05-07-2012, 06:02,
(This post was last modified: 05-07-2012, 08:39 by MainDigger.)
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geckosquid
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geckomaster576
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geckosquid
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A Suggestion for a New Economy System
Ok. Check it out:
Player hires merchant. Player sets price (within a given range) for a range of items given to the merchant. Player pays a certain upkeep per month for the merchant to stay in said player's service. When player gives items to merchant, merchant gives player a quarter of the total price instantly, but only gives the player the rest of the money once the items have been bought. The merchant has a maximum inventory at any given time, so players can't just keep selling items infinitely. The merchant can hold a certain number of types of items at a time. The money from the merchant can be wired to a town instead of a player, allowing for town markets. This would be an ALTERNATIVE to chest shops, so chest shops would exist as well, should players prefer them.
My account seems to be attached to the mobile version of the forums, so I can't make this a poll, but... Thoughts?
Oh, and chest shops should only accept the types of items they are meant to sell, too, which fixes the original chest problem.
Love,
Gecko
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05-07-2012, 06:16,
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spenboy
Redstone Miner
noahnoah711
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RE: A Suggestion for a New Economy System
i agree that chest should only hold their type of item, so i agree there
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05-07-2012, 06:20,
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bvcxzmn
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RE: A Suggestion for a New Economy System
I like it
1% OF THE POPULATION CONTROL 99% OF THE FORCE
OCCUPY DAGOBAH
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05-07-2012, 06:51,
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iDieForEXP
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RE: A Suggestion for a New Economy System
I think this is way to complicated. I like your last part about chests only accepting what they were meant to carry. Slap a 20 GN min/max average on the price and play it like the stock market. No need for NPCs and solves all the problems.
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05-07-2012, 08:40,
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MainDigger
Bedrock Miner
MainDigger
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76561198012031871
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RE: A Suggestion for a New Economy System
Fixed a poll for you.
RIP Virus Signature
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05-07-2012, 09:00,
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geckosquid
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geckomaster576
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RE: A Suggestion for a New Economy System
Thanks!
Love,
Gecko
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05-07-2012, 09:27,
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iDieForEXP
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RE: A Suggestion for a New Economy System
To elaborate on my previous post, first) make it so chests can only hold what the shop sign above says it carries, and second) stock exchange.
What I proposeis this: Have a person find the average of all the shops prices of say, diamonds. With that average you can then set a server wide price by saying you cannot charge under 20 GN or over 20 GN from the average price of diamonds. This will prevent people from charging outlandish prices to store items. Now, you may say, but player-made economies that fluctuate with supply and demand is what makes the server fun! Well, what if there was a continually updating log that records the price of every shop made, and takes the average? Every shop that doesn't fit within that 40 GN space can be automatically changed to the average. Back to supply/demand, if the log records the new average as 70 GN per diamond and all shops are within the 40, what if everyone gets a fortune pickaxe and mines tons of diamonds? The shop owners lower prices to stay competitive, and as they do that, the average as recorded in the log drops as well. Your shop sold diamonds for 65, average 70, diamond rush, someone sells diamonds for 50 now. The worldwide average changes, and now you can offer to sell for 45. With this system, the economy still is run by the players, but people cannot charge too much and abuse. It also adds a layer of realism so shop keepers can look at the average and get information on world wide values. Stock Exchange.
The addition of NPCs will only cause confusion and lag. Ive already heard people complaining about lag at the inn.
((sorry for the typos, Im tired and on a phone  ))
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05-07-2012, 10:20,
(This post was last modified: 05-07-2012, 10:22 by yottabyte.)
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yottabyte
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RE: A Suggestion for a New Economy System
NPCs don't create more lag than any other entity, so I don't know where those complains are coming from. The idea of merchants that move across the map is really cool though, but maybe we can keep it separate from the shop chests.
Problem with iDie's suggestion is inactive players leaving shops around that can ruin the average. Other than that, I quite like it.
I also like the idea of being able to view what's in the chest and I don't believe it should be too hard to code (Don't quote me on that)
Edit: Didn't notice this is an entirely different thread. Oops.
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05-07-2012, 17:27,
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Cerce
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RE: A Suggestion for a New Economy System
((This is an excerpt of a possible economic system that I proposed IC on another server. It was rejected, but a loud minority supported the theory. I have editted it to help with the integration in this specific server.))
Quote:It has been generally agreed upon that the economy of the various nations and societies within this great realm are of little economic strength. Money supply is unlimited to those that vote on a constant basis, and as such goldmean little to those that have already established themselves within a nation, or basically anyone with enough time to collect enough money from the various voters who have 'spawned' said money.
The original hypothesis that the buying of locks, kiwiship liscences, and the like would provide some use to those of excessive monetary status has been broken by the fact that, for some people and nations, there is simply no incentive to buy ships or locks, and therefore no need to spend. As a result, the currency of gold has become all but useless within the realm of which we live in. Nations are not in charge of their own currency, and cannot control the current economic crisis of constantly increasing inflation due to the overabundance of money and its increasing irrelevance to everyday society.
