It's been puzzling me for quite awhile now, ever since the first price change i saw happen about 5 months ago, Since then there have been a few price drops. NOT A PRICE DISCUSSION! Just a GENERAL DISCUSSION about why things are done the way they are done. I have been told before its up to just 1 staff member(think a GA?) if prices are off balance, True? Does this person take into account that some people run slower computers, therefore cannot reap the benefits of a huge farm as a income? Or how about the fact that new players I've been told things like "Well, they thought it was too simple to earn money and rank up" Well, then why are Melons still going strong at their $1.65 each, when every other crop has taken a stock market crash, most being worth close to one-third what they were 8 months ago. Am I really the only one who has the common sense how an economy functions? If you feel that its so easy to earn the 15k for resident, or 85k for mayor, Stop being lazy and raise the cost of the rank application, Yeah there's a few wiki's that would need an edit, but the result would be as expected. But that would be UNFAIR to everyone who hasn't yet applied for a rank up, considering everyone else existing on the server already will have originally paid the old lower price for their rank apps. Well kids, its really no different then logging in to find out a farm you spent time and money on is no longer worth doing, Now is it? So what are your honest feelings about the way the worth of items is changed? How would you exercise price changes if You were allowed to change the price of things? What impacts do you think should lead to the change in a item's worth to server? I know I've covered a handful of different things with the server's Economy, but Really just want to know everyone's thoughts on what You see when you look at the server's Economy.
Andrew is, but he uses kuke as a tester for the most efficient ways of farming to get the most ECD/hr, and adjusts it based upon the balance in the game.
Items have been changed, as said a MILLION times before by andrew, because it is the only way to keep an economy server running for a long time.
Im sick and tired of these threads. Andrewkm changes the prices of items or ranks whenever he feels it needs to be done. I feel like he has done a very good job in the past few months and will continue to do so. People just don't like change but need to learn how to deal with it. The richer class of Ecc will always have an advantage over the poor because they are flexible and able to adapt to the changing economy. Money makes Money. Deal with it.
False, it is left up to andrewkm. If there is someone else that can show a faster way to farm/mine, I am sure andrew would take it into consideration. You have to base prices off the best, most efficient way to make money. If you don't then a small number of these high earners could throw the whole thing out of balance. No. The system ECC employs has worked for multiple years. Obviously something is right about it. Is there another Minecraft economy server that has such an excellent track record? Um.. yes... I mean no.. I mean.. umm.. I really don't get what you are asking here. I hate that my net worth drops every time the prices drop. I would handle the price changes in the exact same way. It really is the only way to regulate the income of the server as a whole. I, in hindsight, would not have introduced eff vii picks. I think this has begun to sting the economy. They are here now, and I undertand that. Let's just not go any higher. But they have no farming impact. As for farming, I don't think there is anything that can be done. If we raise the prices of the crops, and then raise the prices of the features, nothing really changes.
TL;NGR: No. Put it into this, as every economy server I've ever experienced had this happen to them. High prices -> inflation -> player price raise -> server price raise -> player price raise -> server price raise -> player price raise -> players begin to quit -> server begins to lose money because of simplicity -> server shuts down from funds. Keep in mind this is if prices did not lower. Server price raises in order to keep the player price balanced with the player price, so player price is always above server price. There was one server whom I will not say its name or anything to find a way to know what server it was or how to get to it, but I know a server where the economy was 5 trillion dollars. They rose the prices so high that a diamond was 1mil. Do you see why andrew makes the economy this way? If ecc becomes inflated then players will find it too easy. Too easy to make money. Players will quit because it's boring. Server will lose money. Server will die. I would never, ever, ever, ever support this. Neither would andrew or ANYONE with common sense about how an economy works. I find it very sad that at my age I understand more about how inflation works. Inflation = bad. Want proof?: http://en.wikipedia.org/wiki/Hyperinflation_in_the_Weimar_Republic By November 1923, the American dollar was worth 4,210,500,000,000 German marks People swept money off of the streets. People burned money because it was cheaper than firewood. Inflation = bad, even if this is a video game. Keep in mind I don't really care what you say to this, whether it be my statement invalid or whether it be "this is a video game not irl". This may be a video game, but that doesn't mean inflation is good. It is NEVER good.
Actually I'm glad to see this much Researched feedback about the topic, Except 1stepahead just took 2 steps back =D To be honest, i Have played MANY economic games. Kapilands is just to name 1 (browser economy game, nothing to do with minecraft or a minecraft server) Raise the price of something else when one thing is lowered, switch things up, Make it have highs and lows like a REAL economy, Instead of following the track record of just lowering an items worth which I can already tell won't end well. I'm not in any way trying to bash the server, or judge people, I'm just not understanding the logic of continuing to lower the worth of items, How far is it going to go before a new method is even remotely attempted?
The only issue with doing this is you end up with one of two scenarios. Scenario one: Prices always rebound. Carrots always down and then up and then down. And their average stays around a certain amount. This will lead to people hoarding and only selling when the prices are high. They will hoard when the price is low and wait until the price is high to sell. since prices always rebound, it is simply a waiting game that the rich have no problem playing. Scenario two: Prices do not always rebound. This leads to you raising prices on some items that never fall into "acceptable" levels, while others drop and never recover. If there are items that make the most money, people will migrate to that and complain that other things don't make enough. All this does is make players migrate to the most profitable items and doesn't solve the issue of too much money entering the economy. The prices, as the system stands now, are only lowered when it is found out that they are contributing unevenly. My question to you is: How do YOU plan on regulating the amount of "free" money entering the economy if you raise prices?
Lots of new content since yesterday =) And no offense taken Andrew, I wasn't aiming to say anything was being done wrong, and like you said, 3 years going compared to my 8 months as a member most likely has answers to why the worth of items are changed, which clearly you'll keep locked in a vault for obvious reasons as a server owner lol But like Emau mentioned above a point I brought forward a couple months ago under suggestions, about prices fluctuating and causing people to hoard things, and others treating items as if it were a stock exchange, Would bring a new way to play the economy, because eventually the item might get sold to server to cash in, Give another reason to employ the help of others, But like Andrew said, 3 years running fine, why change anything? Glad to see this sparked as much interest as it did =) Emau How do YOU plan on regulating the amount of "free" money entering the economy if you raise prices? Honestly, I know there's no real way to control the flow of cash being exchanged out of kindness among players, The point of it was that was mainly to point out that application costs are chump change to the established players, but for players who prefer to earn money and actually use the economy as well as the design of the server, its just making the reach harder with each price drop; And again maybe it's because I haven't seen how the server's economy on renewable resources has fluctuated, but as far as farming goes, I'm for sure not making anywhere near what I did when I started as a builder not even a year ago.
I don't believe Kuke has a direct voice in what it should be but an opinion or idea of the general number it should increase or decrease. Then Andrew completely decides the exact number based on his and Kukes opinion.