Weikauno
Coder
- Joined
- Dec 26, 2012
Economy in minecraft can generally be boiled down to what dictates the ratio of resource gathering to resource use.
The main issue in HC's past economies:
Throughout most of HC's past, low-skill/PVP-averse players have been given the short stick, losing tons of resources to roaming PVP players, especially with the track skill in the sandbox. This massive transfer of resources can be represented as a shift in the individual player's gather/use ratio(This doesn't necessarily mean we should straight out protect these low-skill/PVP-averse players! But the system needs a way to keep these kinds of players wanting to play on the server). PVP players keep their gather/use ratio fairly neutral in this interaction, as they are using tools/weapons/armor to gather resources from other players. However, unwilling/non-PVP players killed by PVP players get an increase to gathering in their gather/use ratio, large and frustrating enough in the past to make many players quit the game. The effects of this imbalance can also be seen in the complaints of PVP players, as players generally opt not to carry valuables around, making open world PVP boring/unrewarding. My point is, the effect of PVP on the ratio has been too much in past economies to retain any kind of casual, semi-casual or even hardcore player-base.
In response to this fatal artificial/player-made shift in the gathering/use ratio, there are 3 responses/options I could think of:
1. Prosperity/Scarcity rebalance: Increase item drops/income, income sources, and accessibility(new-player/core content updates)
2. Safety: restrict ability to steal/places of theft(item protection)
3. Superiority: Make rarer, higher-tier items to disincentivize theft of lower level items(hardcore-player/end-game content)
All of these options must be considered carefully, as each one, if taken over-board(or not taken far enough!) can lead to breaking the sense of adventure/suspense/accomplishment within the game.
Too much scarcity and too much prosperity lead to the same outcome, making it not worth it to try(too scarce) or not worth it to increase(too prosperous). Too much superiority leads to everything being too easy, a.k.a. faster map burnout for both long-time players(nothing left to do) and late-comers(can't do anything because of long-time player over-dominance), while low superiority makes it not worth it to go for better than the default. Too much safety makes town/player conflict boring and causes frustration in PVP-focused players, while not enough causes frustration in low-skill/PVP-averse players.
So, to remedy this issue, I propose these changes, as a start:
Professions reworks, Town safety, and Expanded Exchange:
Professions: Total Restructuring(Prosperity: Accessibility)
There are two kinds of professions: gathering professions and refinery professions.
Gathering professions amplify vanilla resource gathering, while refinery professions give vanilla items new uses, transmutations or enhanced vanilla functions.
Farmer and Miner are primarily gathering professions.
Alchemist, Blacksmith, Enchanter, Engineer, Merchant, and Runesmith are all primarily, if not purely, refinery professions.
(As you can see, there are 3x as many refinery professions as there are gathering!)
The unique nature of Herocraft's more dependent economy makes it much more interesting than vanilla, however too much dependency leads to frustration, especially in solo or small group players, or when the server's population is at a low point.
With these thoughts in mind, I propose that professions be completely revamped/combined into 3 mega-size professions that fit both categories gathering and refinery, equally or close to equally.
These 3 professions would be:
Tinkerer: Profession with all Blacksmith and Enchanter skills, and some Miner skills, handles all things tools, armor and weapons.
Description: "Creates tools, weapons and armor, and modifies and repairs them to increase their effectiveness, versatility and longevity."
Miner Skills:
AssemblePickaxe
Superheat
SmeltGold
Cultivator: Profession with all Alchemist, Runesmith and Farmer skills. Handles all things consumable.
Description: "Creates concoctions, foods and runes from cultivated plants, animals and exotic materials."
*has TNT skill for town raids
Constructor: Profession with all Engineer and Merchant skills, and some Miner skills. Handles all things infrastructure.
Description: "Terraforms land and builds complex infrastructure such as gates, bridges, sensors, etc."
Miner skills:
Excavate
Ultravision
Mining
Reducing the number of professions will increase accessibility to solo and 2-3 player groups and thus retention of those players, which hopefully leads to these solos and small groups eventually socializing and creating new towns. It will also work to keep the economy flowing in times of low population, reducing strain on players/towns who's townmates/friends stop playing for the time being.
Town Safety: Builder Protection and Removal of Death Chests
I propose that while within your own town, keep inventory on death is applied. Making towns look beautiful is a huge part of making the server desirable to explore, so builders losing resources while on the job is not something we want. It does push the safety balance's upper limit, however I believe this change is absolutely necessary. It might be a good idea to remove the warp skill being universally on every class with this change. I would also remove death chests universally. From my experience, all they seem to do is put mining trips and PVE on easy mode, and in a PVP setting encourage repeat killings of low-skill/low-level players that run to their death chests with a false hope of getting anything back.
Expanded Exchange: Steady Income(Prosperity: Core Content)
Herocraft has lacked a baseline, deterministic money grind source in the past(Gold haul being largely up to RNG). A steady income source(along with good leveling design) keeps players feeling like they are making some progress every day, and allows players to lightly interact with the economy when the gold mines are dry, and when the player decides to do one of a million other things in the game than mine for gold.
I propose adding cobblestone and wood(both renewables, to keep rarer resources within the actual economy/map) as a new money source.
New shops signs in the exchange:
Cobblestone(1 stack) - sell for 1 coin
Wood(1 stack, any kind) - sell for 1 coin
Other ideas that came up in other threads or that I just thought of that could be nice:
-Mob arenas give money per kill or per round
-PVP arenas with betting(by spectators, participants or both)
-PVP arena map build competitions in towns
Thanks for reading, and for everyone that has been participating in the conversations in-game and here on the forums. Give me your thoughts on all this!
