I would assume that there is a lot to take care of on this server with the new hub/maintenance of current plugins/ designing and implementing new plugins and im sure all work done on this server is on a volunteer basis. That would be my guess, all in good time.
We should either increase fish prices or increase EXP obtained from fishing, because fishing makes almost no money at all. If fishing was a primary source of money along with mining, farming, and SG, that would be great. Many people fish for months to get 800 mcmmo in fishing and almost no reward for it. As someone on these forums said, the star rod is nice... as a very expensive decoration that is.
The purpose of this suggestion is make xp more valuable. If xp obtained from fishing is increased the xp price would drop even more and fish price has nothing to do in this suggestion
I myself just took 6000 exp orbs out so I fixed it Anyways, I like the idea of using exp to buy other things. The idea of using it for ereps is awful though. What about melon sword users? You would have to add exp to melon blocks so they could repair their sword. Half exp from fishing/mining then use exp as a currency. Boom, market fixed.
Hypothetically, if we nerf sources of EXP enough, prices will start going up. The problem is how much do we need to nerf them until there's a significant change. I like the idea of having more ways to spend EXP.
There are so many ways to get exp (mining, fishing, spawners in nether & mining world, etc) but only one way to spend exp (enchanting tools in the exp shop). While nerfing exp drops would solve this problem to some extent, not very much exp is spent in the exp shop so you would have to nerf the drops a lot to really have an effect. If you nerfed it a lot, then exp would be pretty boring and probably end up worthless (because there's no where for it to go). I think that the ways exp can be spent should be expanded, but it shouldn't be forced (by forced I mean making /repair cost exp and stuff like that). The wool shop idea and the mcmmo idea sounds really cool. Another idea for spending exp would be new town features. Maybe have an app for exp enchantment shop signs or something like that.
Just wanted to leave my thought on making xp into another currency. Imo, any thing on ecc is a currency, if one wanted to make Dirt (or any other block) a currency, one chould throw up a traid sign for X dirt for what ever item, samee with xp, nstars, ecd... Point is, imo, every thing all ready is one, there are just the major ones.
I don't see how nerfing EXP gains to virtually nothing would only then solve the problem. There will always be demand for EXP and there has to be supply for filling that demand. I don't see how a supply based solution wouldn't work but a demand based one would...
You just said I doesn't work. Not once did you say why it doesn't work. In the basic terms of supply and demand, if you squeeze supply enough it should eventually raise prices if demand is the same.
I did, though actually. I specifically mentioned that people already have hundreds of thousands if not millions of EXP orbs already, which will prevent the market from being substantially changed without such a significant nerf to EXP gain as to practically prevent new EXP from entering the market entirely - a practice which I think is awful as it still doesn't actually encourage people to use EXP more, just allows those who have EXP a monopoly on the market.
Actually, (And this is if I recall correct) it would be an oligopoly, a monopoly would be if there was one person/seller.
My bad, I only saw your post that I quoted. However, if we were to add new ways to spend EXP, why don't we just raise the amount of exp that it costs to enchant?
New users aren't the ones hoarding EXP, and there's already a significant quantity of tools on the market already. If it becomes extremely cost prohibitive to enchant as opposed to just buying one of the tools that already exists, people just won't do it, and then less EXP will be moving out of the market as there's even less demand. It'd be better to add more ways to spend EXP and target at least some at the more wealthy player.
Ok, but still, if I read what nicit was saying correct, they would all go to sell it as now is harder to obtain, if they all went at once, it would be a oligopoly, not a monopoly.
I don't understand what you're saying here; Nicit said the people who hoard large amounts of EXP would hold a near monopoly in the market.