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  1. #11
    Quote Originally Posted by Rainnmannx View Post
    Lets say hypothetically we install the Sign Shop plugin.
    1. How would people make money?
    I see selling junk as a possibility, what would prices be and what would the items be that where bought?

    I think the commodities should be sold to the players not the system.
    So if you have something that people want, despite its junk, you can still make money.
    For example, i'm buying alot of flowers, sands, dirts....

    The price should be set by the player themselves. so if it;s too expensive no one will buy, too cheap, it runs out fast

    the player should setup shop somewhere near his town spawn, or have the town spawn inside the shop so customers
    can obviously tell where it is.

  2. #12
    No one starts out with any money, how do people get this money to spend?

  3. #13
    Good point.

    Maybe each person start with an initial fund of say 100 bucks and then there is an admin shop that you can sell items back to to get money? Also get money for playing minigames and quests? I don't know, there could be many options.

    As for what each item is worth to sell to the admin shop, i would say we need to think about the abundance of the item and how hard is it to obtain/refine it. Ideally it would be calculated based on how much time an average person will have to spend to get certain item.

    There should be a buy option for the shop too. So for example, we can sell red steel ingot for 1200 bucks, but the cost to buy is 1800 or 2400. How much each item is worth to buy from the admin shop, i would say it would depend on how much it benefits the player. so naturally graphite will cost alot because it saves so much of a person's time to find it. etc

    As for the items sold in the admin shop, we can start simple with accepting only ingots. So you can sell your metals, etc. The shop can start selling basic stuffs like leather(painful to make), graphite(essential for teching), decoration items, etc. We start small and gradually increase the items accepted and sold based on server testing.

    Also, if possible, we could add a counter to the items bought/sold by the admin shop and have a dynamic price. i.e, if the shop takes in too many gold ingots, gold price will drastically drop, etc.

    It's not an easy solution because we're trying to create an economy that's going to work well for years to come.
    we have to think of all the possible exploit people are gonna have before we get a ruined economy.
    Each item sold/bought will have to be looked at in detail too. tfc is notorious for item duplication.

    The last thing we want is a hasty decision that cause a market crash and ruins all the fun.

  4. #14
    What's the point? Bartering will still be much more efficient and geared towards the needs of the two players trading. People have tried setting up currency 5 different times that I can remember and they all failed in less than a week. From our experience there aren't any chest shop plugins that work correctly with tfc/cauldron. We tried many, many plugins. Towny has its own currency but would require server backing which I'm not comfortable with because once again, what's the point?

  5. #15
    People may set up a shop in Highrock, and I would facilitate trades when the owners are not on.

  6. #16
    Quote Originally Posted by Jiro_89 View Post
    From our experience there aren't any chest shop plugins that work correctly with tfc/cauldron. We tried many, many plugins.
    Did you test any plugins that allow simple bartering? Stuff for other stuff, without any currency involved? Or only ones that require currency?

  7. #17
    I'd also be in for buying otherwise 'useless' things, such as flowers and certain raw stone blocks. Possibly gems. Also sequoia saplings, maybe some other saplings. I'd say ideally the player exchanges precious metals and gems for some sort of digital currency (digital meaning it doesn't exist as an object). That serves the purpose of allowing people to trade where one doesn't have actual items the other desires - the same purpose actual currency serves irl. Bringing more usefulness to gold, platinum, and gems would be cool. If possible it'd definitely be good to make the system dynamic, so it lowers the price given for an item, the more of it people sell. In such a case it'd be good to have a 'server store' possibly, so people could buy those things back from the server, to better simulate an actual economy. Certainly understandable if there's no good plugin options though.

    How would it work to have you broker it Rainn? We set up a shop with one or more locketted chests with ours and your name on it? Some signs stating what we'd trade (signs locketted so people couldn't mess with them and replace them with a lower price)? Then someone arrives, tells you what they want, gives you the purchase price, you put it in the chest (or lockette it with yours and the seller's name on it if the purchase medium is ingots), and get the item(s) out, and give the purchased item to the buyer? Sounds doable, if more clunky than a currency system. And of course and extra burden on you.

    In either case, I'd be interested in a shop system of some kind for sure. Both buying and selling.

  8. #18
    We have reserved a row of plots around the spawn area. The idea was that towns could request one of these plots as an embassy plot. They could then turn this into advertisement for their towns, or trade shops.

    So basically what we've had on the previous servers

  9. #19
    Quote Originally Posted by InsaneJ View Post
    We have reserved a row of plots around the spawn area. The idea was that towns could request one of these plots as an embassy plot. They could then turn this into advertisement for their towns, or trade shops.

    So basically what we've had on the previous servers
    But how is that supposed to actually function? Is it treated as an outpost? Or does it have different permissions somehow? The key is facilitating trade when players aren't on at the same time. Is such an embassy plot basically just a place to put signs telling people what you're selling, and what you're buying, and then they have to get on at the same time and contact you (the seller) and work out the details to do in an in-person trade? I mean that's great, but it's clunky.
    Last edited by grizzle; 25th March 2016 at 17:59.

  10. #20
    That's the general idea yes. Two players exchanging items when they are meeting face to face. Here's how embassy plots work:
    Embassy Plots
    Embassy plots are designated with /plot set embassy
    A mayor can use /town set embassyprice {$$} to set how much embassy plots are sold at by default. This can be overriden when a mayor puts the actual plot up for sale with /plot forsale {$$}. A mayor can also charge an additional embassytax with /town set embassytax {$$}. This tax is charged in addition to the normal plottax.
    An embassy plot can be bought by any player, whether they are in a town or not. The townblock remains owned by the host-town and a mayor from the host-town can take the plot from the owner at any time. Embassy plots can also be changed into shop plots, allowing for larger shop towns, where many different towns' players can set up shops.
    When a player leaves a town they do not lose ownership of their plots if those plots are set to be Embassy plots.
    sauce

    As for economies and TFC. We've never had economy on TFC for a couple of reasons.
    • The first one is a technical one which pretty much prevents us from running a reliable shop. TFC is notorious for messing up player inventories and how item transfers are handled. There also is a problem with TFC items having all sorts of NBT data that make spawning in items a pain and very unreliable. And yes, we have tried a lot of plugins. Ranging from sign/chest shops to command driven shops and villager traders. You name it, we've tried it. And all of them had trouble with TFC. Either the items are corrupt, don't get transferred correctly or are prone to duplication.
    • The second one is that we think players shouldn't be able to exchange a ton of cheap low tier stuff for expensive high tier stuff. In essence the whole digging-up-a-mountain-of-dirt-to-get-red-steel-armor thing isn't something we like. It basically allows players to skip TFC progression. Players who aren't willing to put in the time or effort to learning how TFC works can manage to get end game stuff quite easily. Red steel armor is something we think players should be proud of. Not something you can get by grinding something simple.
    • The third one is that we don't want to have any kind of economy with Towny where it's most commonly used. If you have a town, it will exist for as long as the server exists. There is no upkeep and the amount of plots a town can have depends on how many players are in a town. Meaning better and more popular towns grow while bad towns (sorry :B) do not grow.


    I have no problem with people discussing economies or other ideas. In fact, I encourage it. However so far I haven't heard a compelling argument for us to revisit the horror that is item spawning in TFC (shops) and try to get it to work reliably. What I also don't like is the idea of having a dynamic economy where the players who sell stuff first get a better price than players who sell stuff later. I think that's just unfair and TFC is not a race.

    So if you want us to seriously reconsider implementing an economy, then you need to come up with some kind of brilliant idea for it. Give us an idea we simply can not say no to and we'll do it.

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