1. DrowningInPizza Always Drowning In Something
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    I kind of like converting xp in to mcmmo exp personally.

    I don't think you should nerf exp from ores, half it might be okay.
    Fishing however, you could but only if you raised the cost of fish substantially as you do make a ton of exp from fishing.
     
  2. a18greek18 Former EcoLeader
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    I might be a lone wolf in thinking this, but I'd much rather stick with the 2 main currencies and not add a third. It could eventually become a situation where everything becomes a currency and I wouldn't want to see that happen. The 2 currency situation now works perfectly. Why fix what isn't broken. A simple nerf to certain aspects of obtaining EXP would suffice.
     
    #22 a18greek18, Oct 19, 2015
    Last edited: Oct 19, 2015
  3. Nicit6 N6
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    Why fix what isn't broken... that's not a good argument when the system in question is broken. We've tried nerfing sources of EXP before - from mobs, no exp in main world or nether from ores... and it clearly hasn't worked. If supply-based solutions have clearly not worked, why not try a demand-based one?
     
  4. 8MasterBlaster8 Yucky Charms
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    Oxwood is on to something here, although I think exp drops should remain the same. What I would like to see is a worthwhile exp sink, there are a few great ideas going around this thread that I agree with.

    Exp could be a used for much more than enchanting. There could be an exp cost to repair normal tools and a greater exp cost to repair enchanted tools, this would kill two birds with one stone, It would be a good exp sink and drive up the price people charge for repairs. There are lots of options to make exp more valuable.
     
  5. teofilovic Builder
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    I don't like this idea. Miners (non-eff7) are already unfairly punished compared to other options such as SG, and nerfing the profit from mining would be a bad idea. If anything, mining profits should be increased. All this mining neglect is getting ridiculous.
    Sorry, -1

    Oh yeah, 8masterblaster8 +100
     
    #25 teofilovic, Oct 19, 2015
    Last edited: Oct 19, 2015
  6. a18greek18 Former EcoLeader
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    I'm still quite against the idea. I'd love to see another nerf directly to the main sources of EXP (Mining and Fishing)
     
  7. DiamondDesire Queen of Diamonds
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    That's like 5k when it's 2k now o.o rip

    Plus when exp gets low it would get even more expensive
     
  8. DiamondDesire Queen of Diamonds
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    -Mining already makes enough without the exp and people hardlys fish :p
     
  9. Nicit6 N6
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    at $600/1000 it's only $2400 for what's $2000 now. And $600 is much much closer to the current exp price than $1000.

    But then what happens when that doesn't work?
     
  10. GStoner3 President
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    I like the idea of coming up with something else to do with EXP. No matter how expensive (or hard to get) EXP is, at the moment you only need it for enchanting tools / weapons. Once that's done, what do you do with it? We need a "beyond basic stuff" level to spend EXP on.

    What about being able to buy Nstars with EXP in the shop where you buy Star items? No idea on ratios, just an idea to make use of EXP...
     
  11. DiamondDesire Queen of Diamonds
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    Oh :p I still prefer to just keep it how it is cause like I said exp is just like an extra thing on top of what you make on mining and then fishing hardlys anybody on ecc does that.
     
  12. kukelekuuk C͕̹̲̽ͪ͐ͩ̔L̜̦̝͈ͦ̿̾̿ḘA̻̗̤̳̐ͭ̆̿̃̑ͭN̊̓͑̇ͯ
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    unfairly punished? how? you can make 8-10k an hour, without ANY FEATURES AT ALL, just by mining with an eff5 fort3 tool. There's a single ~10k investment into getting the tool, and after that you can just mine and make a decent income. If you keep mining your level will increase, and at some point superbreaker will make a noticeable difference in profit if you use it as often as possible. I don't see how removing xp from mining "unfairly punishes" it. All it does is separate xp gain from other things that make money.


    I love the concept of having to pay something for repairs. Using xp for that should noticeably improve the xp economy. But I'm afraid it won't work very well with autorepair. And it will have some severe backlash from people who already bought it the repair feature. ("I paid for this advantage")
     
    #32 kukelekuuk, Oct 20, 2015
    Last edited: Oct 20, 2015
  13. Fon_ Kindhearted Shade
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    As Nicit6 said, even if you nerf xp from mining there would be still nothing to expend it on so the market would still be dead. I think that finding something worth to buy with xp will make the price go up again. (Like an exp shop or turning regular xp into mcmmo xp)

    If ereps cost xp It would make repairing almost like in vanilla and getting exctcommands+ wouldn't be as attractive. Furthermore many people has paid for it and they would like to be compensated in some way.
     
