Title says it all. Players are being abused because of those signs. They are not being treated fairly, and losing money because of it. Now that we have ads and more and more players are joining, we don't want them to be abused by joining a crappy town where the will not be treated well at all. These signs have got to go unless these mayors are extremely nice and generous to these new players.
-
This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
-
Hi there Guest! You should join our Minecraft server @ meepcraft.com
-
We also have a Discord server that you can join @ https://discord.gg/B4shfCZjYx
-
Purchase a rank upgrade and get it instantly in-game! Cookies Minecraft Discord Upgrade
Best Posts in Forum: Completed
Page 1 of 4
-
-
- Thread: Towns Delta
Third towns world. Except, make a custom towny plugin! Meepcraft is known to be the largest towny server, but we're more of a hub server. With a new towny world with a completely custom, unique, and awesome new towny plugin, Meepcraft would live up to its name, and I'm sure that this would be great for the server, especially the new players. New players probably come and see nothing different. But with this, way more people would be attracted to towny here instead of other servers.
K9_Caper, Phosslerpls, TechnoTyson and 20 others like this. -
- Background
- The Problem
- Solutions
So my first idea is to change the way the Tab works. Change it so it shows every player on the server, no matter what world.
Advantages to this would be: 1. It shows new players exactly how many players are online, not just those in Tutorial, for example. 2. This would make cross-world chatting/teleporting easier, as you can type part of their name, hit Tab, and it'll try to fill the name in automatically. So, for example, say you are trying to message me. You type your /msg, /pm, or /m, then type "clue" (FYI, my IGN is CluelessKlutz), then hit tab. Unless there are other people in the world with "clue" in their name, it will fill in the rest of my name.
Disadvantages to this (that I foresee, please point out any others) are: it could be hard to see all of the names in the Tab.
-Second Idea
So my other idea is to enable the full server Tab only in Tutorial. Honestly, I don't know if this is possible, so I would like the opinion of those more familiar with code. This would therefore only affect players in the Tutorial world, which would alleviate this issue, while keeping everyone else's Tab the same.
- To Be Discussed
Are there other issues that you can think of?
How easy would this be to implement?
Which variant of this works better for everyone?
Are there other ways to do this?
Thank you all for reading, and have fun!GroovyGrevous, Adrian, builderjunkie012 and 18 others like this. -
- Thread: New voting currency
Change voting currency from meebles to its own custom currency that you can use to purchase exclusive items that can only be gained with the voting currency. Many players do not vote for the same reason they don't player Minigames and that is because there are better ways to get meebles and they look at voting for 8k not worth the effort and not very appealing (me being one of those players). But if it was made so you had to vote to gain this voting currency than they would be forced to vote. This will also increase voting on the server which will in turn increase player count (which should be a top priority).
Example: Each site you vote for gives 1 vote point. So everyday you can earn up to 4 vote points.
Make custom exclusive (not the rank) items that can be purchased for vote points giving players a reason to vote everyday. You could also make common items as lower rewards for voting like a diamond block for 4 points or an enderman spawner for 8 points etc.MoonlitMadness, KaiUsesThis, Legend Emerged (L_E_) and 15 others like this. -
- Thread: Enable Enderpearls in Towny Wild
I got stuck in a hole in towny wild and didn't have any way to get out because towny disabled item_use in wild. I don't think we can just turn on item_use because then people could place buckets and start fires, but maybe there's a way to still allow enderpearls...
Peero, KyloMeep, HazTheMan99 and 13 others like this. -
- Thread: XChaosZeroX
Player you are reporting's IGN: XChaosZeroX
Infraction Committed: Jk I have a legit suggestion
I suggest we put his head in the shop and give him /dis notes. Also are cooleys /dis notes coming back? Oh and remove reggles head.Enron, HazTheMan99, fasehed and 13 others like this. -
- Thread: Towns Delta
Permanent towns that have "offices" within the town. Residents can be elected to those town offices.
