Making Craftland Fun Again Part 0: The Intro

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

Post by Cynthriel » Sun Mar 17, 2013 4:59 pm

Mystery wrote:I think the TAX idea would be a great idea to stop rich players showing off with like 1 million bucks thinkin their better...
The thing is, this won't fix the problem because

1) The economy is still ruined because players still have a lot of items.

2) These rich players will likely just convert to items with their money.

3) Why would they be paying this "tax" that is really upkeep?

Upkeep works if we have towns and PvP, so players have to protect themselves. But when there is nothing to protect, they could just not have a town.

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Re: Making Craftland Fun Again Part 0: The Intro

Post by Killgun » Wed Mar 20, 2013 10:38 pm

nickmcski wrote: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,
Cannot say I can agree, because Nobody and I mean NOBODY uses my shop, so getting taxed for having useless items sit there isn't exactly...fair.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by Killgun » Wed Mar 20, 2013 11:03 pm

I'm going to attempt to make a point here by expressing my long thought about idea and opinion.
Conflicts rip people apart. It's that simple. And there isn't always a way around it.

The thing I'm imagining in my head right now after reading this entire post is this:
On the ground, the puny new players worry as they scavenge for long lost items.
Above them, 75% of the rich players are holding up this ceiling, grinning as they stamp out the tiny newbies, whilst the other 25% are jumping down and helping.
Above all this, the admins are pushing down on this ceiling, trying to..."crush" the rich players back to the bottom while trying to dodge the new players.

Now, the problem here is that ceiling. That's the...I'll admit...completely destroyed moral of this servers economic supports. The rich players try to keep their "riches" while the admins try to crush them.

Meanwhile, I imagine these other rich players moving down and to the side of the rich players and trying to shoot them down.
And right now I only see 2 rich players trying to prove their point, and these 2 people are Cynthriel and Zarvon.

I'll admit, you 2 do a good job at convincing. And before anyone gets mad, hear me out: I'm not saying the rest of you aren't trying, I'm just saying these 2 are making the biggest difference in the expressed opinion of the entire server. This is an unstable, shifty situation, and as I've been trying to explain to explain for a while:

At some point this will all come crashing down.

I'm not sure you guys understand HOW MANY PLAYERS will be leaving if there is a reset. This is where I try to persuade as many of my fellow players by saying that THIS WILL NOT LAST.
Even if there IS a total reset, all your gonna get is a ton of raging players, and maybe a year or so of "grace". Then, those rich players rise up again, taking that ceiling with them.

Not sure if I can make this more simple for you guys to understand.

A reset will do NOTHING but give half of us greif and half of us peace. And it's only short term, eventually this will happen again, with different players and different strongholds and weakspots.

Please, I beg you to hear me out. Everyone who knows me knows that I will stand by my point until the end, and as I said earlier, conflict rips us apart. It will also rip the server apart, so it's best to decide now:

Do we all want to give it more time and attempt to fix this once and for all?
Or do we all want temporary peace?

I know long term planning would make a more stable decision, but remember, the longer we wait, there more turns and backstabs there will be, and eventually nothing will change.

Hopefully, if you read all of this, you may have chosen to reevaluate you're decision and stand by me in an attempt to make things right.

Thank you.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by 22dsf23 » Wed Mar 20, 2013 11:23 pm

killgun side your point. Long term planning is the best way to go.we can plan a reset that will lower everyone down so we can lock the ceiling in place. High taxes on rich people could pump money in the now renewed ecomny. By simply destroying all spawners on the server no one would be able to make money nearly as fast as before. Ppl will try to break the ceiling but they wont be able to support the ceiling nearly as long as before.
There will be rangers but anyone with sense would see that this is a chance to become the new "powers" of the server. Unlike now not everyone will be able to become rich and stay rich.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by Killgun » Wed Mar 20, 2013 11:27 pm

