Item/Rank/Feature: Sand and Gravel Data Value: Sand (12) and Gravel (13) Current Price: $0.0 Suggested Price: $0.5 or $0.1 Brief Description: When mining or doing excavation and clearing jobs a lot of sand and gravel fills your inventory and it takes a lot of time to remove the annoying gravel. I just feel that it should be worth something other than $0. Open Discussion: A long time ago in a far away land called ECC a cheap, easy to do way to make tons of $$$ was invented. Gravel and Sand monsters. Gravel and sand was priced at 5 cents and then lowered to be worth $0.0 to discourage gravel/sand monsters. I feel that since Gravel/Sand Monsters have been nerfed, through McMMO excavation drops that Sand and Gravel are able to go back up to being worth something other than $0.
The only issue I see with this is that players will go out into desert biomes and beaches in the main world and completely wipe out entire areas in a short time and still make little money. If sand and gravel farming become too popular, it could potentially demolish the ecological environments of the main worlds which can't simply be reset like the mining world.
How much is dirt/grass/stone worth? Perhaps gravel/sand/flint should be the same worth, as all are very commonly found items.
Steve, I don't think that would be the case. You can say the same thing for Grass/Dirt. They're both priced at $0.5. From what SnD is suggesting I see no issue with it potentially demolishing the ecological environments of the main worlds. Even with Sand/Gravel being worth $0.5, I still don't think there will be enough people who have the wild urge to make $2k an hour (random number). I see more of an issue with Grass/Dirt being worth $0.5. Once a user has reached maxed excavation, the mcmmo rewards are definitely satisfying. I think if Grass/Dirt were to be worth $0 and Sand/Gravel $0.5 it would balance out the mcmmo difference. Keep in mind we don't get mcmmo rewards from Sand/Gravel. Ultimately, there are far more obvious ways of making -a decently greater amount- of money, that are a lot easier to do.
+1 Even if you fill your inventory completely except one space for a shovel you'd only make $112. People wouldn't bother wasting their time on trying to get money like this. You can get dirt just as fast, and there's a demand for that. People buy dirt in large quantities, above server price, for many purposes.
Keeping the ban on sand/gravel monsters, perhaps having the price remain the same but re-enable the mcmmo drops from sand/gravel? Having more glowstone dust, or bones, or even gunpowder, would be of more value to those who level McMMO than the cost of the blocks.
It never made any sense to drop the price of gravel and sand down to $0, because when you farmed the gravel monster you weren't selling the gravel at all -- you're placing it down again for more mcmmo drops. with mcmmo drops disabled for placed blocks, there is no reason at all for gravel/sand to still be $0. it should be 5 cents each, like dirt.
I agree with mostly with @KMaxwell and partially with @SnDxCH4RG3R. I think Sand and Gravel Monsters should still remain disallowed, but gravel and sand should be put back in price to perhaps 20 cents, so that people would not be encouraged to ravage deserts or other potential wild landscapes (but still be able to make some money off of stray sand or gravel). I also think the mcmmo rewards for sand and gravel should be put back, as the only way to get gunpowder currently is either killing creepers, or by having the donation feature for /kit mobs (obviously though this might encourage people to buy donations, so there is a slight disadvantage there). However, it should be such that the drops are less frequent then what there were before, so that reward items are still semi-valuable, but not so valuable that they become overly-priced. Lastly, I also feel that if gravel or sand drops were to be added back, specifically speaking about gunpowder, the excavation level required to be able to obtain gunpowder should be raised to maybe 300, so that people are getting more of a reward for their dedicated effort to train to the required benchmark level.