Council President
Council
Treasury
etc
The local government of those towns could build/expand as they see fit. Every month residents can vote in new officials, etc.
-- But the truth is; MeepCraft is not a towny server anymore. It's a hub server with towny.Shellcode, x_bigheart_x, metr0n0me and 12 others like this. -
- Thread: Daily Log in Bonus (Read)
I'm not proposing a bonus in cash for a daily log in like another thread because that's what we have voting for but we need to face reality it is broken sometimes. That being said, a post on the previous thread by @Tweide got me thinking.
I don't necessarily agree with log in cash rewards but given the server is getting McMMO and/or Jobs, perhaps every time a person logs in daily they are awarded a 1 hour exp boost (1.5X or 2X) to either McMMO or Jobs. In theory if you want to move away from profit you would probably give an exp boost to McMMO because a higher level in a job is associated with a higher income.
Keep in mind it could be simply 30 minutes, 1 hour was just an arbitrary number I picked. I think this would motivate players to log in daily like Tweide stated in their post.
Thanks guys, keep the discussion open and if any other ideas spring up please feel free to share.MoonlitMadness, Cherrykit, 2leah2 and 12 others like this. -
....
The fundamental flaw with the entire staff system is the workload, the lack of respect, and the amount of sheer fighting it takes to get good things done. For example, the chat filter which has reduced bans majorly, it took me nearly a year of suggesting it 50 times for it to get done. This most recent staff eruption is simply because the admins, with all due respect, tried to implement something the supermods were against, and they had the inherent right to be against because they do the majority of the work. When they came back and outlined their idea, they were mostly ignored, one got demoted because he was frustrated, for a good reason.Khafra, chrisandmatthew, builderjunkie012 and 11 others like this. -
- Thread: XChaosZeroX
+1 My head should be on there. I know alot of players are wanting to get my head
SirCallow, GroovyGrevous, HazTheMan99 and 11 others like this. -
I have heard that certain ranks aren't getting a lot for what they payed and they want more perks to be implemented.
I suggest we add another big perk to some rank. The rank will be left to the staff to decide, but today, my job is to show you my first class idea on a new perk.
Chairs is a really cool, simple, and lag free perk. Simply shift and right click onto a stair block. The plugin will act as if you are sitting in a minecart, and will appear as you are sitting on a stair block.
An EXAMPLE Plugin: http://dev.bukkit.org/bukkit-plugins/chairsreloaded/ (I think this plugin also allows config. to certain players and if the stairs need signs on the sides to be able to sit in it)
That's just an example plugin I found, but its Meep's choice to implement it however they want. This plugin is really simple, and it will benefit by simply looking cool. Lets say you want to talk about a town or pwarp, and you tpa your friend over to your house. Just sit on the bench in your living room, and talk about stuff. Your interior designing will finally be put to a use, not just for decor!
Before you say this idea is useless, think about other perks like /hat and /suicide. They aren't exactly "useful" either. I mean think about it for a second. With chairs, you can go afk in style, write a book professionally with a little table in front of you, talk to others on a dining table, sit on roofs looking up at the stars, or simply look sexy. But on a more serious note, certain ranks will feel that they have payed for a reason worth their money.
Also, we could just add this perk for everyone and make it a "Universal MeepCraft Thing". Or just give it to a certain rank+. Idk, I'm just typing down whatever I'm thinking at the moment. Up to staff to decide.
Here is an example video for those that still need an explanation or simply want more information --
Attached Files:
Last edited: Jun 24, 2015Squid53214, SpongeyStar, Ace and 11 others like this. -
-
- Thread: Player Spawn Hologram
Players should be able to rent a hologram at spawn to advertise their warps or etc. They should be allowed to have colors in the hologram as well to make it stand out.
Pricing: -12.666x+2373.2x+1526.2 where x is the time (in hours) of the advertisement.
