Suggestion: Economics
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- This topic has 42 replies, 18 voices, and was last updated 9 years, 3 months ago by Dr.solid.
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December 20, 2014 at 10:00 pm #6962
2 things. Ship Travel and Money.
Our economy is driven by player based shops near warps, which are absolutely great! But, and now that I think about this, people way back when used to have to go on long voyages, selling goods from one town to the next based on demand and supply, and that was how they made money. I think that Piratecraft should also have this system! To start off with, we build 4 NPC Towns in diverse environments, all accessible by Sea. And each town has a port, where you could dock ships, and sell/buy your cargo!
For example: There are 2 towns, town A and town B. Town A is in the desert, and it has an abundance of glass. In order to make glass, it needs coal. So Town A sells glass cheap and buys coal expensive. Town B is in a mountain area, and sells coal cheap, but doesn’t have a lot of glass for buildings, so it needs glass. Neither town has a warp. At Town A, on the port, there are Trade Signs going to the Server Account (Just like at Cove!) , where you pick up the glass, and sail to Town B. At Town B, you sell the glass, make a SMALL (emphasis here, not too small, but definitely not large) profit, just enough for you to buy coal to sell to Town A. And so you go, back and forth, each time making more profit, meaning you can buy more goods, meaning you can sell more, and gradually make more and more money. Now, here’s the catch… the seas are infested with pirates that are all too willing to steal your cargo instead of buying it themselves! Also, the towns have to be reached by ship only.
Now, we encounter another economic problem. Players begin to build up quite some hefty sums of cash! Now here is the beauty of this.. the player owned shops now have more customers! More people with money means more people wanting to spend that money! So the player owned shops, that sell all the nice goods that the NPC Cities don’t sell, can bump up their prices! And now, after this period of growth is over, and the general player population has little money to spend on the now expensive goods, the shop prices will drop back down, slowly, to normal, which stimulates people to start trading again!
Now, here is how the player shops don’t get to make TOO much money. If they have all these customers buying their goods, they’re going to run out of stock right? And as consumers run out of money, they’ll have to drop down their prices, or else nobody will be able to buy anything! Now since the player shops are out of stock from the “buying craze” period, they’ll want to get some more resources! So they get raw materials, and they too use the NPC Trading cities to get these materials.
All the money is directed toward player owned shops in this server, so this economic plan is mostly to stimulate the general population of Piratecraft, while also keeping the Merchant’s in order! In addition, it also adds a more realistic flavor to the game, with a system of Trade Routes and Trading and Pirating! Also, as we add more NPC Trade Cities, players will have to discover new trade routes to make maximum $$$! People can then fight wars over control of the best Trade Routes!
So come on guys! Let’s do this! 😀Retired Pirate 6/25/14 -- 6/15/15
December 20, 2014 at 10:35 pm #6963Athen you hit some very good points! As ruling and building a empire I do need to get a lot of things. I for 1 completely agree and will support this cause. Good job athen for bringing up this good topic
Mother and soul protector of the Elven Empire
December 20, 2014 at 11:59 pm #6969haha this is identical to how I wanted Eco for players to make money, except we use different wood types only!
This is why I created N.E.S.W warps, to try and get towns built at each, but nobody has! People still wouldn’t use ships, they would warp to players, have sethomes close.
To make this work, we would need 4 custom maps, each with that resource missing and no teleporting at all.
December 21, 2014 at 12:11 am #6970Hmmm.. 4 custom maps? How about build the NPC Trade Cities in diverse biomes?
Retired Pirate 6/25/14 -- 6/15/15
December 21, 2014 at 2:46 am #6989Wow great idea 😀
December 21, 2014 at 1:37 pm #7010AnonymousInactive- Topics: 16
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I support this, except only that people living near the town would ever bother to make such a profit for so much time.
December 21, 2014 at 1:54 pm #7011Which is why the rest of us intercept them in the open seas. We ARE pirates after all.
December 21, 2014 at 2:37 pm #7014@Ryan Cottone – In this server, it’s very difficult to make a profit at all, unless you have a player shop, but then you have the whole issue of competing. This plan offers a way to make money for those who are ambitious, and some revenue over a “long” time, is better then none at all.
