Post any ideas / suggestions for the game servers here.
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Do you support this idea?

Yes
7
17%
No
35
83%
#148676
yeah you lost me when I read the title for suggestion 2. :/ its already a pain in the rear to get 10k if your a hermit that rarely does trades, busy with stuff in rl, and decided to take on a project in minerealm only to have it crushed and violated.
#148683
I voted no for obvious reasons. If we are moving towards vanilla and legitness let's just do away with everything. Credits, spawn teleporter, /home, /trade, wilderness can go, credits can go, infact let's take away the ability to roll stuff back too! Then we will have a pure vanilla "legit server"...
#148686
BSGSamuel wrote:This post contains a couple of suggestions, making the poll completely invalid. I just want to see the community's reaction to them. The main theme will be introducing credit sinks to minerealm in order to combat the accumulation of credits.

Suggestion 1: Reduce credits returned after selling realm back to server
Currently players receive 9k credits (of 10k they spent) when they sell their realm back to the server. I suggest lowering this amount to 5k credits. This will also make people think a little harder before buying a realm they don't really need.

This will also affect people who's realms disband, they will get fewer credits back. I don't know whether this would be considered unfair, if so, just leave the return on disbanding at 90% (but that may become abusable though).

Suggestion 2: Increase realm price based on number of owned realms
I'm pretty sure this has been suggested before but here it is again anyway...

Realms cost 10k at the moment and a lot of players have gathered a large number of realms, a lot of which they never build on or even visit. To combat people hoarding realms I suggest the price of realms increases depending on the number of realms you already own. For example, your first realm will cost 5k, the second 10k and everyone after that will also add 5k to the price.

The height of the increase could be lower ofcourse, this is just an example. This way your 50th realm would cost about 250k credits (although this is what people spend on spawn realms so I don't really see a problem).

Another advantage is that this would change the way people think about acquiring a spawn realm which is going to disband. Currently the realm wil cost 10k and whoever buys it has just earned him/herself a good 100k at least for typing in a command quickly. This is a bit of a ridiculous situation in my opinion and quite unfair. If realm prices were based on the number of realms you own the veteran players would be paying much more for the disbanding spawn realm and might think twice before actually going for it. It will also give newer players a better chance at getting a realm close to spawn as there will probably be fewer veterans contesting.

It would be hard to implement this in the current setup as a lot of people already have lots of realms and all of a sudden the price would bump up to massive amounts. It's still an interesting thought though.

Suggestion 3: /spawn costs credits
In vanilla minecraft you have one spawn point, which is where you originally spawn until you sleep in a bed after which it is the bed you slept in last. In MineRealm we have two spawn points, /spawn and /home. I don't think removing /spawn is an option but you could make using /spawn less atractive by making it cost 500 credits (maybe less, idk).

This way there will be less hopping back and forth between /home and /spawn and abusing that for transporting materials, etc. This suggestion would also have to include /home becoming your 'death spawn point' so that people can't abuse /kill to get to spawn.

You may ask, but what if I want to meet up with someone :( ? Well, you walk, just like in vanilla minecraft, or use the subway, or use the nether, or just pay the fee for /spawn.

Suggestion 4: Leaving /trade puts you at /home
This has also been suggested before but here it is again...

Currently leaving /trade with /trade puts you back at the exact location where you were before. This is great for transporting DC's worth of items from one place to another (with 2 people) without having to change your /home location but it is a bit cheaty. I suggest that leaving /trade always puts you at your /home location.



And that's all for now...
I'd appreciate it if this didn't turn into a massive flame or moaning session. There may be some flaws in the presented suggestions, please point them out and make improvements. Don't see this as a serious suggestion thread, more of a thought experiment.
Suggestion 1: This does seem rather unfair, as there are many reasons why a person may want to sell their land back (bought the wrong realm, moving, etc). Also, I don't know why someone would buy a realm just to mine it out. It's much better to mine in a large area of public land as you aren't limited by realm borders and you won't lose 1k.

Suggestion 2: This wouldn't be very fair for people who need to buy large plots of realms in a grid for cities and such, and would be even worse for people who currently already own many realms. Imagine already owning 50 realms, and having to pay 250k for the next one you want, especially if its more that 1000 blocks from spawn. I don't think realm hoarding is a thing we really have to worry about, considering 90% of the servers land is still public.

Suggestion 3: This would be very inconvenient for people with spawn realms who transport materials from their /home to the spawn realm, and it would also be difficult to configure the settings for this for new players (although I doubt Intelli wouldn't be able to). This is still a pod idea though, but if it is implemented it should be made so the 500rc fee only applies to veterans, or simple costs less (maybe 100rc per use).

