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Has the new economy benefitted the server?

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Has the new economy benefitted the server?

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Post  Endermanslayer66 Wed Mar 06, 2013 4:58 pm

What do you think?
Ender


Last edited by Endermanslayer66 on Sun Mar 31, 2013 2:40 pm; edited 1 time in total
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Post  uinShane Wed Mar 06, 2013 9:28 pm

I think that items are now being sold too cheaply, the old prices were better at keeping people from constantly buying stuff. Sell prices should be closer to what they are now though, the lower the better if you even allow selling at all. The extreme pricing in server shops will also open up more reasonable and competitive pricing for individual player shops. Towns and nations are likewise too inexpensive; it was better to have 50k towns and 100k nations to make people really work for them, or join with someone else to get a town going, rather than adding unnecessary admin approval steps. Upkeep costs could be raised a little to make sure if people dont stay active, their town will go under. I think overall these changes would make the economy more competitive and challenging, as well as give the base for sales to player shops, so long as they can maintain supply levels.
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Post  Endermanslayer66 Wed Mar 06, 2013 9:39 pm

Thank you so much for your input! I completely agree with you and I would really like SovietReunion to see this so I can hear what he has to say.

Ender
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Post  SovietReunion Thu Mar 07, 2013 6:35 pm

uinShane wrote:I think that items are now being sold too cheaply, the old prices were better at keeping people from constantly buying stuff. Sell prices should be closer to what they are now though, the lower the better if you even allow selling at all. The extreme pricing in server shops will also open up more reasonable and competitive pricing for individual player shops. Towns and nations are likewise too inexpensive; it was better to have 50k towns and 100k nations to make people really work for them, or join with someone else to get a town going, rather than adding unnecessary admin approval steps. Upkeep costs could be raised a little to make sure if people dont stay active, their town will go under. I think overall these changes would make the economy more competitive and challenging, as well as give the base for sales to player shops, so long as they can maintain supply levels.

I definitely support having upkeep costs control active and inactive towns, but as far as prices go, they're all relative to the reset last week. The likely problem with price fluctuations and people gaining capitol unfairly are shops or server shops that still reflect the previous price structure. It seems cheap, yes, but when everyone has drastically less capitol than before - it reflects a more repsonsive market environment.
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Post  spacekitsch Thu Mar 07, 2013 6:41 pm

Some of this might have to do with the mountains of items people built up when shops were closed and no money was circulating. As soon as shops opened people got to sell their surplus goods and gained a lot of money, which sort of makes it seem like the prices are too low, but in reality everyone just had about two weeks worth of ores and materials that they were building up that they sold all at once.

Just my theory, not sure if it holds up.
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