Okay so i am new to running plugins, at least with craftbukkit (i used Hey0 lots!) and we have recently installed iConomy with a few plugins that let you have chest shops etc....
Point being, I want to develop a nice economy system for a large infinite shop i will make. The shop should be based on a few basic ideas:
I want to base prices of items on how hard they are to get/make, how rare they are (taking into account that some items are infinitely generatable) and etc. REALLY something that makes sense with logical reasons as to why each price is how it is.
I would like to start with a basis for the whole economy system, cobblestone. Cobblestone is infinite. I do have cobblestone generating machines inside my castle. My thought is that someone could put in a moderate amount of work at the cobblemachine to get a hand full of iron, and massive massive massive (is that massive enough?) work for diamonds and the like.
Any good store will buy FROM the player for less than it will sell TO.
I would like to ask help and input from people to develop this, because one person i think isn't able to do it, its something that requires different perspectives and a little discussion. Therefore, I invite anyone reading this to take part, and i thank you all in advance for your assistance! :biggrin.gif:
My first suggestion:
Cobblestone
-BUY: $0.10
-SELL: $0.50
-Reason: It is rather simple to make a generating machine to make cobble, so its effectively infinite. It is also very easy and fast to mine, even with a stone pickaxe.
Put this in IP to connect, perfect prices found there.
I question "perfect prices". For instance, does your server have prices for obsidian that are near those of redstone? You can get infinite obsidian generated provided that you sacrifice a few redstone. There are many assumptions about what is "perfect" and this is why i wish to create my own system. If i go to this server i dont get rationale just a price list. I might look into it later, but for now any suggestions toward what i set up please?
I think things like flowers and lapis lazuli should be high priced. I have a limited size map so these will disappear eventually and are of high value for dying wool.
To the OP, I wouldn't bother buying cobble from the player at all.
In regard to this, im not sure what i feel. I like the idea of having a cobble machine and being able to "put in work" to get more materials, even if it takes ages. I am building an economy based on a limited map which means at some point its possible all the flowers are already being used for decoration and etc too.... so i agree that the items you talk about are very important... but i think we need other items too if we are going on a limited size map.
I'll try to go through the whole table of item ID's to identify things people might want and list those if it helps.... rather too fat dumb and lazy feeling from new years pizza right now, yum!
dantose, i like your suggestions in general, seems like you did some legit research on stuff. However:
In regard to this, im not sure what i feel. I like the idea of having a cobble machine and being able to "put in work" to get more materials, even if it takes ages. I am building an economy based on a limited map which means at some point its possible all the flowers are already being used for decoration and etc too.... so i agree that the items you talk about are very important... but i think we need other items too if we are going on a limited size map.
I'll try to go through the whole table of item ID's to identify things people might want and list those if it helps.... rather too fat dumb and lazy feeling from new years pizza right now, yum!
Flowers can be generated by killing skeletons for bonemeal and using bonemeal on grass.
Point being, I want to develop a nice economy system for a large infinite shop i will make. The shop should be based on a few basic ideas:
I would like to ask help and input from people to develop this, because one person i think isn't able to do it, its something that requires different perspectives and a little discussion. Therefore, I invite anyone reading this to take part, and i thank you all in advance for your assistance! :biggrin.gif:
My first suggestion:
Cobblestone
-BUY: $0.10
-SELL: $0.50
-Reason: It is rather simple to make a generating machine to make cobble, so its effectively infinite. It is also very easy and fast to mine, even with a stone pickaxe.
*BUY means buying from the player
Put this in IP to connect, perfect prices found there.
GAY!
I question "perfect prices". For instance, does your server have prices for obsidian that are near those of redstone? You can get infinite obsidian generated provided that you sacrifice a few redstone. There are many assumptions about what is "perfect" and this is why i wish to create my own system. If i go to this server i dont get rationale just a price list. I might look into it later, but for now any suggestions toward what i set up please?
I think things like flowers and lapis lazuli should be high priced. I have a limited size map so these will disappear eventually and are of high value for dying wool.
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To the OP, I wouldn't bother buying cobble from the player at all.
Your buyable items should probably look something like:
iron
gold
diamond
redstone
lapis
based on rarity, you get the following amounts to get to diamond equivalence (based on digging bore holes straight down)
iron 28
lapis 6
gold 3
coal 56
redstone 35
diamond 1
You could simplify a bit to level stuff off:
buy/sell item
$100/$90 diamond
$25/$20 gold
$15/$10 lapis
$4/$2 iron
$3/$1 redstone
$2/nil coal
From that point, adjust prices by demand.
In regard to this, im not sure what i feel. I like the idea of having a cobble machine and being able to "put in work" to get more materials, even if it takes ages. I am building an economy based on a limited map which means at some point its possible all the flowers are already being used for decoration and etc too.... so i agree that the items you talk about are very important... but i think we need other items too if we are going on a limited size map.
I'll try to go through the whole table of item ID's to identify things people might want and list those if it helps.... rather too fat dumb and lazy feeling from new years pizza right now, yum!
Flowers can be generated by killing skeletons for bonemeal and using bonemeal on grass.
Holy cow, never realized that... thanks for the info and i will consider that with pricing :smile.gif: