Making Craftland Fun Again Part 0: The Intro

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Tyler
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Re: Making Craftland Fun Again Part 0: The Intro

Post by Tyler » Wed Jul 10, 2013 1:31 am

SoundWave355 wrote:I'm afraid this went horribly off-topic..
As is typical.
Q: How many A.D.D. people does it take to fix the economy issue?
A: Wanna build a zombie grinder?
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klubjosh
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Re: Making Craftland Fun Again Part 0: The Intro

Post by klubjosh » Wed Jul 10, 2013 1:32 am

lol

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Re: Making Craftland Fun Again Part 0: The Intro

Post by Handyman » Wed Jul 10, 2013 9:23 am

I think that due to the removal of the mobspawner spawned mobs counting towards the monsterhunt, there will be very less money income.
Thus making the economy drive on its own money, until the natural mobspawners are build again.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by klubjosh » Wed Jul 10, 2013 3:32 pm

Plus the addition of the player shops in the gui will make sales more competitive.

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Re: Making Craftland Fun Again Part 0: The Intro

Post by Soulmusician » Thu Jul 11, 2013 9:06 pm

I think we dont really need economy, we could have much more fun with an rpg or quest plugin.
For this we could give hero or quest achivements for example and do a honor level for succesfull adventurers. Just an idea, cause of i was doing pen and paper stile for a long time.

Is there maybe a moderator or admin with ideas to do a story and setup quests for this story all over the server?
Could be the Rank Questmaster or RPG-Master. This guy could be elected every month by all players and would for example have the possibility to use the npc plugin plus gamemode 1 to build the quest areas.
But the master should be confirmed through the staff at least one of the member.

http://www.minecraftdl.com/better-grass-and-leaves-mod/" onclick="window.open(this.href);return false;

http://www.minecraftdl.com/rainbow-xp-mod/" onclick="window.open(this.href);return false;

by the way this one is crazy. http://www.minecraftdl.com/mystcraft-mod/" onclick="window.open(this.href);return false;

and this one is awesome http://www.minecraftdl.com/musiccraft-mod/" onclick="window.open(this.href);return false;

Have fun!

Soul

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Re: Making Craftland Fun Again Part 0: The Intro

Post by DakotaSpine » Tue Jul 16, 2013 12:24 am

I think it is best that mob hunt points don't count for spawners anymore, it is a big ste to fixing the Craftlandian Economy.
Rawr

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Re: Making Craftland Fun Again Part 0: The Intro

Post by nidefawl » Tue Jul 16, 2013 3:16 am

darkspine509 wrote:I think it is best that mob hunt points don't count for spawners anymore, it is a big ste to fixing the Craftlandian Economy.
Reverted!!

BTW: Let this thread die... finally
ImageImageImage

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Re: Making Craftland Fun Again Part 0: The Intro

Post by Killgun » Tue Jul 16, 2013 10:13 am

I now pronounce this thread...
DEAD
http://nightriderturbo.com/
AHHHHHHHHH
GOTTA STEER OHGODOHGOD *steering wheel pops off*
NONONOOOO WELL MAYBE MY LAST MOMENTS WILL IN PEACEFUL MUSIC *accidently tears out radio*
WHYYYYYYYY
~Ritz~

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Re: Making Craftland Fun Again Part 0: The Intro

Post by Soulmusician » Tue Jul 16, 2013 10:21 am

I agree with Killgun and promote the idea of a discussion to enhance and support craftland for the players and the staff.

So I would like to hear things you folks can do to help the Admins or Nide.

If you are familiar with a staff member form a workgroup could bring benefits for the administration in general and craftland at all.

Have fun!

Soul

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Re: Making Craftland Fun Again Part 0: The Intro

Post by Killgun » Tue Jul 16, 2013 10:22 am

Make a new thread?
http://nightriderturbo.com/
AHHHHHHHHH
GOTTA STEER OHGODOHGOD *steering wheel pops off*
NONONOOOO WELL MAYBE MY LAST MOMENTS WILL IN PEACEFUL MUSIC *accidently tears out radio*
WHYYYYYYYY
~Ritz~

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