Suggestion 4: You can just type /home from trade.
That's what I think. more people should leave reasons for their decisions, it would really help these ideas become better.
#148700
Intelli wrote:
daimond_boss wrote:Suggestion 4: You can just type /home from trade.
Image
My brain isn't functioning properly today ._.
OMG BUT AT LEAST INTELLI TALKED TO ME!!!
#148785
I'm sure I saw the phrase crushed granola somewhere when I was leafing through this thread...
BSGSamuel wrote:...There may be some flaws in the presented suggestions, please point them out...
This is the only thing I read.

Suggestion 1: I like this idea. All it does is make buying realms more painful if you buy them at random, meaning that it'll force you to think about the buy more. Really, it's not a setback, unless you're the type of person who likes to move entirely every couple of weeks/month.

Suggestion 2: This idea has a series of crippling flaws. The first is that new players are screwed over, as realms rapidly go from paying 100k for 10 realms to 275k. This is neither necessary nor reasonable to any of the players who aren't multimillionaires, and a vast majority of the players aren't.

The second complication is that it means anyone building something large, requiring multiple realms, is now paying far more than they might with the current system.

These are both compounded by the fact that the value of realms would be a nightmare to calculate in player to player sales with this idea, as every realm has a base value of 5,000, even though you might have paid 40,000 for a realm that is god knows how far from Spawn.

This won't make Spawn realms more spread out either, because if they are exponentially priced for richer players, they'll still buy them, just to resell for insane prices. Of course, this can go either way, and this prediction could be entirely wrong.

Suggestion 3: Interesting idea, and one I'm not entirely against, though it should be cut to 50-100 credits. /spawn is used heavily, and this would still pull credits out of circulation without gouging players, particularly, again, new players.
BSGSamuel wrote:This suggestion would also have to include /home becoming your 'death spawn point' so that people can't abuse /kill to get to spawn.
Yes, because showing up at spawn with no items, when you can't /home for a few minutes anyways, is totally a way around everything.

Oh, and PvP just gets more price tacked on in addition to potentially lost armor/weapons/potions/mice/etc. Adding a fee to /home is pointless and unnecessary.

Suggestion 4: This isn't a credit sink, and realms/protections/option to toggle PvP/credits/credit sinks aren't exactly vanilla either. Doing away with something that makes moving or helping another player easier is pointless. It's also worth mentioning that /trade is only exploitable in the form of having somewhere to dump cobble when you're digging, or trying to offload materials as you mine/X-Ray so you don't get bogged down.
#148812
I admire your boldness and desires, but in all honesty I don't see too many beneficial reasons for any of these except suggestion 4. I don't really need to state my reasons, because they are the same as everyone else's.
#148814
@Ryu

In suggestion 2, like I said before, the example price i stated is just an example. It may be too high but there could also be other milder implementations with a possible cap on the price (50k maybe?) of a realm. The suggestion was more about the concept of increased realm prices based on the number of realms rather than the exact price.

In suggestion 3, you could abuse /kill in combination with enderchests to get to spawn for free which is why a /home as deathpoint would be necessary.

In suggestion 4, I know it's not a credit sink, it was part of the 'legitness' part of the post. Also like I said before, I don't mind MineRealm not being vanilla, it's the way /trade can be abused to transport items across the map instantly which doesn't feel right.

To explain what I mean by that, here's an example. Player A is at -5000X with a DC full of items. Player B is at +5000X with an empty DC. Both players go to trade, player A takes as many items as possible and passes them to player B. Both players return to their previous position with /trade and player B places the received items in the chest.

The items just moved 10000 blocks within 30 seconds without either player needing to have their /home at the given location. Enabling fly-mode and using that to transport the items would be more 'legit' than this.

And yes, this would still be possible if both players set their /home at the required location but at least that would be a little more of an inconvenience than it is now.
#148816
I still don't feel we need to limit "realm hoarding." As people have pointed out, the vast majority of the map is public land. Making realms cost more would only serve to limit the construction of large builds. I'm attempting to build a city for instance, and even a cap of 50k on the cost of realms would be disastrous for me.

I understand that the increase in price is aimed toward controlling the realm purchases of the super-rich players who have the capacity to buy huge areas of land; but think about the effect it has on those players who only have 100-200k at any given time. They would have to spend all of their money to purchase 2 to 4 realms if they have any significant number of realms.
long long title how many chars? lets see 123 ok more? yes 60

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