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[REJECTED] Automated Player-run Shops

Posted: Wed Sep 07, 2011 2:01 pm
by RyGuy130
Seeing as this thread has become a bit outdated, and I probably could have done a better job of clarifying exactly what is being proposed here, I've decided to add a short, easy to read description of just what this suggestion is to the original post below and change the title of the thread. I've also decided to add a poll to the thread to help determine whether or not this is something the Minerealm community truly wants.

What is this?
This is a suggestion to add a system of automated player-run shops to Minerealm.

How would it work?
A player would place a chest with a sign above it in a realm that they own. Then, probably through a few simple commands, a player would place a type of item that they want to sell into the chest and give it a price. The above sign would then display the variety of item being sold and how much the item costs per unit. Other players could then visit this chest and purchase the items in it for the specified price without the owner of the chest having to be present.

Why would I want this?
Whether you're buying or selling, this system makes it easier to do so. Consumers gain the ability to purchase items when no one online is willing to sell them, while suppliers become able to sell items in their sleep.

Would this replace our current trading system?
No, the current trade room and its associated "/trade" command would still be available to those who wish to use them.

Would this affect our reputation as a legit server?
Not at all. All items in this system are still supplied by the players, and players cannot sell items to the server. All items and revenues are still obtained legitimately.

Original post below:

Please, if this is something you support, say so! Don't be afraid to post. It could go a long way!

After playing on several Minecraft servers I decided to finally make Minerealm my permanent home. It has tons of anti-griefing mechanisms, a friendly community and, of course, its signature realm and realm credit systems for allowing players to purchase their own land fairly and efficiently without needing the help of moderators to do so. However, it lacks one major feature that is commonly utilized by other successful servers: a simple sign-based, player-sustained shop system similar to the one used in the iConomy plugin. Such a system allows players to sell their items to other players through signs that display the item being sold and its price. The advantages of one are obvious. Many people, myself included, don't like having to sell varied amounts of assorted unwanted items by spamming the chat with advertisements. Using the forum works for large quantities of items, but it's very difficult and inconvenient to sell anything in small amounts using this method. With a shop system in place, players will be able to conveniently sell items without even being online, and with the new spawn system being implemented in the near future, the current system involving the trade room won't be made obsolete due to players being required to travel to the shop to purchase items from it.

I also think a lot of players would support this due to the number of seemingly pointless shops I've found. Every time I run into one it's set up in a nice building with helpful signs everywhere, but there's nobody there to sell me anything (I can't imagine who would want to waste their time sitting in a shop all day, anyway!). So, I really think this would help out people who own these shops a lot and really encourage people to make their own as well. I also like the idea of what effects it could have on the server's economy. Certain items could become somewhat more or less valuable in far away areas once everybody doesn't share a global spawn point, and prices will become more stable if trading is made so much easier.

I understand this likely won't be implemented due to the amount of work it would probably take Intelli to develop something like this that works with the realm and realm credit systems, but my hope is that if it receives enough positive feedback he'll at least look into it once he's finished with all his other projects. If you think there are other reasons this shouldn't be implemented feel free to share them. Otherwise, show your support with a post :D

Re: iConomy Style Shop System

Posted: Wed Sep 07, 2011 2:33 pm
by fritterdonut
I doubt it will get implented, but I would support this.

Attempting to buy things from most stores is rather hellish. Even at the biggest store, Nova, it is hard to get a hold of someone who works there, and foxtops is currently gone.

Re: iConomy Style Shop System

Posted: Wed Sep 07, 2011 2:58 pm
by Cheez99
I would love to see this implemented, but I doubt it will be.

Maybe Intelli could make it his project after the next version of MineRealm is done...? =)

Re: iConomy Style Shop System

Posted: Wed Sep 07, 2011 3:33 pm
by FlannyFlan
RyGuy130 wrote:After playing on several Minecraft servers I decided to finally make Minerealm my permanent home. It has tons of anti-griefing mechanisms, a friendly community and, of course, its signature realm and realm credit systems for allowing players to purchase their own land fairly and efficiently without needing the help of moderators to do so. However, it lacks one major feature that is commonly utilized by other successful servers: a simple sign-based, player-sustained shop system similar to the one used in the iConomy plugin. Such a system allows players to sell their items to other players through signs that display the item being sold and its price. The advantages of one are obvious. Many people, myself included, don't like having to sell varied amounts of assorted unwanted items by spamming the chat with advertisements. Using the forum works for large quantities of items, but it's very difficult and inconvenient to sell anything in small amounts using this method. With a shop system in place, players will be able to conveniently sell items without even being online, and with the new spawn system being implemented in the near future, the current system involving the trade room won't be made obsolete due to players being required to travel to the shop to purchase items from it.

