mob spawners since they will be more valuable. Maybe people will go farm blazes in the nether.
Still, I doubt XP grinding will ever be worth it financially. I think it's better to half the XP so that there isn't an overly dramatic increase in XP prices.
Second post because different point but: This doesn't solve the problem with the EXP market, does it? There's still more flowing in than is ever going to be used. We need better ways to spend exp. And why is cheap EXP bad, anyway?
Agreed that somehow there should be another use for exp. MOST people once they get a tool try not to let it break, so it's not really flowing in creation of tools. Then again, new people are always asking about enchanting tables... I'm not sure and I basically just contradicted myself with no point. but perhaps have extcommands and maybe extcommands+ have a exp requirement (would make this market more lucrative for the players) but have the ++ users who have auto repair not have a cost?
That would make people who has paid for those features pay again (with in game stuff) each time they use them. Which is quite unfair What about turning xp into mcmmo xp? That would be awesome but maybe not 1xp = 1 mcmmo xp, that should be balanced.
We could just change the prices in the colorshop to EXP - no ECD prices. I kinda like that idea. Maybe make it 5,000 EXP for 1000 colored blocks, and then 500 EXP for the 64 stacks? My only concern for this is that it would effectively add a price floor to EXP and allow a way for EXP to be converted to ECD through the server - unless we removed /sell prices for all the dyes and colored blocks.
You couldn't remove /sell prices for all dyes cuz lapis. But more importantly, wool is absurdly cheap to the server atm (50 cents each)...so that kind of price floor really shouldn't be a concern. At the prices you mentioned, that's like 5k XP for $500. Or ten cents/orb which is like nothing. I think if XP prices ever fall that low then we'll have bigger problems. Even if wool prices are raised to the cost of materials (string), that's only $2 per block. Which is only 40 cents/orb.
Dunno, was just thinking of /repair, and that popped into my head too. I mean it's not according to mc mechanics...but why not? Also...1:1 seems a very, very low ratio...
Also, i just agree, we've donated a ton to get those features. I'd like to not see them cost in addition.
+1 to the original idea of this suggestion. The economy is way too inflated with exp and we need a way for the amount of exp floating around to decrease. Do NOT add exp as another currency, like nstars were. Here's your solutions: a) Nerf fishing exp, and raise fish price b) Nerf exp from ores Your call.
Personally the idea I like the most is Nicit's. That is: make dyed wool blocks in colorshop cost exp. If the price is wisely calibrated, this might kill two birds with one stone.