Making Craftland Fun Again Part 0: The Intro

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

Post by Mr_Blobby » Thu Mar 21, 2013 7:17 am

Killgun wrote:HOW do you think we all got so rich? You don't have to be a Craftland addict to know that the items didn't just appear. WE HAD TO GET THEM. You think we're so evil? We're ACTUALLY just trying to protect our hard earned goods while at the same time PROVING TO YOU GUYS that I STILL FIND ITEMS.

Yes, I said it. There still are Aether Ores. There still are Overworld ores. ANd unfortunatly I can't say the same for all the others, but I can tell you that I take NONE OF IT except for maybe a couple diamonds and some gravitite. Because I'm so "rich" that I don't actually need it.
You see that Ghast spawner? Didn't come out YOUR ass.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by Handyman » Thu Mar 21, 2013 7:33 am

SoundWave355 wrote:Killgun again stockpiling I did, the house I did, but there is only so much you can do, the problem is material is one richness but you need coins, material gets you only so far. The thing is rich players are too rich, they sat on their wealth and riches and now sell the exclusive blocks, unless you open a shop that needs endstone, which needs an end portal, which needs a stonghold, which is controlled by rich players.. See the cycle?
Protip: /warp theend
BTW, while they stockpile everything, they can sell all those items for a very low value, this causes the economy to collapse.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by SoundWave355 » Thu Mar 21, 2013 7:54 pm

I know about theend warp and all that it was just a example of how you can drowned under a cycle of "richness"

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Re: Making Craftland Fun Again Part 0: The Intro

Post by Killgun » Thu Mar 21, 2013 7:57 pm

Obviously I haven't changed anyone's mind, so I'm just gonna drop this.
It's tiring to try to argue with the ones completely blind to all the options.
Hopefully you guys make things right.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by Handyman » Thu Mar 21, 2013 8:20 pm

Killgun wrote:Obviously I haven't changed anyone's mind, so I'm just gonna drop this.
It's tiring to try to argue with the ones completely blind to all the options.
Hopefully you guys make things right.
Killgun, all I had read from you is that you support a full game reset, all that you talked around it was unneeded and brought more confusing/off-topic to it.
If suggesting something, then just say it with good arguments, not with a little kid story about a ceiling with a winning and loosing side. (note on this, what do admins do to get the ceiling down? as far as I know we haven't taken any action about it, which is why there are many topics about it lately so we do it with the players, not against them).

So tell me, what are the options you gave us besides a full reset.

A note, using caps will not make things any clearer as it can be, it will only make you look like an idiot seeking attention because he can't get others convinced of his story.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by 22dsf23 » Mon Jul 08, 2013 1:15 am

what the hell was i thinking when i did this? wow well this is embrassing..... :?
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Re: Making Craftland Fun Again Part 0: The Intro

Post by danielyg17 » Mon Jul 08, 2013 1:24 am

well, i am not sure if any one suggested this, but why cant we do a complete reboot on the economy. No-one will complain about any tax, no-one will talk about the rich staying rich and the poor becoming more destitute. Another suggestion would be to limit the reward on mob hunt; it is a great way for new players to get coins,but can be a way for spawner-owners to get more money. If the previous suggestion can not be done, it would be better to remove it. Furthermore, a full reset will upset many people, however an economy reset will make many others glad

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Re: Making Craftland Fun Again Part 0: The Intro

Post by Handyman » Mon Jul 08, 2013 7:49 am

danielyg17 wrote:well, i am not sure if any one suggested this, but why cant we do a complete reboot on the economy. No-one will complain about any tax, no-one will talk about the rich staying rich and the poor becoming more destitute. Another suggestion would be to limit the reward on mob hunt; it is a great way for new players to get coins,but can be a way for spawner-owners to get more money. If the previous suggestion can not be done, it would be better to remove it. Furthermore, a full reset will upset many people, however an economy reset will make many others glad
Oh boy.. this again...
What do you think the economy is, the money?
Wrong, the economy is everything that every person has, every item has its value and can be sold to anyone for any price.

There hasn't been much talk about this subject anymore, which I'm actually glad about.
It is as if things rather normal and no one thinks about it, but I think if you look at the economy now then it is better then that it was before when we made this topic. The spawners are nerfed, with the chestshops there is a lot of money being transferred, and taxes? As far as I know there is only taxes on the server shop.
So my idea is that we just keep carry on with what everyone is doing and no reset at all.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by David » Mon Jul 08, 2013 8:23 am

or just have a sever set price for most items

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Re: Making Craftland Fun Again Part 0: The Intro

Post by Handyman » Mon Jul 08, 2013 9:05 am

David4799 wrote:or just have a sever set price for most items
Something like having a base value for every item, then somehow calculate how many of that item is in use or stored somewhere, and so setting a price for the items. When someone sets up a shop it will adopt that price.

No I don't think this will be a good idea, there has to be some sort of free market. Players could still sell there items personally.

Despite of all the low prices, players are more likely to buy stuff then gather it them self.
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