  14. a18greek18 Former EcoLeader
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    If that doesn't work then all my understandings of our economy are wrong. Nerfing the methods players obtain exp SHOULD raise the price since there is less supply. Even if it does just slightly increase, it'll still be better than no increase in price. I don't see any way how it wouldn't rise. Mind giving a few examples of how it wouldn't work?
     
  15. Nicit6 N6
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    So there's supply based solutions and demand based solutions - obviously the trick is matching supply and demand. Decreasing supply will raise the price temporarily, but it will start dropping down again. The solution won't work because hundreds of thousands (and probably millions, actually) of EXP orbs exist already - because people really have no reason to use them. EXP was reaching prices this low before we removed mining exp from the main world/nether, and nerfed it heavily from mobs. It won't work because it doesn't solve the problem - people don't have a reason to use experience. To actually balance supply and demand we'd likely need to nerf exp gain to virtually nothing - a change I'm vastly opposed to as it would only benefit those who have exp, and not those who actually need it (players trying to enchant tools, relatively new players).

    I suppose, your solution works - you want to fix that the price is low, and it would do that (for now).
    I want to fix the issue that has caused the price to drop after every significant nerf.
     
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    #35 Nicit6, Oct 20, 2015
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  16. Fon_ Kindhearted Shade
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    The demand factor also affects the price directly, it doesn't matter if there's only 1 single orb of xp if no one wants it

    *Edit* Nicit6 was faster D:
     
    #36 Fon_, Oct 20, 2015
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  17. a18greek18 Former EcoLeader
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    Good point. Maybe we do need something that can be purchased with exp so that demand will rise. I'd rather stay away from using it as a 3rd currency. If it's possible, reverting enchanting to pre 1.8 or whenever it got destroyed. The problem with our current enchanting is that many players either don't know about it, or they think it's overpriced.
     
    #37 a18greek18, Oct 20, 2015
    Last edited: Oct 20, 2015
  18. kukelekuuk C͕̹̲̽ͪ͐ͩ̔L̜̦̝͈ͦ̿̾̿ḘA̻̗̤̳̐ͭ̆̿̃̑ͭN̊̓͑̇ͯ
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    The main reason regular enchanting (or pre-1.8 enchanting) won't really work,is because tools are practically invincible. People can repair them infinitely without extra costs. In minecraft, repairing and creating tools is what makes xp valuable. on ECC there is no such thing, because people only need to buy the tools once, and only once.
    That's why xp either needs to be left alone, because if it has no demand and only supply then who even cares what happens to xp?
    Or an artificial demand for xp needs to be created, making xp a commodity people actually want. A long time ago I suggested using xp for blocks you can't normally obtain in minecraft/creative. (like the all-sides mushrooms, doubleslabs, unobtainable slabs, etc). But iirc it was denied. (or left in limbo)

    I don't really understand why people want xp to be worth anything when it has like no uses, so I don't really see the point in changing any of it any more.
     
    #38 kukelekuuk, Oct 20, 2015
    Last edited: Oct 20, 2015
  19. Expipiplusone Builder
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    I agree with most of what Gstoner3, Fon_ and Nicit6 said: we must do something to raise the demand, not nerfing the supply.
    So let's recap the main ideas:
    1. use xp to buy nstars
    2. use xp to buy dyed wool
    3. use xp to buy... what else?
    4. set a cost in xp for reps and e-reps (except for automatic erep, cause it could mess it up)
    5. set a cost in xp for smelt
    6. convert xp into mcmmo xp
    7. did I miss anything? any more ideas?
    Now, I've read some criticism over number 4 "because we have paid for that ability" and blah blah, but let's be honest: in vanilla minecraft you have to spend a ton of xp in order to repair an enchanted tool - and the more times you repair it, the more expensive it gets to repair it again. When I used to play vanilla, I would have been horrified at the idea of using a maxed silk pick to mine stone and everything. Hell, I had a golden silk pick that weared out in a nothing which I conserved only for the most sensitive matters.
    Here on ECC we can chose which enchantments to add to the tool; the tools themselves are everlasting and cost literally nothing to repair. And you're saying that you fear an xp cost of -say- 100 orbs per rep? Please. You still have a freakin huge advantage.
    I myself have ExtCommandPlus - that is: I have erep, but not automatic erep. And guess what I endorse: to set an xp cost per tool repaired, except for automatic ereps. Yes, that's right: I freacking "go against my own interest and towards someone else's", just because it makes perfect sense.

    It might seem that I'm more favorable towards number 4, but that's not correct: I just wanted to point out that the "we paid for..." blah blah argument is totally hollow. I think that all these proposals are good ideas, and we could endorse more than one of them.
     
    #39 Expipiplusone, Oct 20, 2015
    Last edited: Oct 20, 2015
  20. BaccaAMP Bacca Mafia
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    My question why isn't this formatted correctly