Making Craftland Fun Again Part 0: The Intro

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Making Craftland Fun Again Part 0: The Intro

Post by 22dsf23 » Thu Mar 14, 2013 1:06 am

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Last edited by 22dsf23 on Mon Jul 08, 2013 1:21 am, edited 1 time in total.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by SoundWave355 » Thu Mar 14, 2013 1:09 am

Wow thanks for appointing me but OKAY I accept that challenge.

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Re: Making Craftland Fun Again Part 0: The Intro

Post by danielyg17 » Thu Mar 14, 2013 1:14 am

I agree with you 22, craftland needs a dire change: The Economy is practically dead and many people use spawners to abuse the mob hunt




Let me be the first to agree with you




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Re: Making Craftland Fun Again Part 0: The Intro

Post by Mr_Blobby » Thu Mar 14, 2013 3:50 pm

You do realise we already know of the issues, it's the action that isn't as simple to lay out.

Reset?
Player complains.

Don't Reset?
Player complains.

You should see the predicament by now.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by Handyman » Thu Mar 14, 2013 5:32 pm

Actually I don't see many players complain about there is no reset, most of them just exploit the fact that economy is broken.
The ones that may complain that there is not going to be reset, just wouldn't care if it did happen because the just want it to be normal again and have a heart for the server.
On the other side, if there is a reset, players would just get everything again and so it will be back to how it was without much change.

For all of you, if you had looked further on this forum you will find a larger post about reset and economics of the server.
viewtopic.php?f=11&t=1227&start=120" onclick="window.open(this.href);return false;

Its not the server that needs to change, it the players!
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Re: Making Craftland Fun Again Part 0: The Intro

Post by nickmcski » Thu Mar 14, 2013 6:13 pm

I think that the only perminent solution would be a % tax, that stops the really ritch players from getting a lot of money and also helps the poor players by taking less of their money.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by Handyman » Thu Mar 14, 2013 6:21 pm

nickmcski wrote:I think that the only perminent solution would be a % tax, that stops the really ritch players from getting a lot of money and also helps the poor players by taking less of their money.
And then a tax on what? On having a amount of shops, over an amount of time, % on buying something or money transfer?
Amount of shops could be effective.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by nickmcski » Thu Mar 14, 2013 6:26 pm

Well it dosnt have to be on shops, mabey 3% of our money gets taken every IRL day, and 5% on all shops.
Then it won't be just the shop owners affects it will affect everyone,
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Re: Making Craftland Fun Again Part 0: The Intro

Post by 22dsf23 » Thu Mar 14, 2013 7:28 pm

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Last edited by 22dsf23 on Mon Jul 08, 2013 1:21 am, edited 1 time in total.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by 22dsf23 » Thu Mar 14, 2013 7:32 pm

Mr_Blobby wrote:You do realise we already know of the issues, it's the action that isn't as simple to lay out.

Reset?
Player complains.

Don't Reset?
Player complains.

You should see the predicament by now.
I know its be said before but nothing has ever came out of it i hope to change that.
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