Reinvent the British and you get a global finance center, edible food and better service. Reinvent the French and you may just get more Germans.
Ik hou van ferme grieten en dikke pintenOriginally Posted by Evil_Maniac From Mars
Down with dried flowers!
Spoiler Alert, click show to read:
I would like some feedback on some changes I'm thinking about making. therother and I have discovered that EnderHome is poorly coded and causes issues for server Ops (us). I've been looking for a way to re-code the plugin to fix the problem, but I've concluded that I don't understand java and Bukkit well enough to do that. At the same time, I've been slightly annoyed with EnderHome for a while now. When I added it to the server Ender Pearls were one of the rarest items around and thus using them was a non-insignificant cost. Due to the Ender Farm, that has not been the case for a long time. Ender Pearls are now basically worthless, and EnderHome might as well just be free. That's not the fault of the Ender Farm (which is one of the best constructions on the server), it's a problem with EnderHome. At the same time, I don't want to simply remove EnderHome because I know you all love it.
It occurred to me this morning that perhaps the solution to this is to add an economy system to the server. Economy plugins are very common on Bukkit servers but I've held off on them up to now because we've always been a very cooperative server. There are many economy plugins, but they all basically work the same way. In short, you sell items/blocks for virtual money which the server keeps track of. You can then spend that money in multiple ways, such as buying different items/blocks, paying for access to console commands (such as /home), or trading money with other players. Things can get a lot more complex from there, including having player-created shops where you can sell your own items to other players at whatever price you think is fair.
As I said, there are many economy plugins. The one I'm currently looking at is Gringotts, which essentially just uses emeralds as the currency rather than some random imaginary money without any in-game representation. Moving to a system like this would allow me a lot more flexibility on command access. For example, I could set up a system where the game charges you 10 emeralds to use /home. However, I could also allow many other commands at different prices, including teleporting to another player, or even teleporting back to the location of your death for fast item retrieval. At the same time, once I add an economy plugin it's going to be very difficult to ever give it up. I'm concerned that it might cause a bit more competition on the server than we want and degrade cooperation. At the same time, it opens up a lot of possibilities for balanced game management and might make it easier for some people to get rarer blocks by sacrificing/selling larger quantities of more common blocks. I would like to hear some opinions on this.
My main concern is for people (like me) who play sporadically. I use EnderHome to get me out of the Nether when I go mining for quartz and glowstone because I get so lost down there. Or if I go exploring, etc. It's saved me a lot of frustration from being lost. Since I'm not on the server as much as others, I'm concerned that the economy will be such that it would be prohibitively expensive for me to trade for enough emeralds to afford to teleport. I don't have a lot of rare resources, certainly not enough to trade, I'd be trading basic blocks. So, I'd like to see a breakdown of what it would look like. How much cobblestone can I trade for an emerald? Gravel? Dirt? etc.
I look at EnderHome as more or less essential. Just look where I placed my bed. The enderfarm is a result of needing ender pearls to travel and capturing mobs.
I didn't know that it caused problems on the server.. I might have restricted the use (I would move from the back of the chest vault to the front just to save a few seconds).
Economy... how does that work if we look past the commands cost emeralds (not a bad idea). Setting up shops to get emeralds - how do we ensure that transactions are correct. Price vs. goods movement.
Which reminds me of the city layout. I started playing with the map and came up with this preliminary design:
Spoiler Alert, click show to read:
Legacy would be:
Yellow = new roads
Red numbers = plots to be claimed
Main plaza should be beautified
The plaza should be surrounded by shops type buildings.
The Harbour has a better location on the suggested layout.
Last edited by Sigurd; 04-16-2013 at 14:48.
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I was opposed to the initial currency idea. But I'm impartial to the pay-for-console-commands plugin. The only issue I have is with the setwarp thing. Wouldn't it make portal's redundant?
I have no problem with EnderHome being disabled, but the pearls will become useless. That's my only concern, which isn't really a problem. Having to dispose of the pearls is not hard, just an annoyance.
To be honest, the only thing I care about is server stability. If it's stable (which it is), I'm happy. However, I'm opposed to any plugins that make Minecraft "broken", in the sense that it drastically changes gameplay.
This looks excellent. But the terraforming part is the biggest obstacle.
Forgot to mention the above. I like this design a great deal. I agree that terraforming will take a lot of work, but everything decent takes a lot of work. I've reached a stopping point in my own home improvements and will start work on the terraforming and road network to fit the above map.
I'm opposed to it, personally, largely working off the principle of 'if it ain't broke, don't fix it.' Building projects on the server seems to work quite well for everybody, with a decent balance between difficulty in collecting resources and the ability to make impressive structures (earlier difficulties in acquiring sand aside). Having the ability to trade between resources opens up the possibility of exploitation of the system through grinders, farms, block generators and the like, which would in turn cheapen the value of rarer blocks. Sure, you could probably fine-tune the system to prevent this, but it seems like that would be a never-ending process.
Not to mention, as you say, that the sense of community on this server reduces the need for such a system to a large extent. If I need lots of a block for a project I'm building people are usually willing to share some of their surplus, and in turn I'll help them out later if they need anything. I can see the need for a formal trading system on large servers, where most people don't know each other, but that's not really the case for us.
With regards to EnderHome, I don't really have any strong opinions. If people think it's a bit too 'cheap' then I can live without it - I tend to get my active bed mixed up anyway, and end up halfway across the world from where I wanted to go. Of course, it is a very handy feature to have. I don't suppose it's possible to change the item requirement from ender pearls to something else?
EDIT: By the way, I like the idea of that city layout Sigurd. I like the idea of a 'townhouse' like Nigel is building, but I'd feel a bit conspicuous if it were just me building in that area.
Last edited by Ishmael; 04-16-2013 at 14:59.
It's possible to change the item used by EnderHome within the plugin, and I've considered changing it to a Ghast Tear. That said, the plugin itself is still problematic regardless of the item used. If necessary, we can live with it, but I'd prefer to find another option if possible.
The general block economy stuff pointed out by Ishmael is what I'm most concerned about. There are tons of servers out there that run these things so presumably there are systems that are balanced, and I believe there are supply/demand systems that adjust prices dynamically. That said, it's an issue.
We could avoid that by simply using the economy for access to console commands and nothing more. If real in-game currency wasn't desirable, we could simply use virtual currency that accumulates for each player. I could probably figure out a way to simply set it up so that each player gets X credits per Y period of time, and those credits can then be spent on a variety of commands, including home. A system like that would essentially boil down to a frequency use limits on special console commands like /home. If you spend all your credits on commands, just wait longer to get more and use your feet to get around until then.
Again, I want to emphasize that moving to this kind of system also increases options for all of you because it allows me to give you access to other commands that you don't have right now. These could include:
/back - returns you to the place of your death or the last place you teleported from, whichever is more recent
/sethome - allows you to mark your 'home' location at someplace other than your bed.
/tp - teleport directly to a specific player
/setwarp - create a 'warp' which is a pre-defined teleport location for the entire server
/warp - teleport to an existing warp
I might even be able to allow you to purchase /fly for limited periods of time, say 60 seconds per use.
Last edited by TinCow; 04-16-2013 at 15:17.
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