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  • #7223
    raven
    Member
    • Topics: 28
    • Replies: 157
    • Total: 185
    • ★★★★

    ive seens that athens had posted a topic on new ways to build an econamy that isnt just based on earning cash by doing the arena and lottery over and over, or earn a next to nothing selling to shops.

     

    so i came up with a small idea that might work.

    1, build 2 npc towns at opposite ends of the map.

    2, town 1 sells unique items, lets call then a b and c. these cost £1, £10 and £100..

    3, town 2 buys these items a b and c for £2, £15 and £110

     

    this will allow players to buy items and then sell them to an npc village to earn some cash.

    ive also set the prices so that the ratio of cost to profit is higher with the cheaper items, which will give poorer players a chance to earn. while still giving the richer players a better profit for having earned the greater amount of cash.

     

    however there are catches to this. dont want to make it to easy for you all.

    1)these items are none stackable, so if you bring no food or a weapons you can only carry a   maximum of 36 items. ( this works out with a profit of £36, £180 and £360 and earn

     

    2)if your killed you drop these items, allowing the other person to take them. so theres a good deal of risk involved. do you go for the cheaper items so you lose less if you die. do you carry less of them so you can bring food weapons ands potions.

     

    3) this ones the big one, and with out it the  whole idea fails. if you tp by any means, the items disapear completely. that means no setting home to move quickly back and forth, no tpa/tpahere to earn cash with a friend.

     

    4) just to make it harder, if your killed by anything other then another player these items disapear.

     

    5)these items disapear if dropped or placed in chest.

     

    i thought this would make another great addition if possible to implament. as it add a way to earn cash with a good amount of risk, having to get from one side of the map to the other, on foot, while facing mobs, starvation and possibly even bandits looking to take these items for them selves. while also allowing players to start working together, as they can aid each others in moving from one side of the map to the other *cough* hire mercs*cough*cough* bodyguards *cough*cough* darklights merc camp *cough*cough*cough* sorry about that i got a bad cough.

     

    this will also allow players to buy and sell these items, using signs. that way if a player wants to build a town mid way they can buy these items for more then what it costs at the start and sell them on for less then the end, this gives a chance for a smaller profit, but reduces the risk if you only have to go part of the way.

     

     

    lets see what you guys think  maybe do a little beta debugging to any other possiblities ive misssed.

     

    #7237
    Alex Lazescu
    Member
    • Topics: 17
    • Replies: 329
    • Total: 346
    • ★★★★★

    This is exactly what I said. However this idea of non-stackable items is really nice, even though it defeats the purpose of, the more you buy, the more you will sell, the more money you will make, so you can go back and buy twice the amount you bought the first time!

    However, that’s fixed because different goods have higher prices.

    But how about this:

    4. Town 2 sells items d, e, and f, for the same prices as Town 1 sold a, b, and c.

    5. You sell items d,e,and f, to Town 1 at $2, $15, $110.

    That way you could make a profit on the return journey too. 🙂

    Also, for the non-stackable + disappeared items, we have to make sure to name them so the system doesn’t get confused and deletes items that we have in game, that are not for trading. We also have to make sure the item’s can’t be used in game, so maybe they disappear when you click a crafting bench, an anvil, an enchanting table, brewing stand, /craft, etc. We also have to make sure that players can’t sell easily obtainable in-game look-alikes and try to fool the signs.

    I love this idea, and I know it’s possible to have non stackable/disappearable items because I’ve seen it on a different server!

    I have no clue about code, but maybe we can design a plugin that simply identifies that a player has these “trade items” in their inventory, and when a player types a /back, /home, /sethome, /top, /tpa, etc. the system deletes the items, and sends a message to tell the player something, “bla bla bla etc. etc. etc.”

    Retired Pirate 6/25/14 -- 6/15/15

    #7239
    Alex Lazescu
    Member
    • Topics: 17
    • Replies: 329
    • Total: 346
    • ★★★★★

    But now, instead of 2 towns selling + buying for the same prices, let’s make it more interesting.