I also think a lot of players would support this due to the number of seemingly pointless shops I've found. Every time I run into one it's set up in a nice building with helpful signs everywhere, but there's nobody there to sell me anything (I can't imagine who would want to waste their time sitting in a shop all day, anyway!). So, I really think this would help out people who own these shops a lot and really encourage people to make their own as well. I also like the idea of what effects it could have on the server's economy. Certain items could become somewhat more or less valuable in far away areas once everybody doesn't share a global spawn point, and prices will become more stable if trading is made so much easier.

I understand this likely won't be implemented due to the amount of work it would probably take Intelli to develop something like this that works with the realm and realm credit systems, but my hope is that if it receives enough positive feedback he'll at least look into it once he's finished with all his other projects. If you think there are other reasons this shouldn't be implemented feel free to share them. Otherwise, show your support with a post :D
These "useless" shops are out of business until 1.8 comes out.. Just wait for the update and they will surely be back in business.

Re: iConomy Style Shop System

Posted: Wed Sep 07, 2011 5:19 pm
by ImUrDaddy5150
This will most likely never be implemented into MineRealm. With this system it spawns items from air, it is not taken from the ground. I do believe Intelli is strictly against that. It would give no punishments for over-mining an item, for example glowstone right now is very expensive because there is hardly any left in the nether; if this system is implemented, there would be no reason to go looking for any ores or blocks that are normally hard to find, all you would have to do is place then remove a whole lot of dirt, then go buy a diamond from a sign that just generates it for you. As Intelli would say, Its too chocolatey. :D

Re: iConomy Style Shop System

Posted: Wed Sep 07, 2011 5:22 pm
by fritterdonut
Actually, you can make it so shops have to be stocked. I was on a server where stores had chests, that when clicked on, opened an inventory. You selected what you wanted, and then the typed /y to approve. The items were deducted from the chest, placed in the inventory, and your credits given to the shopkeeper. Then every once and a while shopkeepers would simply restock the chests.

No items being generated out of thin air.

Re: iConomy Style Shop System

Posted: Wed Sep 07, 2011 5:25 pm
by ImUrDaddy5150
fritterdonut wrote:Actually, you can make it so shops have to be stocked. I was on a server where stores had chests, that when clicked on, opened an inventory. You selected what you wanted, and then the typed /y to approve. The items were deducted from the chest, placed in the inventory, and your credits given to the shopkeeper. Then every once and a while shopkeepers would simply restock the chests.

No items being generated out of thin air.
I guess i misread the OP, that does seem like a good idea, and I would love to see that implemented, but again:

Chocolatey

Editted for Fritter :D

Re: iConomy Style Shop System

Posted: Wed Sep 07, 2011 5:44 pm
by fritterdonut
*chocolatey

fix'd.
Also, the whole RC system and realm system = chocolate.

Re: iConomy Style Shop System

Posted: Fri Sep 09, 2011 12:30 pm
by Cogohst
fritterdonut wrote:*chocolatey

fix'd.
Also, the whole RC system and realm system = chocolate.
Yes, but trade still takes place almost exactly like the old barter system. Go to spawn, pay for your goods, recieve goods, repeat.

Re: iConomy Style Shop System

Posted: Fri Sep 09, 2011 8:21 pm
by RyGuy130
Cogohst wrote:Yes, but trade still takes place almost exactly like the old barter system. Go to spawn, pay for your goods, recieve goods, repeat.
The point isn't to replace what already exists, but to improve it.

And keep in mind that while it's only a slightly more convenient system for the consumer, the major benefits of the system are the supplier's. Instead of having to fill the chat with advertisements or wait until somebody happens to be buying an item you're trying to sell, you can simply put it up in your shop and sell it while you sleep. Also, the old /trade system will still be a perfectly viable option for those who prefer it, so nobody has to make a shop if they don't want to. Although, it will be much easier to make a successful one once there are multiple spawn points.