A theory that I wish to put forth is as such: That the unlimited supply of money must be capped at some point in time, presumably sooner rather than later. This would cause the ever expanding inflation of consumer and capital goods to stop, and would encourage a steady circulation of the economy in order to stabilize prices and wages. Jobs would become ever more prevalent, instead of extinct and nonexistent as they currently are. The limited supply of money would encourage competition and the founding of greater, more influential companies and organizations, which would in turn employ various workers to maximize product output and monetary input.
Should an economic 'cap' not be put in place, the current trend of hoarding money only to spend it on such things as locks and diamonds would continue, putting little effect on the overall economy. The current economic structure can support far more than just this, as I am sure the vast majority of readers would agree. Jobs would continue to dwindle into nonexistence, and money would have increasingly less value.
Therefore, I ask that the 'spawning' of money for the voting of this server be removed, and that the current level of gold, both in the banks and in the land, be maintained. In order to keep the economy alive in the event of mass buying of locks or other 'non-refundable' expenses, the money that nations and individuals spend on such plots would then be sent to the neutral territory of the inn and kiwiship dock, as well as the various 'spawns' that inhabit the land. This money would then be spent by the many (NPC) merchants of the land to acquire new wares to sell, which would then be used by nations to acquire other wares to sell, and the money received for selling these wares would then be used to locks, kiwiship liscences, and - in Age II - land plots, which would in turn come back to the neutral merchants. Even should locks never again be bought by any nation whatsoever, this new economic process of 'capping' the current amount of crowns would ensure a lively multinational economy, and encourage inter-continental trade and the exchanging of goods and services on a global scale.
For example: Nation A spends 100 of its 200 crowns on land. Merchants receive 100 crowns and spends this money to buy equipment from nation B. Nation A, with the new land, buys tools with its leftover 100 crowns from the merchants to harvest and cultivate its new land, as well as build on it. Nation B again sells equipment to the merchants, which have sold all the land that they originally bought from Nation B to Nation A. Wishing to make a profit, Nation A sells wares at a lower cost than the merchants, but at greater quantities. The merchants, having less quantities, cannot lower its prices in competition. With this new profit, Nation A can purchase more land and expand - which then goes to the merchants. Now that the merchants have more money, they can lower prices, and Nation B proceeds to make a profit by selling equipment to the merchants instead of the less return they would get from buying and selling from Nation A. Eventually, prices will stabilize, with nations offering lower or higher prices relative to their distance to the merchants and the current prices therein, until such a time where more land is bought. At such a time, the money from the bought land would allow the merchants to lower selling prices and raise buying prices, and the economy would again go through the process of finding its equilibrium. For those that would not wish to enter directly into trading, and instead wish to perform services for money, they could effectively work for nation A or B. ((Should the idea of moving merchants come into play, the effect of the distance between nations and the inn would be neglegible))
With this new economic process, trade embargo would also have a far greater impact with the limited money available. For example: Nation A refuses to trade with or employ the service-oriented Nation C. Nation B is now the only nation that will employ Nation C, and therefore has a monopoly over them, forcing Nation C to adhere to anything imposed on them. On the other hand, Nation A now has a severely reduced workforce, and as a result produces less than Nation B. Regardless of the political outcome, Nation B would win economically. This is but one of the many outcomes of a trade embargo - many can have positive impacts for more than one side.
With these new prospects in mind, I implore any and all leaders to implement a 'cap' on the economy, and help the entire region become a more monetarily sound place.
((ALTHOUGH THIS IS NOT ME ADVERTISING, I must state that I originally came up with this idea from Nations@War. Unless you enjoy PvP more than RP, don't go there - however, there are still quite the number of good stories that happen there. The reason I state this is because I originally posted it there, and I feel that I should give it the due respect that it has earned due to their influence on this matter))
"One can concentrate so closely on the words of a sentence that one thereby misses the meaning. As can happen in any area of life. You must never lose focus on the larger landscape."
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05-07-2012, 17:41,
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Crashlander04
Bookshelf Miner
Crashlander04
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Crashlander04
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The Rad God
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RE: A Suggestion for a New Economy System
Quote:Therefore, I ask that the 'spawning' of money for the voting of this server be removed, and that the current level of gold, both in the banks and in the land, be maintained. In order to keep the economy alive in the event of mass buying of locks or other 'non-refundable' expenses, the money that nations and individuals spend on such plots would then be sent to the neutral territory of the inn and kiwiship dock, as well as the various 'spawns' that inhabit the land. This money would then be spent by the many (NPC) merchants of the land to acquire new wares to sell, which would then be used by nations to acquire other wares to sell, and the money received for selling these wares would then be used to locks, kiwiship liscences, and - in Age II - land plots, which would in turn come back to the neutral merchants. Even should locks never again be bought by any nation whatsoever, this new economic process of 'capping' the current amount of crowns would ensure a lively multinational economy, and encourage inter-continental trade and the exchanging of goods and services on a global scale.
I had a brain fart there.
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