1.8 Suggestion Thread

bingbong2715

Town Designer
Dec 10, 2012
804
166
93
30
Dallas, Texas
So with 1.8 coming out and a lot changing about the game, I figure now is a good time for another one of these.
Anything you guys wanna see from MMC in the coming weeks and months?

Any new donor perks?
New worlds or maps?
Revamped rules?
Oddball suggestions?

Lemme know, we wanna hear from you
 
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Reactions: kobra671

crhyoyo

Grand Explorer
Dec 15, 2012
544
78
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I think I fail to see the point to a currency based economy. There is almost nothing to spend it on and people just horde it. With no flow of money through the players and nothing to spend it on in the admin shop it just stagnates and accumulates. As is money is just used to show status on /bal top and pretty much nothing else.
 

Tercept

Administrator
Adman
Donor Level 5
Dec 10, 2012
3,675
470
233
32
I think I fail to see the point to a currency based economy. There is almost nothing to spend it on and people just horde it. With no flow of money through the players and nothing to spend it on in the admin shop it just stagnates and accumulates. As is money is just used to show status on /bal top and pretty much nothing else.
Money is supposed to be spent on goods AND services. Not the staff's fault players just think money should be spent on goods, there is no shame in buying services from other players.
 

roewaid

Builder
Dec 10, 2012
382
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30
Stay with THE money I would say. Paying town with emeralds will be strange I think. Didn't work with ps eather. Made palmetto large with villager training.
I would say make the server interesting for new people. Not enough new people at the moment. Hard to keep up town without members. Almost everybody that plays has or is assistant in a town.
 

TheWolfsHeart

Server Psychopath
Vet Mod
Donor Level 3
Dec 10, 2012
601
55
78
26
So, this can be seen as both positive, and negative. Before that, I need to explain what my idea is. A daily or every other day form of taxation. This can raise and lower depending on your money [There should be plugins for this] and should not affect you if you have a certain amount [Say...1000 for example is the max limit of being nontaxable].

Once you pass this 1000 limit, you are taxed daily or every other day at maybe...1% or so; until you are at/below 1000.

Now; This does two things. It makes people want to horde more money.
"Oh no! I'm going to be taxed and lose money! I need to get more!"
Players decide to get more money, and it raises the tax-rate of their player by someodd percent. This is a very VERY slow and gradual increase, as to not make gaining money impossible. Especially if it's daily or bi-daily.

This is something that obviously would need to be hammered at greatly to make it efficient and effective.

This also comes at another possibility. Players pay each other to do tasks. Say Pete is running low on funds, he decides he'd offer his services. John has extra money, and he's not exactly a hoarder when it comes to money. John could pay Pete a certain amount [To be determined by players] in order to keep their funds up.

Again, this is an idea that needs to be hammered out. I'm curious of what others may think of it. Personally, I hate the hoarding of such large funds. Nothing against players who do it; I just don't enjoy it. It also seems daunting when there's no way to ever catch up to these players, especially when you're brand spanking new.
 

NikostratosX

The Ghost Architect
Jan 1, 2014
100
24
78
Too bad the system in place (towny) isn't as good as some others. The problem is trying to have any economy at all but not wanting to control it directly. The free market works only when the consumer HAS to make a demand in order for the supply to become a thing. When everyone can just go out and get what they need, all there is to offer is "services." Something many prefer to do themselves. Buying stuff from the admin shop, and selling, also removes the need for an economy as it's not an economy just a "transmutation" of items to money, and money to items.

Upkeep helps make it so one needs to sell to the shop but just imagine if TOWNS actually generated money passively through a set system of maintenance. There's your solution. Except, it isn't viable with towny.
 

roewaid

Builder
Dec 10, 2012
382
73
28
30
No map reset. Finally GOT a town going.

But I liked what @NikostratosX said. If it would be possible to have a certain building in town thatauto generates money it would be a lot easier to keep it up. Don't even know if this is possible but it sounds nice. Then I wouldn't mind a restart because then you will have to think of these buildings when building your town.
 

TheWolfsHeart

Server Psychopath
Vet Mod
Donor Level 3
Dec 10, 2012
601
55
78
26
I've even personally thought of a map reset. The only issue, is there are people like @roewaid who JUST got a town up and running; and losing that would be rather obnoxious. There's no way to fairly move over a town from one map to another, etc. Tis a sticky situation.
 

Mikemer456

Builder
Dec 10, 2012
641
120
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25
We pretty much have a 40k diameter world... There is no good reason for a reset. Thats also the reason why we lost members in past.
 

roewaid

Builder
Dec 10, 2012
382
73
28
30
The only way I would accept a reset is if they come with enough extras at the new map
 

Shane

He's the Shane, man.
Dec 16, 2012
427
71
28
28
Upstate New York, United States
I agree with all those in favor of a map reset, I walk from spawn and see ruins of towns, empty shacks, and otherwise barren landscapes, stripped of their resources. The current top players in the economy have been the same for months and newer settlements live in fear of their overpowered enemies. This map has been around for far long enough, and expanding its borders only solves one of the many problems of keeping a map for too long.

The map has reset numerous times before, and the decline in players has not been the direct result of this. Starting over is can be helpful for new players seeing as they won't feel as small and insignificant compared to some of the giant towns around like now.

I can't really think of a reason not to reset, unless someone wants to argue it's too soon (which would be kind of ridiculous).
 

bingbong2715

Town Designer
Dec 10, 2012
804
166
93
30
Dallas, Texas
If we DID have a reset, we could just move over some important things with WE. So @roewaid, if we did end up resetting we could just move the whole thing into the new map.

Also, we do have a new world planned for 1.8 to go along regular survival. Just a heads up.
 

kobra671

PickleMan
Donor Level 4
May 26, 2013
231
20
168
If we DID have a reset, we could just move over some important things with WE. So @roewaid, if we did end up resetting we could just move the whole thing into the new map.

Also, we do have a new world planned for 1.8 to go along regular survival. Just a heads up.
DO IT! :D
 

roewaid

Builder
Dec 10, 2012
382
73
28
30
If towns can Be moved that would be awesome. But I would say don't do multiple worlds. Then just do 1 1.8 world with towny as soon as it is possible.
The prob with multiple is that there will be some players here as a couple in the other. Then it isn't fun in both of the worlds