MineCraft 1.3 Release

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Re: MineCraft 1.3 Release

Unread postby Giblet1 » 2 Aug 12, 4:21 pm

Money in minecraft is pointless once you get enough of it. Whoop dee doo you might have $100000000, who cares. At least with emeralds, diamonds and actual item trading, people have to think about what they need to trade (eg hmm I'm short on *some item*, so ill change all my signs to trade for *that item* instead). Money serves no real purpose when we have the trade signs in place except for measuring epeens.

Players will be able to trade items with other players, players can trade items with NPC's and then trade those items with players. I don't see the big deal in losing money, we never had it before and it wasn't an issue. So instead of selling items for money, players will have to trade for items they either want, or are in player demand instead of hording a whole boat load of money and not having to worry about anything at all ever again. Won't see players with massive sugarcane farms ect now because its not so easy.
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Re: MineCraft 1.3 Release

Unread postby PirateEggs » 2 Aug 12, 4:46 pm

Emeralds == Useless. Too inconsistent.

Giblet sir, I like my ePeen thank you. I have almost $10,000,000. :P I have so much money it means pretty much nothing to me now, it's only there for bragging rights.
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Re: MineCraft 1.3 Release

Unread postby Aasher » 2 Aug 12, 5:19 pm

Gib, maybe the money idea would of worked if the server prices were fixed properly... for example, why have it sell sugar cane at $30 a sheet of paper and then only have diamonds sell at around $200? Diamonds are worth more than 6.5 bits of paper. So either raise the server sell cost of diamonds or lower the server sell cost of paper... or .. both?

I did tell you before that I had an idea of how the pricings should be modeled at, especially since I already had an existing and working item to item ratio barter system in place.
I believe I was ignored either cause you would of found it too much trouble to be worth your time or because you thought that I was only trying to suit myself.

Because it wasn't thought through properly before being implemented it seems it got out of hand ... and instead of rectifying the situation it seems dumping it is the chosen alternative.

It's such a shame cause myself and other people sold many materials through the shops for cash and now we have nothing for it. We probably should of anticipated the lack of enthusiasm on the Admining side of things and stuck to bartering. Despite the assurances we had that any cash we got by selling items was going to be carried over.

Lesson learned by me ... 'Take anything said by the Admin team with a grain of salt.'
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Re: MineCraft 1.3 Release

Unread postby hoqhuuep » 2 Aug 12, 8:23 pm

Gib, maybe the money idea would of worked if the server prices were fixed properly... for example, why have it sell sugar cane at $30 a sheet of paper and then only have diamonds sell at around $200? Diamonds are worth more than 6.5 bits of paper. So either raise the server sell cost of diamonds or lower the server sell cost of paper... or .. both?
Is anyone familiar with any plugins which dynamically change the price of items based on how popular they are? For instance, if everyone is selling paper its worth will decrease, or if no one is selling diamonds their worth will increase. A quick google brought this one up, but I have not seen it in action: http://dev.bukkit.org/server-mods/hyperconomy/?page=35
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Re: MineCraft 1.3 Release

Unread postby Aasher » 2 Aug 12, 11:47 pm

Hoqhuuep, that would be an ideal plugin!

I had a look at the link and it seems like the perfect option as long as it also allows for the independent sign pricing. Say for example if somebody wanted to sell glass to a mate/regular customer at slightly cheaper prices through the current signage system.
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Re: MineCraft 1.3 Release

Unread postby monotonehell » 2 Aug 12, 11:48 pm

Giblet1 wrote:...Players will be able to trade items with other players, players can trade items with NPC's and then trade those items with players...

I'm wondering how well NPC trading will work in SMP.

NPC villages are limited in number. The NPCs themselves get killed off by zombies, misadventure, and NPC-o-cide by passing players. Sure they can breed now, but villages seem to become abandoned after only a couple weeks.

