Why MCP Has a Static Growth - Printable Version +- CDGS (https://forums.cdgs.net) +-- Forum: MCP (Convicted) (https://forums.cdgs.net/forumdisplay.php?fid=71) +--- Forum: Suggestions (https://forums.cdgs.net/forumdisplay.php?fid=85) +--- Thread: Why MCP Has a Static Growth (/showthread.php?tid=14083) Pages:
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Re: Why MCP Has a Static Growth - astralaether9 - Jul 21st, 2015 (Jul 20th, 2015, 11:53 AM)Zeedin link Wrote:Now that Silas and I are done school loled (Jul 20th, 2015, 11:53 AM)Zeedin link Wrote:Also fuck off if you are going to be a grammar nazi. loled again (Jul 20th, 2015, 05:58 PM)pointlessbob link Wrote:I think I suggested something of the sort a while ago--something like a quest system. Meaning that whenever you feel you need to add something new, you can add a 'quest' for free+ players, or a quest for free- players. These quests can be simple things like "Get p4 armour" or "Make it to the next block without dying". Of course, when each quest is completed you can get a small or big prize depending on the quest's difficulty. I still think this could be a beneficial idea for MCP because it allows frequent updates to the server that gives something for the players to do. this a thousand times imagine all the fuckers on steam who play games to get the achievements. hell, I played through portal 2 a complete second time to get all the singleplayer achievements a while ago, and that maybe tripled the time that I invested in the game. what do the achievements get you? nothing at all, but people still do it. not everyone, of course, but it's done. hell, the "quests" don't have to have any rewards at all, or if they do, something completely cosmetic. come up with a menu that has an achievement tree or something. then people can check other people's achievements. another thing that absolutely fucks the server's tight, tender little asshole every single time: the economy. I know I bitch and moan about this a lot, but it's a big deal. economy is the main reason to play the server. Think about it: the first goal of the server is to collect money. The next one is to collect money, and the one after that, and then the one after that. once you get to Free, I guess you don't have to keep going, but people still do it because that's pretty much what the server is. when it comes to how much money a player has and how they can get more, it comes to one thing: money = time invested x the mine you're using the problem with this is that it's not difficult to get money. sure, you can up the time invested, but that doesn't do anything really. it's too monodimensional. there are a few ways we can fix this: add a tax. for this, people who own plots, maybe, get taxed more per day, and people who aren't free yet don't get taxed. something like that to keep the economy at a stable point. another idea I've suggested is that the price of items changes based on the frequency of the sale. for instance, if someone sells a stack of cobble, the price falls to $0.99 per stone instead of a dollar. This would have to slowly rise back up again, but it would do two things: slow down the inflation of the currency, and add another element to the economy. People would 100% hold off on selling their emeralds in the hopes of getting a better price, and this would keep money in items instead of in the currency and, by extension, the more accessible economy. Re: Why MCP Has a Static Growth - Girlsrock5133 - Jul 22nd, 2015 Lol this is good feedback and it took my forever to read it but good ideas nice work |