The main issue in HC's past economies:
Throughout most of HC's past, low-skill/PVP-averse players have been given the short stick, losing tons of resources to roaming PVP players, especially with the track skill in the sandbox. This massive transfer of resources can be represented as a shift in the individual player's gather/use ratio(This doesn't necessarily mean we should straight out protect these low-skill/PVP-averse players! But the system needs a way to keep these kinds of players wanting to play on the server). PVP players keep their gather/use ratio fairly neutral in this interaction, as they are using tools/weapons/armor to gather resources from other players. However, unwilling/non-PVP players killed by PVP players get an increase to gathering in their gather/use ratio, large and frustrating enough in the past to make many players quit the game. The effects of this imbalance can also be seen in the complaints of PVP players, as players generally opt not to carry valuables around, making open world PVP boring/unrewarding. My point is, the effect of PVP on the ratio has been too much in past economies to retain any kind of casual, semi-casual or even hardcore player-base.
In response to this fatal artificial/player-made shift in the gathering/use ratio, there are 3 responses/options I could think of:
1. Prosperity/Scarcity rebalance: Increase item drops/income, income sources, and accessibility(new-player/core content updates)
2. Safety: restrict ability to steal/places of theft(item protection)
3. Superiority: Make rarer, higher-tier items to disincentivize theft of lower level items(hardcore-player/end-game content)
All of these options must be considered carefully, as each one, if taken over-board(or not taken far enough!) can lead to breaking the sense of adventure/suspense/accomplishment within the game.
Too much scarcity and too much prosperity lead to the same outcome, making it not worth it to try(too scarce) or not worth it to increase(too prosperous). Too much superiority leads to everything being too easy, a.k.a. faster map burnout for both long-time players(nothing left to do) and late-comers(can't do anything because of long-time player over-dominance), while low superiority makes it not worth it to go for better than the default. Too much safety makes town/player conflict boring and causes frustration in PVP-focused players, while not enough causes frustration in low-skill/PVP-averse players.
So, to remedy this issue, I propose these changes, as a start:
Professions reworks, Town safety, and Expanded Exchange:
Professions: Total Restructuring(Prosperity: Accessibility)
There are two kinds of professions: gathering professions and refinery professions.
Gathering professions amplify vanilla resource gathering, while refinery professions give vanilla items new uses, transmutations or enhanced vanilla functions.
Farmer and Miner are primarily gathering professions.
Alchemist, Blacksmith, Enchanter, Engineer, Merchant, and Runesmith are all primarily, if not purely, refinery professions.
(As you can see, there are 3x as many refinery professions as there are gathering!)
The unique nature of Herocraft's more dependent economy makes it much more interesting than vanilla, however too much dependency leads to frustration, especially in solo or small group players, or when the server's population is at a low point.
With these thoughts in mind, I propose that professions be completely revamped/combined into 3 mega-size professions that fit both categories gathering and refinery, equally or close to equally.
These 3 professions would be:
Tinkerer: Profession with all Blacksmith and Enchanter skills, and some Miner skills, handles all things tools, armor and weapons.
Description: "Creates tools, weapons and armor, and modifies and repairs them to increase their effectiveness, versatility and longevity."
Miner Skills:
AssemblePickaxe
Superheat
SmeltGold
Cultivator: Profession with all Alchemist, Runesmith and Farmer skills. Handles all things consumable.
Description: "Creates concoctions, foods and runes from cultivated plants, animals and exotic materials."
*has TNT skill for town raids
Constructor: Profession with all Engineer and Merchant skills, and some Miner skills. Handles all things infrastructure.
Description: "Terraforms land and builds complex infrastructure such as gates, bridges, sensors, etc."
Miner skills:
Excavate
Ultravision
Mining
Reducing the number of professions will increase accessibility to solo and 2-3 player groups and thus retention of those players, which hopefully leads to these solos and small groups eventually socializing and creating new towns. It will also work to keep the economy flowing in times of low population, reducing strain on players/towns who's townmates/friends stop playing for the time being.
Town Safety: Builder Protection and Removal of Death Chests
I propose that while within your own town, keep inventory on death is applied. Making towns look beautiful is a huge part of making the server desirable to explore, so builders losing resources while on the job is not something we want. It does push the safety balance's upper limit, however I believe this change is absolutely necessary. It might be a good idea to remove the warp skill being universally on every class with this change. I would also remove death chests universally. From my experience, all they seem to do is put mining trips and PVE on easy mode, and in a PVP setting encourage repeat killings of low-skill/low-level players that run to their death chests with a false hope of getting anything back.
Expanded Exchange: Steady Income(Prosperity: Core Content)
Herocraft has lacked a baseline, deterministic money grind source in the past(Gold haul being largely up to RNG). A steady income source(along with good leveling design) keeps players feeling like they are making some progress every day, and allows players to lightly interact with the economy when the gold mines are dry, and when the player decides to do one of a million other things in the game than mine for gold.
I propose adding cobblestone and wood(both renewables, to keep rarer resources within the actual economy/map) as a new money source.
New shops signs in the exchange:
Cobblestone(1 stack) - sell for 1 coin
Wood(1 stack, any kind) - sell for 1 coin
Other ideas that came up in other threads or that I just thought of that could be nice:
-Mob arenas give money per kill or per round
-PVP arenas with betting(by spectators, participants or both)
-PVP arena map build competitions in towns
Thanks for reading, and for everyone that has been participating in the conversations in-game and here on the forums. Give me your thoughts on all this!