    Town 1

    • Sells A,B,C for $1, $10, $115
    • Buys D,E,F, for $2, $15, $110
    • Buys G,H,I, for $3, $12, $112

    Town 2

    • Sells D,E,F, for $1, $10, $100
    • Buys A,B,C, $1, $8, $130
    • Buys G,H,I, $5, $8, $104

    Town 3

    • Sells G,H,I, for $2, $10, $100
    • Buys A,B,C, $2, $14, $108
    • Buys D,E,F, for $1, $8, $60

    I hope this isn’t too confusing, it should stimulate players to look for good combinations of resources to sell (Each letter is it’s own item) and to which town’s to sell to to make maximum profit. And so, trade routes are established, meaning people will fight for these, pay for these, steal and cheat and lie for knowledge of these, or people will scrutinize this chart and make a fortune. Many paths all to the same end… good luck!

    Retired Pirate 6/25/14 -- 6/15/15

    #7241
    Alex Lazescu
    Member
    • Topics: 17
    • Replies: 329
    • Total: 346
    • ★★★★★

    But how will we be able to sell these items? I don’t think trade signs recognize “special” items?

    Retired Pirate 6/25/14 -- 6/15/15

    #7243
    Ma_c_hi
    Member
    • Topics: 19
    • Replies: 63
    • Total: 82
    • ★★★

    This is a nice and more detailed idea than what Athen suggested. The only problem being we need to find or create a plugin for that.

    Some details:
    – Destroying items on TP is a bad idea: dropping them automatically before the tp would be better. You TP, a chat message say “Those trading items were too heavy to teleport, you left them behind you”. I don’t see a good reason why those items should be destroyed.
    – Disappear on environment killing: same thing, I don’t see why… getting back to the place you died isn’t easy (except for donators).
    – Disappear if placed in a chest: that’s quite ridiculous. We are looking to make sailing ships more interesting on this server. Having those non stackable items in a chest on a ship would allow real merchant travelers and be really interesting. BTW, that objection don’t apply to ender chests in which those items should be forbidden.

    To answer Athen:
    – Color-names items can’t be reproduces by players. That allow for an easy way to have non forgeable items and secure that trading system.
    – What is the problem with those items being used in a crafting table or any GUI ? Those items will surely cost more than the “non custom named” items … If anyone use them ingame for their vanilla purpose, they’re losing money, that’s their problem.

    The problem is now finding plugins that would allow that kind of system … I’ll start looking now as I’m not sure we could find someone with enough time and/or enough competences to make a custom plugin and maintain it.

    #7244
    _CaptainD
    Member
    • Topics: 1
    • Replies: 21
    • Total: 22

    Why not just take the emerald and make it the one non teleport able item. It’s super rare and has a high price value. This way you only have to modify one item. It would be difficult to have special types of items… I can see a lot of bugs coming from that.

     

    #7245
    Dr.solid
    Member
    • Topics: 35
    • Replies: 1374
    • Total: 1409
    • ★★★★★★★

    You need a time limit for the ships on port. any player just mite make a set home in a ship with an ended chest and just go back and forht doing that.

    ON A SIDE NOTE:

    its better to make 5 shops all connected for a profit bye item b (diamond).
    You connect the shops seperatelly like this

    Shop 1 – trades item (a) with – shop2

    shop 3 – trades item (c) with – shop 4

    And shop 5 is in the middle of the sea and sells ships mostly small schooners.Item (b) (diamond ) can be used for a profit in any of the 5 shops.

    structure:
    If you look at artificial island in real live most are circels and this shops should not be the exeption.they should have a port and in the intire land is just the giant building of the shops something like the shops i will place at the end of the chat.
    the cords to the shop 5 you will get them as a command something like /sc (shop cords). and then the shop 5 sense its in the middle of the ocean it will have a few blocks pointing at the shops direction you buy a ship and sail out. plz look at the pictures i left.

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    Dr_solid~

    Posesore of the Ope Ope No Mi

    i realy like One Piece

    #7250
    Alex Lazescu
    Member
    • Topics: 17
    • Replies: 329
    • Total: 346
    • ★★★★★

    @Dr.solid I have no idea what you are saying, what you are saying me be sheer genius or completely foolish, I wouldn’t know. To fix this, I suggest using Google Translate, just write what you want to be translated in the language that you know, and then copy and paste the CORRECT English translation here, it will make our lives easier and give you better feedback then any of us could possibly do.