22dsf23 wrote:killgun side your point. Long term planning is the best way to go.we can plan a reset that will lower everyone down so we can lock the ceiling in place. High taxes on rich people could pump money in the now renewed ecomny. By simply destroying all spawners on the server no one would be able to make money nearly as fast as before. Ppl will try to break the ceiling but they wont be able to support the ceiling nearly as long as before.
There will be rangers but anyone with sense would see that this is a chance to become the new "powers" of the server. Unlike now not everyone will be able to become rich and stay rich.
I understand what your saying.
But read what I said.
And please understand it all before you post.
What I said up there was locking that ceiling IS NOT POSSIBLE. That's the conflict: it tears us apart. We don't have enough people on any side of this argument to outweigh the other and lock it in place.
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Re: Making Craftland Fun Again Part 0: The Intro

Post by SoundWave355 » Wed Mar 20, 2013 11:32 pm

Killgun it isn't the players the problem is the "rich" players have far to many rare items from things that don't exist anymore and is impossible for new players to get. Long term planning like not outfitting players who have played the longest with rare items like stacks of sponge or pillar blocks or whatever. The point is that rich players stay rich.. wealth=wealth. A reset and no opening then closing dimensions will fix that. Of course other preparations are needed.

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Re: Making Craftland Fun Again Part 0: The Intro

Post by 22dsf23 » Wed Mar 20, 2013 11:35 pm

Sry go misspells on post stupid iPad spell checks everything and it has a very limited voc. lol? And by the way anyone who knows me knows I stand by my point by the end I feel that we can meet in the middle with our ideas. Also off topic I see u live NYC. Not to be a creep but do u live near city island
THE TCT Abridged Co- Owner, "The Ex-Rebel" 22dsf23

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Re: Making Craftland Fun Again Part 0: The Intro

Post by Killgun » Wed Mar 20, 2013 11:49 pm

SoundWave355 wrote:Killgun it isn't the players the problem is the "rich" players have far to many rare items from things that don't exist anymore and is impossible for new players to get. Long term planning like not outfitting players who have played the longest with rare items like stacks of sponge or pillar blocks or whatever. The point is that rich players stay rich.. wealth=wealth. A reset and no opening then closing dimensions will fix that. Of course other preparations are needed.
I know. I said that up there. And listen to me here. I AM NOT A SUPER RICH PLAYER. In fact, the only thing that can call me rich might be my house (which I did not make) and my minerals (barely scraping by when it comes to diamonds and gravitite, yet an abundance of iron and zanite). I seriously can be considered a middle class player, but I just happen to be standing at the top holding up the ceiling.

By the way, just to clarify, when I say the new players stand at the bottom, out of view, I mean that they aren't exactly making their points..."loud". And as I said earlier, They try to scavenge any long lost items.
But it isn't true.
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.
Plus, have you even thought that maybe we have so much stuff because we stockpile? TRY IT. IT WORKS.
If you don't need to use a tool, DON'T MAKE IT.
If you don't need a new house, DON'T BUILD IT.
When I started, I was so damn poor that I was living in a dirt house with 2 iron ingots. But look at me now. I kept that dirt house with Katie and lived in it until there wasn't enough room for any chests to fit anymore. Then, instead of making this big, great, fancy house, guess what I did? I added another dirt extension to it. Then we made a wooden house. And once we had no more room to build, we build a skyroot house. And then the house that I'm living in...I didn't make it. That skyroot house would still fit the needs I have now if there hadn't been another house to live in because of the extreme kindness of others. And, if I had to...

I'd still be living in that puny little dirt house today.


And I live right on the border of NYC so that Grand Central can take me all the way down to Pennsylvania. Why do you ask?
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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 SoundWave355 » Thu Mar 21, 2013 12:20 am

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?

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Re: Making Craftland Fun Again Part 0: The Intro

Post by Killgun » Thu Mar 21, 2013 12:34 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?
I can't say the same for others, but...
I CANNOT remember the last time I used coins.
I get all my raw material myself, legitimately, no buying or trading or any of that bullshit.
I don't know about you, but the only reason I have all the things I do are because of my wonderful girlfriend, Katie. Maybe, if you think I have too much stuff, you should speak to her.
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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