After a while they just aren't there to trade with anymore.
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Re: MineCraft 1.3 Release

Unread postby PirateEggs » 3 Aug 12, 1:02 am

Aasher wrote:I had a look at the link and it seems like the perfect option as long as it also allows for the independent sign pricing. Say for example if somebody wanted to sell glass to a mate/regular customer at slightly cheaper prices through the current signage system.

Requirements
  • Vault
  • An economy plugin such as BOSEconomy, iConomy, or Essentials Economy

Well, we're already using Essentials Economy, so it would / should be be basically plug-n-play.

If you're selling to a friend, who I am presuming you would trust, trade the ol' fashioned way, you throw the items on the ground / put 'em in a chest, he pays ya, or he pays first, who cares of the details. :P

monotonehell wrote:... villages seem to become abandoned after only a couple weeks.

The world seems to only be around a couple weeks, since Mojang keep updating a "finished" game. :roll:
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Re: MineCraft 1.3 Release

Unread postby Giblet1 » 3 Aug 12, 1:16 am

hoqhuuep wrote:Is anyone familiar with any plugins which dynamically change the price of items based on how popular they are? For instance, if everyone is selling paper its worth will decrease, or if no one is selling diamonds their worth will increase. A quick google brought this one up, but I have not seen it in action: http://dev.bukkit.org/server-mods/hyperconomy/?page=35


That could be interesting.
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Re: MineCraft 1.3 Release

Unread postby Miss.Murder » 3 Aug 12, 5:54 pm

Ok. So we're now playing on the real map. This is the map we're keeping.
Yes, we realise not all the settings and permissions are right yet, we will fix them ASAP (Most likely not before Monday).
No you can not get your stuff moved over yet as we have not implemented the old worlds yet.
The answer to most other questions is probably obvious, feel free to ask if, but if you get a RTFF reply, it means it's already clearly stated somewhere :lol:

And before anyone has a chance to mention it ( :P ) the spawn is a WIP and is marked out by the obsidian border.
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Re: MineCraft 1.3 Release

Unread postby Aasher » 5 Aug 12, 9:42 am

I've come on twice since the new map has been up and it's a shame to say that the server lag is so bad that I will not be able to play unless it is fixed. :-(
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Re: MineCraft 1.3 Release

Unread postby burkeh » 5 Aug 12, 1:55 pm

Yeah, it's laggy, and people already have greedily-huge claims too. :\
Think I'ma just stick to Tekkit until most of the randoms go away.
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Re: MineCraft 1.3 Release

Unread postby Adze88 » 5 Aug 12, 3:00 pm

Aye something is obviously not right with the server, lag and rubberbanding is the worst Ive seen in this game, not even Tekkit server been anywhere near this bad! As I type this too the server has just gone down.

Im sure the staff will be working it out for us :)

Meanwhile, temple raiding is cool!

Our group has one construction in particular we would like ported over (massive replica of Yamato BShip), so eagerly waiting news on this front...
Bring back MCMMO!
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Re: MineCraft 1.3 Release

Unread postby Miss.Murder » 5 Aug 12, 6:28 pm

Things won't be moved before at least tomorrow. Could be a week or more before we can do so.
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Re: MineCraft 1.3 Release

Unread postby Adze88 » 5 Aug 12, 6:57 pm

Sounds good!

May have missed this mentioned, but is the mcmmo mod going to be put on this new server?
Bring back MCMMO!
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Re: MineCraft 1.3 Release

Unread postby Aasher » 5 Aug 12, 9:05 pm

Adze88 wrote:May have missed this mentioned, but is the mcmmo mod going to be put on this new server?



From what I've been told, when there is a fully compatible version of the MCMMO Mod for minecraft 1.3, it will be in place on this new map and we should be able to keep our old stats. I'm fairly sure the developers of the MCMMO Mod will have made it so transferring across profile stats is 100% possible.

However, please don't hold me to this as I have no say in what happens ... I'm just relaying what I've been told :P
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