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Survival Shops. Bad or good?

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avatar Medessec
Level 57 : Grandmaster Architect
19
A lot of people tend to like shops, because it gives them the ability to have an alternate variable to their name, money that they can stash in case their factions fort/home is lost to a war, etc. It adds another game mechanic, it's useful, and even fun.

But-this has it's downsides. Many server admins who make the shop are stuck with the duty of making the prices fair, judging the value of the items and ensuring there are no exploits (for ex., buying wood cheap enough that you can craft wooden steps and sell it for more) that players can take advantage of.

Some servers also take advantage of the maximum funds limit to keep people from stashing large amounts of cash unfairly, for example, our server puts the cap at $10000. Some servers disregard that, and leave their caps on default(which is more like $1000000 or something like that).

It's also fun to use in transactions or threats, on some factions servers, powerful and large factions threaten smaller factions to pay a tax or a sum of money, or to otherwise be raided.

A few players dislike the shop, and money in general. They believe that money is an unneeded game mechanic, not meant to be included in Minecraft. Trade or transactions can be limited to Minecraft items or blocks.

What do you think? Is the server shop, as well as the implementation of a currency, a neat addition to the game?
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3 Update Logs

Update #3 : 05/30/2012 8:33:39 pmMay 30th, 2012

updated some info on shops, changed spacing
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1
07/01/2012 10:52 pm
Level 9 : Apprentice Architect
Gondile
Diamonds is good enough for me.

"Hi I want a clock here's a diamond."

"Here's your clock thanks."

Simple as that.
1
03/15/2012 8:26 pm
Level 13 : Journeyman Pony
Supermariobubba
I personnally dont like iconomy at all. I prefer the D.I.G. standard. here is an explanation:

Daimond: 1 diamond = 9 gold. 1 daimond = 32 iron

Iron: 4 iron = 1 gold. 32 iron = 1 daimond

Gold: 1 gold = 4 iron. 9 gold = 1 daimond

This system; D.I.G. (Daimond, Iron, Gold) is a good way to organize trade in a vanilla-ish server
1
01/04/2012 12:43 am
Level 53 : Grandmaster Nerd
DoctorWoo
Server shops have always been an on-the-fence issue with me..but I genreally lean to yay on having them. The only thing at must be done one all server shops is a cap on prices, not on what can be stored. Heres my reasoning behind all my madness:

-Servers need a central shop (the closer to spawn, the better). Why? To be fair. Any well-built PVP/survival server will have a well built spawn in which players can't build too close to spawn. The placement of the shop to spawn allows for: A)Everyone to get to it and B)No one to be too close to it, and ulitmalty, being able to spend/sell faster. And yes, the speed of a sell.purchase is crital: think of it in the middle of a war.

-Server admins must be the only ones who can make shops. This makes a central pricing system. I've seen server economies die because of players farming the same material, and purposely undercutting average players, forcing them out of a well-priced deal.

-The shop has to be that: a shop. Having multiply shops leads back to the whole "player/team can be closer to it".

-The default start value must be low. For example, have it so a player can only buy something very simple with their starting funds: say torches. This will cut the field to something fair. If you make it so they can buy a iron pick with their funds, anyone with a XRay mod/texturepack can easily dig things up and very quickly screw with the econ. But you alreayd have anti-xray.

-A well balance econ adds fantastic ideas to a survival server, most of which you hit: factions being able to play "godfather", factions going on raids, etc.
1
01/04/2012 7:42 pm
Level 57 : Grandmaster Architect
Medessec
I do agree with this. I especially like the idea of a central shop-ours is in the spawn world, and it's easily accessible, just /spawn, go downstairs and walk across to the shop.

Indeed Admins must be the only ones to manage the shops, in terms of determining prices and value of certain items. A more general selection should be kept as well, you should have the ores and materials(Iron, Gold, Diamond) for sale and to buy, but you probably shouldn't have armor, or tools. You can have certain hard-to-craft items, such as enchantment tables or bookshelves, but they need to be very high priced compared to the actual value of the materials needed to make them, to encourage people to try and make it on their own.

And the prices need to be constantly monitored, because yes-we had a situation where a faction called "Safety" eventually built a large-scale sugar cane farming system, complete with redstone, pistons to chop the sugar cane into collectable items, and water channels to flow the sugar cane to one end where the player can simply dip in and collect all the sugar cane. The price of sugar cane was originally $64 for 32 sugar cane, but we now have it at $8 for 32.
1
01/04/2012 10:22 pm
Level 53 : Grandmaster Nerd
DoctorWoo
I hadn't even thought about the sugarcane farms..but that also is something to take into consideration. But that is something that defiantly need to be though through.
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