Also – on the topic of Time, the time it takes to sail your goods will encourage players to rank up more to have access to faster/more defend-able ships.
Retired Pirate 6/25/14 -- 6/15/15
December 21, 2014 at 3:43 pm #7022I don’t see economics as the issue being first and foremost on the mind of your average Piratecraft player. I think most of the players are interested in the things that this server excels at e.g., PVP, Ship Building, Social Interaction, Role Play and Epic Bases.
As a successful merchant I can say there is no easy way to make IGM. My entire focus since joining this server has been mining, collecting, farming, crafting items, buying and selling. I occupy my time with these activities. BTW; on a previous Movecraft server I was a faction owner and TBH I got a belly full of PVP, role play, baby sitting noobs and trying to keep my power up.
I provide a service and product so that a player doesn’t have to spend hours mining and crafting. They can get on with the activities they enjoy knowing that by a quick stop at Wog’s Wither Shop /Warp Trade they can pick up a stack of Acacia log, stone, diamond barding, a regeneration potion or an enderchest at some of the lowest prices on the server.
I provide a cash exchange on many of the more popular blocks and although very few players take advantage of this service I offer some of the best purchase prices on the server. e.g. logs, stone, obsidian, glow, quartz. I give top money for diamonds ($20 each). I currently offer $250 for one Wither Skull yet not one player has sold me any; why? Because it takes hours to harvest one and while you’re trying to get one you are dodging Ghast, Blaze, angry Pigmen and the chance of falling into lava.
I constantly hear “the economy on this server is hard”. How many of those players will spend an afternoon or evening mining for diamond, fishing for enchanted books, or setting up a tree farm? Yet they think nothing of spending hours at ffa or attacking a well fortified base.
When someone becomes a successful pirate I hear: “cheat, hack, OP!” could it possibly just be that pirate is simply focused and good at what they do?
Do not begrudge the merchants for their hard work or the Pirate for his cunning. Life is not equal, Piratecraft is not equal, we all can’t have an epic build, a splendid galleon or war room full of heads and not everyone can’t have a bank account with 10K in it.
“Thus we never see the true state of our condition till it is illustrated to us by its contraries, nor know how to value what we enjoy, but by the want of it.”
― Daniel Defoe, Robinson CrusoeDecember 21, 2014 at 5:02 pm #7035Im up for all teleporting being removed
Lucky you will be missed 🙁
December 21, 2014 at 5:28 pm #7044atlist leave some warps so the new players can buy a type of map that can tell them were the shops are most players dont use this map.
Dr_solid~
Posesore of the Ope Ope No Mi
i realy like One Piece
December 21, 2014 at 9:19 pm #7085.
December 21, 2014 at 9:21 pm #7086this is great athen but we need to make a change new people may need a better way of transportation to get to the town and go back home with a lot of materials so they dont need to come back that often if not the towns will become ghost towns . so why not the raft getting a bit faster and can be used by deckhands also instead of coal a bit of wool would be nice.
IN A SIDE NOTE
this also allows the job for navy many kingdoms have a navy but it be nice if there were little wars pirates vs navy for who has power over that sea and the one who rules the most seas will be the king of the pirates (just a thought)
December 21, 2014 at 9:51 pm #7091To fix the teleporting problem… Just build the cities in isolated areas of the world…. I.E. dig trenches around a town down to bedrock or have a no tp zone (not sure if this is possible). A lot of the world still isn’t settled so towns could be built near the very outskirts maybe…
~High (#420) Admiral of the BE Navy and retired News Anchor of the Piratecraft Survival Server~
December 22, 2014 at 12:02 am #7099Tbh, this idea isn’t JUST so we can put a little bit more money into the game here. This will also enhance the “trading” portion in the server, which in turn will stimulate piracy, which stimulates the use of ships, and so on and so forth.
Trading + Actual Naval Piracy + Emphasis on the Use of Ships = PirateCraft having an authenticity that you can’t find anywhere else. Other server’s offer PVP, building, role play, and epic bases, but we don’t want Piratecraft to be just another Minecraft server, so let’s make it something special, let’s make it unique!
Retired Pirate 6/25/14 -- 6/15/15
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