Minecraft Name: Ydde2010 Suggestion: Remove server shops Reason: I am struggling to understand the purpose of server shops and ceiling prices for items and I believe that they could be doing a great deal of harm to the economy and legitimacy of the server for the following reasons: 1) Creating a price ceiling means that if demand for an item ever reaches its ceiling price then this undercuts player-owned shops and will only contribute further to their demise (there are already a LOT of vacant stations right now). 2) If the situation in 1) occurs then players could make an easy fortune if they bulk buy an item then sell it again if the price ceiling is raised. 3) To encourage the spending and not hoarding of ecodollars, you need a steady inflation of the currency. Ideally the floor prices of items should slowly rise. More people will build today rather than tomorrow if building blocks cost more tomorrow than they do today. And we want activity on the server, right, as opposed to players just sitting on money? The server shop acts as a deflationary mechanism and an unpredictable one at that. 4) There is an undeniable satisfaction knowing that the buildings that every player has built has come from the dedicated work of other players in gathering and selling the blocks used to create it. Spawning blocks into the game through server shops removes this legitimacy. Thoughts?
- Keep nstar shop - Make food shop take ECD, not nstars - Remove other shops - If not removed, lower the prices on all blocks significantly. I take pride in knowing that my money leaves the economy when I buy server stuff - Besides, my previous point is a perfect reason why prices should be lowered. If we want more money out, why not make the prices reasonable?
But we surely don't want more money out, unless inflation is too fast. My point is that a steady inflation (say no more than 2% a month) gets people buying things, building things and doing things now. There appears to be a problem with people leaving the server as it is, would some of these people leave if they knew that in a few months their money wouldn't get them as far as it would now?
ECC is quite inflated. While I am against server shops, most people generally never go to them anyways, especially considering they aren't the easiest to get to if you are new, so I'm not for nor against this suggestion. Worth of money doesn't change on ecc because of server price regulation of items. With the exception of nstars and possibly quartz, most sold items on ecc are just above their server worth. If we had a market based off capitalism and prices were not regulated, ecc would have died years ago. An example of this would be emeralds; legal villager exploitation resulted in the creation of thousands of emeralds and the price plummeted from $50 down to $20-$30. If there was less inflation, emeralds wouldn't have been $50 in the first place; they would have been higher. (which is a good thing). Because of this, yes we want to lose money in the economy. Less money = higher prices = a more difficult and realistic economy. Put it this way, ECC is supposed to be a hardcore, difficult, realistic economy, but because inflation is high, the economy has a lot of money in it, and it relatively easy to get money, a hardcore realistic economy is but a dream.
I'm not against the regulation of prices - it important that price floors are in place so people can quickly sell to the server and get on gathering. I'm not advocating a completely free market/capitalist system. Your equivalence "Less money = higher prices = a more difficult and realistic economy" doesn't make much sense. First of all, less money means lower prices. The value of an item is the same, regardless of the number of individual units of currency in the game at any given moment. The changes in price over time reflect both the changes in the value of the item (supply and demand) and the inflation/deflation of the currency. I don't know what "difficult" means as an adjective to describe an economy.
I am against this idea. Sorry but I believe that player markets are a good way to simulate our economy. In real life inflation and deflation exist, if we take out player markets, the game will not simulate the economy thus taking away a major element of our server (Eco (short for economy) City Craft). Sorry but this gets a -1 from me - Leon
I use the server shops plenty for buying in bulk. Personally I would rather not travel around the market and click a sign for half an hour to find it is sold out. Sorry but this will be a -1 from me.
There have been times when I sold things for more than the block shop and it still sold... a lot. Many people just don't go to those shops as a first stop shop, and unless you want to buy a LOT of something all at once... plus, since the player market trade signs don't work well for selling more than a stack at a time (buying multiple stacks works great), the block shop's ability to mass sale is quite handy. Getting rid of them, though, will really let things get out of hand, and could push the player market to absurd prices per block to where almost no one buys anything, and can't otherwise get it without farming up tons of cash, or farming the materials themselves. -1
+1 (with large caveat) 1) Do not entirely remove these shops, a price ceiling and endless supply of building blocks can be highly beneficial. 2) That being said, the afore-mentioned price ceiling needs to be increased for some items. Especially the following: Glowstone - $4 is far too low. This makes the server value for glowstone capped at less than the value of time it takes to collect it. That, quite frankly, hurts the economy because it further limits valid money-making methods and makes player-obtained glowstone rare or not worth buying (don't believe me? Run through spawnshops and tell me how much glowstone u find under $4) Colored things- some of these are reasonably priced. But others (namely blue and related wool) are simply ridiculous. Players cannot compete with the server shop so there is no incentive to obtain and stock these blocks (so that is why they're always out of stock @Bashdash100 ). The price of colored things should be ABOVE the SERVER-REGULATED minimum price of their materials. Honestly, lapis is $3.75 each. Wool is $0.50 each. How on Notch's cubic earth is the server getting blocks that cheaply? Hax. 3) To whoever said that prices per block will become obscene (@KMaxwell): you are wrong. There is a very exacting limit of the amount of money that can be made per player per day. Therefore, inflation is already severely limited, and player-based competition would maintain a reasonable price. Dirt in the server shop (for example) is like $0.50 each. Yet you can't sell it for more than $5-7 per stack (if that). 4) Please change food shop to $$ instead of nstars. That's actually a great idea. But make it cost a lot so player shops can beat the price without losing money/tons of time. @Lehon_ please read the original post again. It's not about player shops but about the server shop. 5) @12345shane if we wanted not to have player to player trading and have server shops be the only source of things then the server would die. Trading creates player interaction which is vital. 6) Finally, @12345shane while money leaving the economy to prevent inflation is good, money travelling around the economy to promote its health is better. Lets say Jmichael wants glowstone for his next 2000x200 farm. He can pay the server for it, making the money poof. Or he can pay BuilderX for it. BuilderX, joyful to have $$, buys resident, mayor, features, and stays on the server for months buying lawto tickets. In the end, is fuller and more robust. This isn't runescape, where there are no end-game money sinks. This is Minecraft, so you can ALWAYS be building. And if we choose server over new players then that's all we will have left.
