Opticraft Community

Discussion forum => Legacy => Archives => Suggestions => Topic started by: Nick3306 on May 09, 2015, 05:38:08 pm

Title: Economy Improvement
Post by: Nick3306 on May 09, 2015, 05:38:08 pm
So we have been contemplating on how to improve the servers economy and we came up with 2 possible solutions.

1. An auction system that is server side. A player would put their items up for auction and others can bid on it.

2. An alternative way to make money. We are not exactly sure what the ways would be but it would be something along the lines of killing certain mobs or getting achievements and receiving money for them.

Any other suggestions are also welcome.
Title: Re: Economy Improvement
Post by: ~pimkey5~ on May 10, 2015, 04:11:48 am
I've been on other servers before where here are auctions and it can start to make chat a little spammed. If we were to have an auction command I'd suggest that there'd be a thing where people would have to wait about a minute or two after an auction is put up, before they choose to put an item up for auction.
Title: Re: Economy Improvement
Post by: TheWholeLoaf on May 10, 2015, 04:14:48 am
If there is a pluggin put on the server for auctions, it will most likely be either completely custom coded or modified to our liking.
Title: Re: Economy Improvement
Post by: zwaan111 on May 10, 2015, 06:19:09 am
I dont think killing mobs for money would be a good idea, it would be melons / iron all over again i think. People will start building big mobfarms to make a lot of money. On the other hand, if you dont mind people making farms, you can also readd iron or melons.
Title: Re: Economy Improvement
Post by: gavin1928374655 on May 10, 2015, 12:17:49 pm
Hidden puzzles and items throughout the world, have it be a fun and semi rare challenge to make like 25k / item or something.

Also I'm in favor of rewarding players for making beautiful builds.  I don't know how the rating system would work, bug it would be a nice incentive to build cool things.

Also public works projects maybe.  Have a team of people pretty up areas on the server for a set rate / 25 mins of work.
Title: Re: Economy Improvement
Post by: Nick3306 on May 10, 2015, 02:46:51 pm
I've been on other servers before where here are auctions and it can start to make chat a little spammed. If we were to have an auction command I'd suggest that there'd be a thing where people would have to wait about a minute or two after an auction is put up, before they choose to put an item up for auction.
why would it spam chat? The way I am thinking of doing it wouldn't spam at all

And Ya killing mobs for money would be awful, it was just an example.
Title: Re: Economy Improvement
Post by: 100penguin. on May 10, 2015, 04:37:24 pm
As I think I mentioned in the staff section I used to play frequently on a tekkit server whereby they had a kind of MCMMO thingy whereby levels could be gained for mining etc... And the higher your level the more you were paid as you advanced (for instance - building: level 1, 1 block = $0.01; level 100 1 block = $1.00) Any thoughts?


Title: Re: Economy Improvement
Post by: daniblue182 on May 10, 2015, 06:35:02 pm
Killing mobs would be good, but if you could set it to naturally spawning mobs rather than spawner spawned mobs it could work out well
Title: Re: Economy Improvement
Post by: Nick3306 on May 10, 2015, 06:45:22 pm
As I think I mentioned in the staff section I used to play frequently on a tekkit server whereby they had a kind of MCMMO thingy whereby levels could be gained for mining etc... And the higher your level the more you were paid as you advanced (for instance - building: level 1, 1 block = $0.01; level 100 1 block = $1.00) Any thoughts?



well we don't really want to implement any rpg stuff. Just simple for now
Killing mobs would be good, but if you could set it to naturally spawning mobs rather than spawner spawned mobs it could work out well
Ya it would work well that way but as of right now, I don't know if it is possible to distinguish where the mob came from.
Title: Re: Economy Improvement
Post by: clawstrider on May 10, 2015, 09:25:54 pm
Ya it would work well that way but as of right now, I don't know if it is possible to distinguish where the mob came from.

It is. (After a quick bit of googling): Just listen for the spawn event, assign metadata for those that came from a spawner, then check whether or not the mob has your metadata on death.

Here's how McMMO does it:

Code: [Select]
/**
     * Monitor CreatureSpawn events.
     *
     * @param event The event to watch
     */
    @EventHandler(priority = EventPriority.MONITOR, ignoreCancelled = true)
    public void onCreatureSpawn(CreatureSpawnEvent event) {
        LivingEntity entity = event.getEntity();

        switch (event.getSpawnReason()) {
            case SPAWNER:
            case SPAWNER_EGG:
                entity.setMetadata(mcMMO.entityMetadataKey, mcMMO.metadataValue);

                Entity passenger = entity.getPassenger();

                if (passenger != null) {
                    passenger.setMetadata(mcMMO.entityMetadataKey, mcMMO.metadataValue);
                }
                return;

            case BREEDING:
                entity.setMetadata(mcMMO.bredMetadataKey, mcMMO.metadataValue);
                return;

            default:
                return;
        }
    }

Note: Code function doesn't seem to be displaying it properly, and is even worse when within a spoiler. Might just be my browser though. Just look via the quote function
Title: Re: Economy Improvement
Post by: Nick3306 on May 11, 2015, 04:37:23 pm
Ya it would work well that way but as of right now, I don't know if it is possible to distinguish where the mob came from.

