09-03-2012, 03:19 AM
Very interesting suggestion, fire.
Something I've realized is that user shops will never truly be obsolete unless the server shop sells literally every item in the game. That said, from what I understand, the server shop plans on only selling select items. Having a server shop with a complete inventory would put a huge burden on the admins as they are the ones that dictate the prices, which are extremely important.
Other than that, I don't see any big problems with having a big central shop. Sure, it's not as realistic as privately owned shops (which yes, I do enjoy having), but this IS minecraft. And as far as giving money value and creating a strong flow of money within the server goes, the central shop fits the bill.
Some notes. With the ability to sell items instantly to the shop, players are DIRECTLY in control of their money. With user shops, players have to wait and sometimes hope for customers to pass through and spend money. The wealthiest person will not be the person with the most successful shop, but the person who can gather the most materials to sell the the server shop. Again, I'm not entirely for or against this. IF we do implement something like this, I REALLY THINK that the auto-income should be completely taken out. As long as there is an auto-income, the server money supply is rising which calls for price changes. We won't have to worry about players going totally broke because anyone can easily make a couple bucks chopping down some nearby wood.
I somehow feel like there is something major that I'm overlooking. As of now, however, I can't think of a serious flaw.
Side note: I don't see why we have to abandon the creative plot idea. In addition to giving money value (which will already be done with the server shop), I think it's a good way to introduce creative to all the people in the server.
Something I've realized is that user shops will never truly be obsolete unless the server shop sells literally every item in the game. That said, from what I understand, the server shop plans on only selling select items. Having a server shop with a complete inventory would put a huge burden on the admins as they are the ones that dictate the prices, which are extremely important.
Other than that, I don't see any big problems with having a big central shop. Sure, it's not as realistic as privately owned shops (which yes, I do enjoy having), but this IS minecraft. And as far as giving money value and creating a strong flow of money within the server goes, the central shop fits the bill.
Some notes. With the ability to sell items instantly to the shop, players are DIRECTLY in control of their money. With user shops, players have to wait and sometimes hope for customers to pass through and spend money. The wealthiest person will not be the person with the most successful shop, but the person who can gather the most materials to sell the the server shop. Again, I'm not entirely for or against this. IF we do implement something like this, I REALLY THINK that the auto-income should be completely taken out. As long as there is an auto-income, the server money supply is rising which calls for price changes. We won't have to worry about players going totally broke because anyone can easily make a couple bucks chopping down some nearby wood.
I somehow feel like there is something major that I'm overlooking. As of now, however, I can't think of a serious flaw.
Side note: I don't see why we have to abandon the creative plot idea. In addition to giving money value (which will already be done with the server shop), I think it's a good way to introduce creative to all the people in the server.