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Proposed smp changes

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HoaxZ:
concerning the economy changes, if its points or money they are basically the same thing just different names. it is a form of currency you are using so in the long term there will be no difference if you kept with money or switched to a point system they both do the same thing and work the same way. you get money/points, you use them to buy said material. so i do not see the necessity of changing to a point system if its just going to be a new currency instead just change the way currency is used and works. if there is still to be a market of sorts then changing it to points is not really a change but the name. i just don't see the point in changing to point instead of in game money if they do a very similar thing. you can change how to get currency, how to spend it and how much value it is worth but the name of it can stay the same those who have paid real money for their currency it was said will be reimbursed to the equivalent of what they received in the new currency. its easy to do just look at what the worth of the currency is now and what you will change it to and work it out from that. i think that is a good idea for those who paid real money so they don't loose out on it. as for starting with money, i assumed we already did with a small amount but i don't see it  to be relevant as your trying to make it a survival world with the option of a market, that was the reason for its use. if people come for survival they do not need in game money and if they desperately need something and are often online usually if someone has a lot of it they give them it or trade with other items anyway. its only for things such as quarts, beacons, mob heads for some that you actually might have to go to the market for as you cant get a beacon with out doing so. i don't see any issues with what we have now but if you want it harder to use farms for getting money Ozzy is right in just making unfarmable blocks sellable to the market. if you are thinking having players sell the items then they will mine it themselves sell it in their own stores and charge their prices and if they leave then another store closes. eventually we will end up where we are now with a group who all help each other and 10-20 online at any time max.

what i would like to see is not a headline of a change that is being considered but a description of what you wish to change, why, how, and the impact you believe it will create pro's and cons. and basically what you want to achieve by the changes. this way we can all look over it understand exactly what you are thinking of and give a more constructive output to help you all decide what to do. as right now a lot has been said and some of us could have the wrong idea of what you mean and we don't have the full picture.

- "Simplification or removal of the economy system." its pretty simple already, just it works for some not others i'm still unsure of what is wrong with it.

- "Addition of pvp modes" we already have pvp arenas which are fun and your own fault if you loose stuff there. what sort of pvp do you have in mind and where?

- "Addition of a player trading system." can you explain what you want brought in as we can already trade with in game money to each other, some people have built their own shops and trade between themselves. we even have a trade chat for it, so i am unclear on what new is being looked at.

- "Points system where players accumulate points for things like voting and doing everyday survival activities. These points can be used to buy protection or rare items." if you keep the economy with a market you can already buy rare things there. this seems like just another currency to me and when voting (although broken) you gain "points/votes" and the top 3 win prizes anyway. and doing everyday survival things and getting points for it i don't see how that will work. could you explain.
and why points why not in game money. it will be silly to have 2 currency's so if done this way and a market/player trading they would all have to be the same currency.

- "Change to a player defined protection field system" what do you mean by this? the protection stones we have are good but it you mean you get a patch of land and can protect it say by 20x20 from build height to bedrock then sounds good or you build a wall and the size determines cost say a 10x10 cost 100 IGM (in game money) a 20x20 cost 200 IGM 30x30 300 IGM and so on. (its just an example to simplify what i mean) but i would like to know more.

I write all this with the utmost respect for all staff, i know it is not easy and there is a lot to do and a lot to consider that i am unaware even exists. I just like to know more in depth of all changes to help make this server great. and are we looking to make the server better for the players who play or to bring in new members? what is the overall goal?. if you want new members i would happily discuss advertising and ways to boost it that does not require any or little funds.

I apologize for the long post I feel more information is needed as i explained at the beginning what info i wanted to know, i hope i didn't bore you too much i know I've missed info lost in this thread or some of it has been spoke about so much I've lost the plot all together but i look forward to hearing in detail more on all matters.

HoaxZ

Nick3306:
Pretty much all of that has been explained in previous posts.

SonicHogSpeed:
I've literally read every single reply to this topic, and what all the recent discussion comes down to is the server's economy and world/space management.

For what I've read, people don't seem very keen on moving from a currency-based trading system to a "points" system, which seems to be getting a lot of misunderstanding, yet is understandable to me why it does: Nick's main point for changing to a point system sounds like a complete transfer to a Survival style of play that discourages trading (player interaction) and encourages scavenging for yourself. Of course, this isn't the whole picture, but it's a selling point.