1. I sell dirt for more than that per stack, and I sell a lot of it, mostly because I have a lot of it. Those who don't have the time to go farming it allow for a high sale price given that you use it for landscaping a town, building a floor of a farm, etc. 2. You can also get glowstone dust, thus making glowstone blocks, with even a small amount of McMMO levelling in Excavation. It's really not that rare at all, and you don't have to go to the Nether to get it. The more ways there are to get an item, even a high demand item, keep the cost lower, no matter what the server shop is selling it for (again, assuming anyone bothered to look there, or calculated the cost per block difference between the server shops and the player market). 3. If there is no other way to get a block than my shop, for example, I can charge what I wish for it, leaving people to pay my price or do without. (Assuming no one else has any, or that others aren't also pricing high due to the rarity of the blocks.) So, having most blocks in the server shop for a fairly high price ensure that, even for rare items, the price per block doesn't get too crazy. Used or not, the server shops do influence the economy in a good way.
I agree that most blocks should be there "for a fairly high price". Undercutting the player market on glowstone and blue colored things is definitely not "fairly high." Hence my disagreement with the drastic nature of the original suggestion. Also, those "rare blocks that others dont have" aren't the blocks that i'm discussing because frankly, the server price on those blocks is super high mostly and the demand is low (ex. sea lanterns). It's the common blocks that the server sells for cheaper than players can obtain them (and still make a profit when considering the time used) that concern me.
Which is a real problem with the economy imo. Why run a shop when you can get the same $ by selling to the server with none of the risk?
Why is it a real problem? I mean.. people seem to be doing just fine with shops. And it's all functioning pretty smoothly. Sure, it's nowhere near a realistic real world economy. But realism isn't feasible in a game where resources are infinite. If it can be sold to the server at least there's a part of the supply going away. Taking redstone and lapis for example. Who really needs those? But there's a huge supply of them, and no demand. Then what about people who are trying to make a profit while mining? redstone and lapis make for a pretty large portion of the mining income. Or diamonds, without the server price for diamonds they would be worth like $5-10, if not less. By not having an infinite demand you're generating a saturated market. Hence the infinite demand in the form of /sell An infinite supply will saturate the limited demand in no time. At that point nobody can make money off that any more. So why is it a real problem people can sell to the server like that?
I'm not saying server shops should be the only source of things. In fact, I said the opposite. I'm not for nor against server shops, because they have such outrageous prices and are quite difficult to find for builders and because of that it really doesn't matter. Money leaving the economy is better when ECC is already inflated. Money staying in circulation not only keeps money in that could prevent inflation, but it makes everything cheaper and easier to get. If the exp shop wasn't regulated, enchanted tools would be cheap. This is supposed to be a hardcore economy. Besides, jmichael isn't dumb enough to buy those outrageous glowstone prices. If he did pay a builder for the prices, that builder would get resident and have the same result as if jmichael bought glowstone. The money leaves one way or another, but usually the money leaves much later than it should have, or it leaves too late to prevent inflation.
That anyone can mine, doesn't require land to mine, doesn't require large tools to mine, doesn't require workers to mine, etc. Ecc can't reach realism because realistically, people need to have money in the first place to really get anywhere, or get a decade of schooling. Sure, in real life you could mine with a pickaxe, but mining isn't that simple. You need to hold up your mining tunnel, be careful of cases and loose rocks, and you need to refine the ores (which isn't as easy as minecraft makes it to be) and tools are molded, not just created by putting together three bars or iron or steel. ECC will never be realistic. Because nothing on ecc is created with expensive enough materials to be worth that much. The reason a phone IRL is so expensive is because it requires all the different materials, workers, and processes to make it. If there was a phone in minecraft it wouldn't be worth that much, because one person could do all the work and make one in probably 10 minutes, not to mention that minecraft simplified everything that is difficult IRL. In minecraft a single person can do whatever another person can. So the best we can do is what we are already doing.
Ecc *was inflated. Before sports book took out hundreds of millions. You ever wonder why people are struggling to sell features @5k? Because there's so much less $ in the economy then there used to be.
Although it's true that it has taken out millions.. but it also put millions back in. It's certainly not the economy saver you're making it out to be. And hundreds of millions.. we have about 20 million less in the economy than 2 years ago around this time of the year. The biggest thing keeping inflation in check is and always has been lotto, taking an average of 1 million a day out of the economy.
Amount taken out form sports book: over 340 mil Amount won from sports book: just over 100mil. That's 240mil, poof.
That's not how those numbers work. Handle is the total amount bet, paid out is I believe the profits paid out.