    Retired Pirate 6/25/14 -- 6/15/15

    #7251
    Dr.solid
    Member
    • Topics: 35
    • Replies: 1374
    • Total: 1409
    • ★★★★★★★

    I find it funny @alex lazescu how this doesn’t offend me. But I won’t use it for my one good I know that google translater dosent work very well and using it would be lying to my self I’ve been making my grammar better for you guys and for my future as a doctor I don’t edit them for a will so I know what I did wrong and I learn. But I’ll make sure to delete the first one and edit the second one.

    Dr_solid~

    Posesore of the Ope Ope No Mi

    i realy like One Piece

    #7255
    TimHuisman
    Member
    • Topics: 21
    • Replies: 260
    • Total: 281
    • ★★★★★

    What is your native language, Dr.solid? Perhaps I can translate for you

    #7257
    Dr.solid
    Member
    • Topics: 35
    • Replies: 1374
    • Total: 1409
    • ★★★★★★★

    @TimHuisman no thanks and its spanish i really am try to make my grammar better, but thank you for your support.


    @Alex
    Lazescu you can read the last one know i hope its better and it has something to think about

    Dr_solid~

    Posesore of the Ope Ope No Mi

    i realy like One Piece

    #7267
    Alex Lazescu
    Member
    • Topics: 17
    • Replies: 329
    • Total: 346
    • ★★★★★

    The point of establishing 3 towns that sell and buy native goods is to establish a COMPLEX trade system, so that players have to play with the system, and learn from experience/testing/stealing information which goods sold to where makes the most profit. You are suggesting a system where you can only sell 1 thing to 1 town, there’s no risk of not making a profit, and not really much thought put into that kind of trade.

    Also: your idea of selling “small schooners” is already in game, several players offer their services to build ships, and there is an auto ship maker at Cove.

    You want the shops to be separate islands, this is a good idea. We can have an little NPC Island City as one of the 3 Trading Towns, but the other 2 should be on the coast, and none of these should be TOO near each other.

    Retired Pirate 6/25/14 -- 6/15/15

    #7271
    Dr.solid
    Member
    • Topics: 35
    • Replies: 1374
    • Total: 1409
    • ★★★★★★★

    @alex lazescu you have a point. But what I ment bye 5 shops is that there very Far apart. Shop 1 is at the west ocean shop 2 is at the East ocean and so on. Sence there so far apart the players would try to take as many items as possible and the same time that create’s the risk of an all or nothing deal.

    Yes I limited the shops profit and that was stupid of me but I was trying to make it risky so players would go in groups.that way more players go to the sea.

    The 2 shops close to the shop is a bad idia. It would be nice but your forgetting about the enderchest withswith a coast near bye players can easily place it and teleport with no risk.if we have them completely surrounded bye water we can tell when they do that and have a type of jail or maybe make does items go back to the ender chest some how.

     

    Dr_solid~

    Posesore of the Ope Ope No Mi

    i realy like One Piece

    #7278
    captain-V
    Member
    • Topics: 18
    • Replies: 211
    • Total: 229
    • ★★★★

    If we wanted to make this even MORE COMPLICATED and more impossible we could make the towns prices for the items change based on supply and demand so the more people buy from product X from town #1 the higher the price is and the more people sell product X to town #2 the less cash it sells for, but over time if people don’t buy product X from town #1 the lower the price gets.

    This adds a bit of a challenge and makes it less grind-able because then you can’t just go in when there’s only 3 people on and get more in more cash and it adds a bit of competition between traders to buy and sell for the best prices.

    *Cough cough* also has a merc group *cough cough* you name the price *cough cough*

    #7287
    Dr.solid
    Member
    • Topics: 35
    • Replies: 1374
    • Total: 1409
    • ★★★★★★★

    I propose an idia to you all piratecraft members:why dont just grab 1 map and place the routs, trades and locations of the shops we do it like that history projects weve done were the teacher gives you a map and you make a legend (in puerto rico we call them legend its the discription of the map or the expanation of the simbles on the map. i dont know if you do it like that) and then all of us vote on the one that looks the best. i will give you this map and you edit it as you want.

    Attachments:
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    Dr_solid~

    Posesore of the Ope Ope No Mi

    i realy like One Piece

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