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It will take a bit for everyone to adjust, those with low prices will tire of refilling their shops just to have them immediately empty for much less than others are making. Those buying will see everyone constantly being sold out and hopefully cave to desperation for materials and buy the higher prices. Be patient and stockpile your surplus for later when those high prices are competitive, you'll have the best stocked shop for a while! =)
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(08-31-2012, 11:57 PM)shppthwhtfx Wrote: Drag, we call this inflation. People have a ton of money because of the way the economy runs. Just accept that money is worth a lot less than it used to. Shops should increase their prices for everything valuable until there's a balance.
Shops run out of stock quickly because their prices are too low. The fault of unbalance at this point is in the shopkeepers not increasing their prices. They should increase their prices until they find the point where they're restocking their shops as quickly as they're being bought. Once that happens, or is at least attempted, we can figure out whether we need any other action to balance the economy. Stop talking about changing the economy again, we're just in the phase where there's unbalance and no one has attempted to balance it in game but pigpen and a few other shop keepers.
Edit: sorry that made it sound like I'm opposed to any changes... like I've said before, I don't mind the setting aside sought after land and selling it or putting in a job plugin, I just don't think we need to change HOW the currency is done up until the players attempt to adapt to the abundance of money. We basically change the value of a 10 dollar bill to that of 10 cents ...they need to change their prices to match.
@pizza that's actually an interesting idea with the selling creative ...would towny plugin work for that?
@fire's post after this one
players with little money would usually not be able to handle large projects, so it makes sense to correlate "creative build area size" with "amount of money a person has" ...this won't work with some excellent new players, but perhaps people are willing to donate to worthy causes? You as a long standing member should have a ton of money and thus able to afford a large project area ...just buy parts at a time, buying more as you complete the previous. Since creative neutralizes the time you spend gathering materials, the least you can do is build up money (usually a lot easier to build up) while you plan out what you're doing.
Then again we're just switching time wasted from one thing to another ...the point of creative mode is to just build cause you're too lazy or busy to put effort into any preparation besides designing.
Nah... you can gather materials for other projects while your money stockpiles for the creative project, it's a win/win.
Ok, whatever :3 good luck.
/self-debate
That's what I was thinking shpp. And those that have the need for a larger project with terraforming most likely have the ability to use CW anyways. I'll look into towny and see what it's limitations are and we can go from there. I also want to try the server shop with rare items such as broken discs, dragon eggs, and maybe even emeralds for high prices. I'll start working on this as well
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09-02-2012, 05:35 AM
(This post was last modified: 09-02-2012, 05:38 AM by fireb4llz.)
Might as well call it plot world.... This is rather dissapointing. I always had a feeling creative world would never be added. sadly I was right.
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09-02-2012, 06:14 AM
(This post was last modified: 09-02-2012, 06:20 AM by EducatedPizza.)
Just because we would sell plots of creative doesn't mean that the entire world has to be that way. Perhaps we could have half the world reserved for architect and up as a perk for achieving the high rank. The other half could be made into plots for regular players who still want creative.
Fire, it's hard to keep everyone happy. We're trying to fix the economy and this would help a bunch it seems. There's ways to make both parties happy, we just need to think of them
My first thought is to try the server shop. Let's see how that does with Fixing money problems and then we can move on to the plot idea if it doesn't do anything. I'd personally like to keep creative free for everyone, but if it helps the economy, we may need to sacrifice half of it
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I'd say we try out the server shop as a starting point. If we feel that creative plots are necessary, then that may be a sacrifice we have to make. That being said, I'd be prepared for both of these courses of action to fail. The server does not have a large enough population of interested economic participants to really maintain or build what some might view as a desired level of economic activity. Also, whatever rational or seemingly reasonable approach we take, we have to remember that we are dealing with a largely young population of players. They are much less likely to take the obvious or rational option that is in their best interest. However, we should try these options, but we have to remember not to set the bar too high.
