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Post by dflanger3 on Nov 2, 2011 22:17:34 GMT -5
After today's events, I've decided to take initiative, and make a map of the economy. It will use coal as a base currency of $8, and calculate in things such as attainability, processing cost, and ore rarity.
Of course, it would need Admin approval, but I think it's still worth doing.
-Df
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Post by dflanger3 on Nov 3, 2011 9:53:09 GMT -5
Anybody have any suggestions?
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Post by auntbeast on Nov 3, 2011 9:55:21 GMT -5
I have full faith in your ability to parse out that information. It takes a certain type of brain, which you have. ;P
I think relating it to our current value of coal is very smart and gives some sort of base.
I look forward to seeing what a raw analysis comes up with.
*edited to remove comment
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Post by askgriff on Nov 3, 2011 10:01:08 GMT -5
My only concern is that with the recent unpleasantness, that the work you do on this will be ignored. I certainly hope not, since I think it would do nothing but help. This is what we talked about, Aunt.
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Post by auntbeast on Nov 3, 2011 10:40:44 GMT -5
I think it is extremely important that shop owners not be at a disadvantage to the server.
My primary example is arrows. The server sells them for $10 and buys them for $10. If I sell them for $8, to encourage people to buy from me, they can immediately sell them to the server at a profit. This is not the only item like this and is the reason some folks aren't participating.
I have no idea of the capability of the economy system, if you have the ability to set different buy/sell prices. IMHO, the server should only sell things that players can't easily sell, things like sunshine, slimeballs, or whatever, if that is not an option, then it should sell things for far more than a shop would. The server should buy anything, but at a very low price.
So far, my experience is this: I need a bunch of colored wool. I have all the parts to make it, but for $15 I can buy any color of wool, as much as I want. EVEN THOUGH I had the supplies to make it myself, it was easier to get it from the server. That is bad.
I absolutely adore the ability to buy things when players aren't here. I love that I can sell stuff without standing in my shop, or bouncing around the world.
Is the economy an all item or none setup?
IMHO, the economy system is absolutely fantastic, just not yet. I'm extremely glad the steps were taken to implement it on our server. I know it has been a huge pain in the butt. I'm the retard that couldn't make a sign, so I can imagine from an administrative aspect.
Also, BEFORE the prices get changed, lets get input from the shop owners, once we see the data. They know their stock. Is/Can their input be given?
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Post by askgriff on Nov 3, 2011 11:12:01 GMT -5
Well, if you remember we [you and I] talked about all of these things yesterday and the day before: 1. Sell prices are being set for $0 so nobody will be able to make a profit by buying cheap from you and selling to the company store. 2. Once we're under control we will raise prices on something (be it diamonds or gold or coal or whatever) that users can use to make some money. 3. Again, the server mostly sells the things that shops can't [or find it very difficult to] (such as bedrock, records, etc.). Yes, there are some exceptions (glass, wool, logs, etc.) -- but see #4 about that. 4. The wool and logs were set cheap enough [to begin with] to spur/encourage building and creativity. As shops (such as Scotts) begin selling wool and wood, we will raise the prices in the Black Market to encourage more involvement. 5. Price changes don't concern [or need the approval of] the users. As the market progresses the prices will set themselves. It's a self-adjusting market -- but we have to get the market flowing first. As supplies [more people selling] increase, we make it more difficult [higher prices and less supply] to encourage users to sell more. Then they will set the prices and either sell or not. Users will adjust their prices to be more competitive. 6. As far as "Can input be given" on the prices, absolutely. Ven and I have been asking for two weeks how much different things should cost. 7. This is a brand new system and we told everybody to expect a rough start with LOTS of price changes and fixes coming. That's why he had the "Don't Abuse the System" discussion and multiple signs. We knew it would be exploited until we could fix it. I think it is extremely important that shop owners not be at a disadvantage to the server. My primary example is arrows. The server sells them for $10 and buys them for $10. If I sell them for $8, to encourage people to buy from me, they can immediately sell them to the server at a profit. This is not the only item like this and is the reason some folks aren't participating. I have no idea of the capability of the economy system, if you have the ability to set different buy/sell prices. IMHO, the server should only sell things that players can't easily sell, things like sunshine, slimeballs, or whatever, if that is not an option, then it should sell things for far more than a shop would. The server should buy anything, but at a very low price. So far, my experience is this: I need a bunch of colored wool. I have all the parts to make it, but for $15 I can buy any color of wool, as much as I want. EVEN THOUGH I had the supplies to make it myself, it was easier to get it from the server. That is bad. I absolutely adore the ability to buy things when players aren't here. I love that I can sell stuff without standing in my shop, or bouncing around the world. Is the economy an all item or none setup? IMHO, the economy system is absolutely fantastic, just not yet. I'm extremely glad the steps were taken to implement it on our server. I know it has been a huge pain in the butt. I'm the retard that couldn't make a sign, so I can imagine from an administrative aspect. Also, BEFORE the prices get changed, lets get input from the shop owners, once we see the data. They know their stock. Is/Can their input be given?
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