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Post by alwayzbored114 on Mar 24, 2012 21:00:38 GMT -5
As many people know and experience, our form of economical management in the server seems extremely flawed. Until recently, I couldn't think of exactly what was wrong. Right now, I still cannot think of anything to fix it, but that is what this thread is for. Any Ideas and suggestions are more than welcome. With all the change coming to the server within the next few weeks, changing the economy might be a good idea also.
The Problem is the very essence of Minecraft. In real life economics, it is basically fueled between the interactions of the producer and consumer. The Shops, or the producers, sell products to the consumer, or the citizens. Our server does have this relationship. What we lack is the more important back story. When the Shop makes money, they then split the profits between their employees and their suppliers. In our server, most shops do not have suppliers, and collect all of their supplies by themselves, and no shops have employees. When Employees and Suppliers make money, they then become consumers, buying items from other shops, and the money will flow around to that shops' employees and suppliers, then to another shop, and so on.
In our server, we only have the relation between the buyer and seller, and a minor relation between seller and supplier. Without the realistic other half of the economic equation, we won't get anywhere. and its nearly impossible in a standard minecraft server, as far as I know. At this rate, the money just bounces back and forth between buyer and seller, more than often stopping at the seller. The money has no flow, and just sits in the seller's pocket. The Rich get Richer, the Poor stay Poor.
Again, I'm sighting the problem, but unlike usual, I have no ideas whatsoever to solve it. So, I'm asking for your help. I've only been on a few servers, so I have no idea how others pull it off. The only thing I know works is a centralized Government Run Super Market, but we have more of a free economy, and I'd like it to stay like that, just get better. Thanks
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Post by deltajesus on Mar 24, 2012 21:41:47 GMT -5
A couple things, the only way I could think of fixing the employees thing would be to have a fairly large shop with chest shops in the back, there would be someone with access to said chest shops who would buy the items and sell them to the actual buyer for a slight profit, but this couldn't really work with services like enchanting and repairs. And the poor stay poor because they can't be bothered getting money, since I joined the server I've had almost no money and almost no use for it as I am entirely self sufficient, but when enchanting got fixed I decided to start selling things and now have about 8,500 in my bank and plenty of resources.
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Spwack
Veteran Explorer
70 years old, still going strong
Posts: 550
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Post by Spwack on Mar 25, 2012 7:29:02 GMT -5
Money is not really useful, unless your looking for REALLY expensive stuff (i.e. Towns, and to a much lesser extent locked chests)
For me, it's really just a collectors item.
Unless we have SERVER WIDE tax (which would be hell) making money is not an issue. IRL, you don't have money, you have a problem. In AOC, if you don't have money, you can get food, items etc. easily. If you don't NEED to spend money, people mostly won't.
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Post by Orman Grandclaw on Mar 25, 2012 7:58:42 GMT -5
I see the importance of fixing the economy, but before large volumes of ideas flow in, I would like to warn everyone to be careful that their idea does not impede the basic gameplay of MC. What Notch wants us to have we should always have and trying to tamper with Notch's decisions is usually not only unbeneficial on our part but is also an insult to the man that created this game.
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Post by bobruk098 on Mar 25, 2012 8:23:57 GMT -5
Igmikey or an admin can make shops ran by two people, one to truly get the supplies, and the other selling. The supplier could put the items in a chestthats protected, and the employe could refill chests.
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Post by pajosftw on Mar 25, 2012 11:11:24 GMT -5
Crime syndicate has the supplier/seller pay distribution relationship
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Post by Rei.Blackwind on Mar 25, 2012 12:05:30 GMT -5
I supply and deal my own stuff just fine, hence my growing pool of money. If only I had something to spend it on.
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Post by sbongkh on Mar 27, 2012 3:47:10 GMT -5
Well... You could give it to me? I'm serious, I wants moneys.
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Post by thejordan670 on Mar 27, 2012 5:43:39 GMT -5
I use money. Like Sbongkh ill happily accept donations. *hopeful face*
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Spwack
Veteran Explorer
70 years old, still going strong
Posts: 550
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Post by Spwack on Mar 27, 2012 6:07:02 GMT -5
That is true, but you spend a fortune on armor. That reminds me, who exactly did that fortune come from? *subtle hint*
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Post by rartienal on Mar 28, 2012 19:41:24 GMT -5
As stated previously, there are two main problems.
The first is that, besides a town, there is nothing to spend money on (minus some nether items, but almost all aren't of use to an average player, save netherwart, which is still too expensive to be worth it usually). A suggestion for this would be adding something that parallels Animal Crossing: adding realestate in ideal locations (Velton is a similar thing, though for real monies), and having different level tiers of houses- outer/bottom level houses are small and cheap, while those close to the center are fairly expensive (20k, 50k, etc). Towns could make it so it costs a flat 500-1k to join, letting newbs have to work some to get into a town. It gives them a drive to gain and spend money. I know I worked hard to get the 30k it took to buy my town, but I only keep a few thousand on me for taxes and the such. I have nothing to spend money on and no motivation to get more. The price for a Rull estate would be much more than a small town. Also, if the Aether were to be added, plots there would be more expensive. I've seen other servers do something similar. Another idea might be to add a tax (20-50) to enchant or repair items, or make potions, depending on the quality of item enchanted (gold> iron tax price)
The other main problem is the fact that the merchant profession doesn't make much money at all. My suggestion would be to add some kind of incentive to buy from a shop, whether it be in gsd, items, or a raffle system. People only make money from selling to admin shops, and the other shops are ignored for the most part. That and the market is kinda inconvenient to get to, compared to as it was on the server previously.
Just my thoughts
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Post by Lunair.Blackwind on Mar 28, 2012 20:26:23 GMT -5
... here's a thought. abolish the market area outside Rull, and move market space to towns, with higher prices for a shop in Rull proper, and lower ones for smaller, more out of the way shops, to not only improve town to town traffic, but to make people pay to get a better location for more traffic.
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Post by thejordan670 on Mar 28, 2012 20:44:33 GMT -5
Spwack you are not getting any free money i make my own money through a certain secret profitable business that everyone knows about...
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Post by sbongkh on Mar 29, 2012 18:13:33 GMT -5
Spwack you are not getting any free money i make my own money through a certain secret profitable business that everyone knows about... Discovered by me. Now enough with the off topic talk. I agree with all that has been said; the market is too far away to get to easily and there is no incentive to make money. One suggestion: Why not just make a /spawn market?
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Post by alwayzbored114 on Mar 29, 2012 18:51:06 GMT -5
That wont be necessary. When we update, the market'll be easier to get to; Not gonna reveal anything
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