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(09-02-2012, 08:24 AM)Indrae Wrote: I'd say we try out the server shop as a starting point. If we feel that creative plots are necessary, then that may be a sacrifice we have to make. That being said, I'd be prepared for both of these courses of action to fail. The server does not have a large enough population of interested economic participants to really maintain or build what some might view as a desired level of economic activity. Also, whatever rational or seemingly reasonable approach we take, we have to remember that we are dealing with a largely young population of players. They are much less likely to take the obvious or rational option that is in their best interest. However, we should try these options, but we have to remember not to set the bar too high.
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I don't really care what happens with creative world, perhaps those invested in the idea should dictate how it is run pizza *shrugs* you win some you lose some. Eventually we'll find a use for towny lol
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I think one of the main reasons for this troublesome economy right now is that us shop owners have to adjust our prices according to how people would be if they left and came back after a month. But we also have to keep in mind how people would be if they DIDN'T do that, and were trying to buy things everyday with their few dollars. So we have to find that happy medium where people can't empty your shop after having been gone for a month, but have the price low enough so that people who play often can get what they want. That's the delimma that I see, at least.
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09-02-2012, 08:43 PM
(This post was last modified: 09-03-2012, 12:48 AM by fireb4llz.)
It seems like the economy is going downhill because:
1) People are too lazy to run their shop properly.
2) People are gaining money for not doing anything whatsoever.
3) People have too much money
Looking at the other poll, It seems that:
1) people want interest
2) people don't want miners to have an advantage
Yes, I know these were arguments against the gold standard(well at least one of them is). I'm not saying I want gold currency but these are some good points. It seems that both of those opinions seem to be causing the three reasons why the economy is going downhill.
Considering all of the above, What I think should be done is to have a main server run shop instead of user run shops and a decrease in the current interest. I am also changing my stance on the plot based creative world.
One thing I should say is that the server run shop needs to have sell prices. This way the main way of making money is gathering resources and selling them to the shop. Considering this is a legit building server gathering resources shouldn't be a problem for anyone. The sell prices would be the same as the buy prices(considering this is a server run shop, i'm not sure why anyone would be concerned about it making a profit). Consider the shop as more of a trading hub. However, we could adjust the buy and sell prices in case we needed to rebalance the economy. For example, considering people have too much money currently we do have the option to make the sell prices lower and the buy prices higher for a limited time if we feel it would help.
Now, I did mention I changed my stance on Plotworld. I am starting to warm up to the idea. I think what we should do is have a flatland world with plots that would be 25x25 blocks long but have players be able to buy surrounding plots in case they want a larger area to work with. For example, if someone wanted a 100x100 area to work with, they could buy four plots. Considering you would need to gather resources to get the money to buy the plots, it would still somewhat keep the legit aspect of the server in mind.
Any thoughts or arguements?
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(09-02-2012, 08:43 PM)fire897 Wrote: It seems like the economy is going downhill because:
1) People are too lazy to run their shop properly.
2) People are gaining money for not doing anything whatsoever.
3) People have too much money
Looking at the other poll, It seems that:
1) people want interest
2) people don't want miners to have an advantage
Yes, I know these were arguments against the gold standard(well at least one of them is). I'm not saying I want gold currency but these are some good points. It seems that both of those opinions seem to be causing the three reasons why the economy is going downhill.
Considering all of the above, What I think should be done is to have a main server run shop rather than user run shops and a decrease in the current interest. I am also changing my stance on the plot based creative world.
One thing I should say is that the server run shop needs to have sell prices. This way the main way of making money is gathering resources and selling them to the shop. Considering this is a legit building server gathering resources shouldn't be a problem for anyone. The sell prices would be the same as the buy prices(considering this is a server run shop, i'm not sure why anyone would be concerned about it making a profit). Consider the shop as more of a trading hub. However, we could adjust the buy and sell prices in case we needed to rebalance the economy. For example, considering people have too much money currently we do have the option to make the sell prices lower and the buy prices higher for a limited time if we feel it would help.
Now, I did mention I changed my stance on Plotworld. I am starting to warm up to the idea. I think what we should do is have a flatland world with plots that would be 25x25 blocks long but have players be able to buy surrounding plots in case they want a larger area to work with. For example, if someone wanted a 100x100 area to work with, they could buy four plots. Considering you would need to gather resources to get the money to buy the plots, it would still somewhat keep the legit aspect of the server in mind.
Any thoughts or arguements?
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