Suggestion: Economics

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Viewing 15 posts - 16 through 30 (of 43 total)
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  • #7101
    _CaptainD
    Member
    • Topics: 1
    • Replies: 21
    • Total: 22

    I haven’t been on this server that long, but what athen is proposing is basically what I had in mind when I found you guys.

    _CaptainD

    #7136
    Alex Lazescu
    Member
    • Topics: 17
    • Replies: 329
    • Total: 346
    • ★★★★★

    @GodsDead I know we had some issues with getting the server up and running, but after that’s all sorted out can you consider this? Many thanks!

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

    #7145
    Dr.solid
    Member
    • Topics: 35
    • Replies: 1374
    • Total: 1409
    • ★★★★★★★

    Say I pirates to support this idia

     

    Dr_solid~

    Posesore of the Ope Ope No Mi

    i realy like One Piece

    #7189
    Ma_c_hi
    Member
    • Topics: 19
    • Replies: 63
    • Total: 82
    • ★★★

    What forbid me from setting 2 /home: one near each one of your cities (or having a friend living nearby and /tpa) ? Even without /warp near those locations, there’s still ways to teleport to or near those cities and easily cheating the system and make tons of money in a few hours…

    I’m ok with more signs where the server buy items to help players earn money, but having signs that sell those same items at a lower price is definitely a flaw that would be abused, ruining the economy of the server.

    By the way, I’m ok with the fact that there should be a way to earn money by traveling cargo on ships … a plugin allowing that would be awesome.

    #7197
    captain-V
    Member
    • Topics: 18
    • Replies: 211
    • Total: 229
    • ★★★★

    [Size:10]

    Venoms

    [/size]

    [size:20]

    Approves

    [/size]

    #7204
    Sting
    Member
    • Topics: 23
    • Replies: 225
    • Total: 248
    • ★★★★

    Uhm i like the whole Idea and additionally i LOVE the idea of no warps or even tpa or sethomes…just makes the game more realistic i think.

    However do you really think we should travel long distances withthe ammounts of Rum and Vodka we use?

    Maybe Rum and Vodka could even be great for this trading thing, because each bottle takes one inventory place and at least bitter rum is easy and fast to make so we could place new buysigns for rum or so?
    I mean it is one of the only luxurytradeobjects we have and i think that it could make sense…hopefully.

    #7217
    Dr.solid
    Member
    • Topics: 35
    • Replies: 1374
    • Total: 1409
    • ★★★★★★★

    You don’t get it we don’t do that because we sell rum are selfs . the shop owners (most) let us buy the items to brew it because it much cheaper. So a rum selling ship mite work or a small island that only has the shop and players not shings selling stuff like a stuck market.

    Dr_solid~

    Posesore of the Ope Ope No Mi

    i realy like One Piece

    #7218
    Dr.solid
    Member
    • Topics: 35
    • Replies: 1374
    • Total: 1409
    • ★★★★★★★

    @godsdead I got the dilution to the problem of set homes sadly you will need a hack or a mod how ever you see it. Why don’t you make the shops on island far away from any continents.there so small no homes can be made only the shop can exits. You warng us that if you claim 2near to the shop you will take out the claim and distroy anything inside. If  they build anything you or the navy will distroy it.this will let a navy have another perpose if they find one of those claims or construction they can be paid. Pirates would like to find this bases 2 .and also make it not to close to a continent but close inuff so players can make a port near bye but still take time to get there by boat.

     

    (I will not edit anything until an hour plz rate my grammar from 1 to 10)

    Dr_solid~

    Posesore of the Ope Ope No Mi

    i realy like One Piece

    #11843
    Alex Lazescu
    Member
    • Topics: 17
    • Replies: 329
    • Total: 346
    • ★★★★★

    Bringing it back. I’ve seen some work with NPC Villagers selling custom items, maybe we can expand on it to make this?


    @GodsDead

    @Ma_c_hi


    @Markusi13


    @CallieMav

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

    #11874
    GodsDead
    Keymaster
    • Topics: 794
    • Replies: 3344
    • Total: 4138
    • ★★★★★★★★

    I thought of an idea for this that could work.

    I can disable commands in certain Worldguard Regions, I have thought about breaking the world up into Continents before, so we could have one giant continent that can only be accesed via transport, disable all teleport commands in this one region! That way its limited to certain parts of the world, and the best thing is that these don’t have to be square regions either they can be any polygon shape.

    #11876
    Dr.solid
    Member
    • Topics: 35
    • Replies: 1374
    • Total: 1409
    • ★★★★★★★

    yes @alex lazescu are dreams may come true now!

    Dr_solid~

    Posesore of the Ope Ope No Mi

    i realy like One Piece

    #11914
    Dr.solid
    Member
    • Topics: 35
    • Replies: 1374
    • Total: 1409
    • ★★★★★★★

    so @godsdead could we know a posible date of when could this be added . i know it will take lots of work and maybe it wont happen but you have my full support . 😀

    Dr_solid~

    Posesore of the Ope Ope No Mi

    i realy like One Piece

    #11915
    MrDork
    Member
    • Topics: 111
    • Replies: 670
    • Total: 781
    • ★★★★★★

    OK, so, what I am hearing, is that all player warps are removed, but still their? I love it! But @GodsDead, you should make four additional shops, if that was not already said. Each shop could sell a completely different variety of items but yet in the same theme. Like, as if shop was built in/near a forest, it sells would, animal food, and its main resource. But some might ask, “What about a snow place?” Well, first, aren’t all snow biomes controlled by the BE? EX:  Shop A is in a desert, thus it sells desert related items. Shop B is in a Mountain, thus it sells ores, and resources. Shop C is in a forest, thus it sells forest animals, wood, leaves, and forest related foods. Shop D is in a prairie, thus it sells grass, a lot of animals along with the food source. Also now the selling side off each Shop A buys coal, and wood related items because it need fuel. Shop B would need wood and glass. Shop C would buy stone to protect it from mobs, also stone\ores fore axes and defenses. Shop D would need ores for swords and shovels for clearing grass and animals. So thus our economy would be built.

    -Lord Dorkito101

    Hi

    #11919
    Sting
    Member
    • Topics: 23
    • Replies: 225
    • Total: 248
    • ★★★★

    Sounds amazing…..let’s make traderoutes and use donkeys on land and ship in the sea wuuuuuu^^

    I would suggest the southcontinent because i think very few players settled there and still there are some streets that could be used for trading…..thanks to zelrond for the road.

    #11921
    MrDork
    Member
    • Topics: 111
    • Replies: 670
    • Total: 781
    • ★★★★★★

    Also, here would be an example.

    Reptaria buys sand from Shop A, then uses wood fuel to smelt it into glass. Then sells it at Shop B for MORE money.

    Godsy, I was thinking about the blocks we missed. We should have a Shop E and F that sells blocks that were missed. One Shop could be decoration, another could be spawn eggs, and other rare items that aren’t displayed. These two shops couldn’t have a selling part, so what you buy you can’t get your money back.

     

    EX No. 2 KarimNaba buys wood and stone to make a shop, she buys 8 flowers. She realizes that she meant to get 4 not 8. She can’t sell them, so she could auction them, so she still gets some money. Then she buys stonebrick, she uses it all. She buys some more from the shop, then sails to another for decor items. On the way she came across  Bensterpc carrying decor items, she robs Bensterpc, and carries on.

    She how piratecraft’s economy should be based around that. Also, I ask that shops are near each other, like the sea in the center of the live map, have one at four corners.

    Hi

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