It is. (After a quick bit of googling): Just listen for the spawn event, assign metadata for those that came from a spawner, then check whether or not the mob has your metadata on death.

Here's how McMMO does it:

Code: [Select]
/**
     * Monitor CreatureSpawn events.
     *
     * @param event The event to watch
     */
    @EventHandler(priority = EventPriority.MONITOR, ignoreCancelled = true)
    public void onCreatureSpawn(CreatureSpawnEvent event) {
        LivingEntity entity = event.getEntity();

        switch (event.getSpawnReason()) {
            case SPAWNER:
            case SPAWNER_EGG:
                entity.setMetadata(mcMMO.entityMetadataKey, mcMMO.metadataValue);

                Entity passenger = entity.getPassenger();

                if (passenger != null) {
                    passenger.setMetadata(mcMMO.entityMetadataKey, mcMMO.metadataValue);
                }
                return;

            case BREEDING:
                entity.setMetadata(mcMMO.bredMetadataKey, mcMMO.metadataValue);
                return;

            default:
                return;
        }
    }

Note: Code function doesn't seem to be displaying it properly, and is even worse when within a spoiler. Might just be my browser though. Just look via the quote function
Neat
Title: Re: Economy Improvement
Post by: FNVcourierjon(SigilStone) on May 13, 2015, 08:48:12 pm
As I think I mentioned in the staff section I used to play frequently on a tekkit server whereby they had a kind of MCMMO thingy whereby levels could be gained for mining etc... And the higher your level the more you were paid as you advanced (for instance - building: level 1, 1 block = $0.01; level 100 1 block = $1.00) Any thoughts?




This could work well
Title: Re: Economy Improvement
Post by: FIREBALL4801 on May 17, 2015, 09:11:14 pm
As I think I mentioned in the staff section I used to play frequently on a tekkit server whereby they had a kind of MCMMO thingy whereby levels could be gained for mining etc... And the higher your level the more you were paid as you advanced (for instance - building: level 1, 1 block = $0.01; level 100 1 block = $1.00) Any thoughts?




This could work well
I've seen this used on many servers, and it always seems to work fine.  While it isn't necessarily a substantial or abusive amount, it's enough to give players money and also make them do something for it.
Title: Re: Economy Improvement
Post by: butterflywolves on May 21, 2015, 07:53:21 pm
Going off on the whole mod killing to money thing. I was on a server where every so often a mob would drop their spawn egg. I was thinking (just clarifying I don't know anything about code, so let me know if this is plausible) if mobs on occasion dropped a certain item and you could sell that certain item. This would be different from selling their predictable drops because it wouldn't happen as often and it could be useful to players not in the mood to make money. The only issue I can think of would be farms, but it's merely a suggestion to get thoughts flowing.
~Butter
Title: Re: Economy Improvement
Post by: OzzyKP on May 23, 2015, 04:46:46 pm
Hidden puzzles and items throughout the world, have it be a fun and semi rare challenge to make like 25k / item or something.

Also I'm in favor of rewarding players for making beautiful builds.  I don't know how the rating system would work, bug it would be a nice incentive to build cool things.

Also public works projects maybe.  Have a team of people pretty up areas on the server for a set rate / 25 mins of work.
I like these ideas if they could be done.

Bu I especially like the idea of adding auctions. Especially with the number of people online at any one time any way to buy/sell with people who are offline would be a huge improvement.
Title: Re: Economy Improvement
Post by: TheWholeLoaf on May 25, 2015, 01:46:15 am
Hidden puzzles and items throughout the world, have it be a fun and semi rare challenge to make like 25k / item or something.

Also I'm in favor of rewarding players for making beautiful builds.  I don't know how the rating system would work, bug it would be a nice incentive to build cool things.

Also public works projects maybe.  Have a team of people pretty up areas on the server for a set rate / 25 mins of work.

These are good ideas, but not very sustainable. The hidden puzzles could only be a one time thing for everyone and would require modding.

The rewarding for good builds is good, but that's why we have a creative server now.

Public works would be hard to reward everyone. And beautifying old Ares will become questionable of grief.


I'm for the option of an auction house depending on how its done. I've seen them be very messy in chat.

With that banking idea earlier, that could easily work if interest was involved. Something like a constant 5% growth for the amount that's in there would be simple and should be very easy for players to understand.