In Game Name: AngelicDewWhat part of EcoCityCraft is this suggestion for: All Main ServersShort title for your suggestion: RAMBLE - Stop nerfing money makingWhat are you suggesting: I think the server would benefit more from adding actual money sinks instead of continuing to nerf every money-making method players find... Right now, the only real money sink is Mythics priced at 25M and up depending on how many are bought. They priced so high that mabe only 1-3 are bough in a reset span which i believe is roughtly 3 months. Thats only 105M removed from ECC. A healthy economy needs both money faucets (ways to earn money) and money sinks (ways to permanently remove money). If the only thing that changes is players earning less and less, progression starts to feel worse without fixing the root problem. (No one can afford to go for the harde missions because theyre not worth it and you make 0 money doing it.) Instead of repeatedly nerfing money makers, I'd love to see more optional money sinks added, such as: * Boosts (This would allower the server to regulate the price. Players would acually play more to grind out crystals, Players who cant spend USD can get boosts. Most player just save their boosts and only sell /boost free). * Nether Stars (this would onlty be pending another reset which if it happens this post doesnt matter anyways) * Crate keys ( Probably wont happen because people will spend ECD insttead of USD) The goal shouldn't be to make players poorer—it should be to give them good reasons to spend their money(there are none atm) . A bunch of smaller purchases like boosts that players acutally need/use every day will remove far more money from the economy than one Mythic that only a few people ever buy. (Id say most players already have one anyways. I have 4...). I think adding more worthwhile things to spend money on would make the economy healthier while keeping progression fun. I also don't think boosts and missions should be limited to late-game players. There should be missions for every stage of progression so newer and mid-game players have a reason to participate as well. (This allows them to start buying boosts without getting drained by players). Selling boosts for ECD would create a consistent money sink. Players would spend money on boosts to complete longer or more rewarding missions, permanently removing money from the economy. At the same time, it would allow ECC to introduce more missions with longer objectives, which naturally increases the demand for boosts. The more missions there are, the more boosts players buy, the more money leaves the economy, and the more players want to play and grind the game. That's a much healthier long-term solution than continually nerfing money-making methods. Instead of slowing everyone's progression, it encourages players to spend their money voluntarily because there's something valuable to work toward.Why is this a good addition for EcoCityCraft?: It introduces missions/boost to all stages of the game(early-late, f2p - p2w). It will remove ECD like crazy bc people will want to buy boosts to work towards prestiges / quest items. Boosts will not be hoarded because youcan get them without spending USD or spending months grinding qp making no money because all the good money makers get nerfed.Other information: Stop nerfing money making. Find a way to remove ecd instead of keeping it from coming into the game.Plugin or custom addition: One suggestion per form: I Understand.