In Singleplayer, I've gained the tendency to gather my wood then stone tools; hop in caves; stock on iron gear; then just run around 'till I lag my world jump in more caves for diamonds and etc., occasionally strip mining. All that usually for the purpose of "finishing" the game.
I've pretty much been doing the same thing on the server when I do come online. My home was set up by my cousin's friends in the Old Guest World (in the sky, probably scared of griefers, unaware of PSs and any other Opti staples). The only reason why I wouldn't want a server wipe is because of nostalgia and the fact that I've "worked" on it since I joined.
The attractiveness of a server wipe is a "fresh start" for everyone, including old time members. For some, not all, old players, it would be extremely unfair for all their hard work to just disappear but still be playing on the "same" server where they once had all of it.
If it was an established tradition to reset the server annually (or some time), then it wouldn't sound so harsh. However, it is not that way, and some people have invested a lot of their time and dedication to such projects.

The more people try to defend such an action, the more it looks like socialism; the same can be said for the currency wipe as well. Sure, people may build farms, AFK variants included, but isn't that part of the real world (standing in place for hours not included)? If you want to get places, you need to work for it. Trying to get rid of ways for people to accumulate wealth never ends well (people leaving), neither is distributing wealth equally. Socialism can only work if everyone does his part in the community, but this has never worked in the real world, either.

Excuse me if this looks out of order and confusing, because it's like 3:30 AM and I didn't record my thoughts as I read the whole thread. I was also typing at the speed of sound in molasses.

Nick3306:

--- Quote from: SonicHogSpeed on March 29, 2016, 01:22:21 pm ---
The more people try to defend such an action, the more it looks like socialism; the same can be said for the currency wipe as well. Sure, people may build farms, AFK variants included, but isn't that part of the real world (standing in place for hours not included)? If you want to get places, you need to work for it. Trying to get rid of ways for people to accumulate wealth never ends well (people leaving), neither is distributing wealth equally. Socialism can only work if everyone does his part in the community, but this has never worked in the real world, either.

Excuse me if this looks out of order and confusing, because it's like 3:30 AM and I didn't record my thoughts as I read the whole thread. I was also typing at the speed of sound in molasses.

--- End quote ---
This is a minecraft server, not the real world. All we want to do is make the survival server an actual survival server.

Lando_V:

--- Quote from: OzzyKP on March 28, 2016, 03:50:04 pm ---
--- Quote from: UnknownHedgehog on March 26, 2016, 07:06:57 pm ---
--- Quote from: Lando_V on March 26, 2016, 12:51:26 pm ---I see what you mean now, just one problem, how would we start trading when noone has any money? Where would we get the money?

--- End quote ---
Everybody would have to start off with a certain amount when they first join the server, or, for players already on Opticraft, when the economy changes. For example, everybody (including new players that would join) could start with $1,000 just to start off with. Also, perhaps give people an incentive to vote for the server by giving money too (this isn't really part of my idea for economy due to the higher inflation of money that would inevitably come, but still a thought for how to 1) Not run out of money and 2) have people vote).

--- End quote ---


--- Quote from: UnknownHedgehog on March 26, 2016, 08:00:43 pm ---
--- Quote from: Nick3306 on March 26, 2016, 07:45:56 pm ---Those have been around forever, it just turns parts of the server into a spamfest of chests, that's what I meant by messy

--- End quote ---
What if chest shops could only be opened in one location? Like a market, but player oriented. Thereby allocating all the chests to one spot (possibly even a chest limit per player so that it doesn't get out of hand) Or also possibly letting players open their owns shops where the mess would be their problem to deal with if they don't make it look nice. And honestly I see that as a means to an end to have those chests if it meant that the economy would be player run (and if it was done right to where it was built in a way that doesn't look messy which I don't think would be too bad to do).

--- End quote ---

I agree with everything Hedgehog's suggested about the money supply and avoiding a spamfest of chests.  But again, there looks to be some GUI-based economy plugins out there.

I think giving money as a voting reward would be a less disruptive reward than diamonds, and would be a good way to get money into the system.  But, as Hedgehog mentioned, could result in ever increasing inflation.  We could also make the money supply dependent on certain resources that have to be mined (i.e. nothing that could ever be farmed), like gold or iron ore.  Players could trade those in for money at a fixed rate.  I dunno, just a thought.

--- End quote ---

Looking at all Nick3306's comments the idea is not having any money. I think that was pretty clear from the start and I like it that way for a survival server.

How are diamond rewards for voting disruptive? I think that's a very reasonable alternative for the fact that the amount of land we can mine is very limited. To be honest I don't mind if it stays or goes now that we have the new end world providing us with awesome diamond gear.





--- Quote from: Nick3306 on March 24, 2016, 03:53:07 pm ---The player trading system would be block for block, it creates more of a fail safe so someone doesn't take your stuff then not give you theirs.

--- End quote ---

Nick3306, could you elaborate on that trading system,  pls?
eg Would it be like a /trade command and a trade menu pops up or signs or chests?
How many stacks could be traded at once? Maybe even double chests full of...dirt or so.
And also, when will all this be implemented?

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