1h: 3000
3h: 8550
6h: 16200
12h: 28800
24h: 50400
48h: 86400
Commands:
- /pholo rent <text> <time> # Rents a holo for a time
- /pholo delete # Delete your current holo, no refund
- /pholo setpos # Moves your current holo
- /pholo settext <text> # Changes your current holo's text
- /pholo prices # Current prices
- Advertisement of other servers. We should enforce our current chat filter.
- Profanity. Anyone using this plugin to put profanity in the spawn should be permanently banned.
- False information. You should not be allowed to spread false information (such as false rules) on these holos.
- We should be able to identify the owner of a hologram. All holograms should be suffixed with "- <PlayerName>"
Last edited: May 26, 2014RaidByNightOnly, Pluto258, superbros1211 and 11 others like this. -
- Thread: Towns Delta
Please, just do anything with the Towny plugin, really. +1
And as for the name, I am voting for Kappa.
Kappa.Lady_Hestia, x_bigheart_x, CrazyYoungBro and 10 others like this. -
- Thread: Nerf /fix
-1, it's unwise to reduce benefits people bought with money.
FunGUY, Toostenheimer, ShadowVirus52 and 10 others like this. -
Okay okay, Meepcraft used to have a pretty huge economy, an organic one too. With the server hitting 50 players today I think it's safe to say that the server could benefit from an economy update to transcend its current status as a pretty fun but unoriginal towny server to something more reminiscent of its past. I have a couple of ideas for what to do, and obviously, I don't expect exactly what I suggest to be implemented, but I think a step in that direction would be beneficial. Here's what I got.
Address inflation. This is probably the biggest item on my list, but while the economy is relatively new the server needs to address this issue now. From the time I write this post, the economy has a staggering $1.17 billion value. As it stands, money is generated server-side from things like jobs or parkour. I'm pretty sure the v-shop has some tax, but I don't believe that necessarily can vacuum the unfriendly inflation curve. From the questions I ask people in chat, people are making upwards of $400k~$2 million a day from jobs alone, excluding other resources such as parkour or voting. Keep in mind that though these numbers belong to the most avid of players, such avid players typically are involved with or are the mayor of towns. Thus, what is desperately needed is a money sink, a way for the server to drain the economy without imposing larger taxes onto player-to-player transactions like the real world does it. I mean, who likes those kinds of taxes anyway? However, I think tax is an essential part of this solution. Incorporate more taxes into towny. I know that plugin is dastardly to touch, but putting small % taxes here and there on the transactions a mayor makes would remove money from the economy and encourage towny mayors to keep up with their balance. How many towns are out there now that really just kind of sit there and suck in new players with zero to no cost relative to their overwhelming wealth? From what I guesstimated, towny removes roughly $300-500k / day from upkeep tax, with Legend's upkeep being 69k (nice) and the other towns having significantly less. Towny could be adjusted to address the large amounts of money people make in a day.
Some ideas for this would be:
Plots should cost money. I mean, reasonable money.
Plots cost $40/day and an intial cost of $250. That means, and I probably did my math wrong, that with the starting cash you get from a town of $50k, you can purchase 50 plots for $12.5k, and have enough money in the bank to upkeep the town for almost three weeks. Considering that a person who starts a town likely has ambitions to generate revenue or has the ability to generate revenue already, the threat of "running out of money" doesn't exactly dicate towny. I'm not saying it should, but it should be something a bit more tangible than a filler number that you don't even look at when you purchase a plot for your town. I think a good way to fix this is to change the plot costs from a linear scale to an quadratic (or really any larger even degree polynomial) one. This change would allow a brief leniency for new towns to hold new plots relatively cheaply compared to the linear scale, but the upkeep would become much more pricey as the town got bigger, encouraging mayors to be more frugal in the ways they utilize land. Here's an example using some basic curve fitting techniques (typo: first data point should be 1000 plots / $40k)Add % purchases
You can adjust values as you see fit, I shared the 100 plots point with all three functions so that the beginning 0-100 plots remains relatively the same, but drastically increased the upkeep cost past it. I'm sorry @CluelessKlutz, but there should be no way a town with 500 people and 1670 plots should cost you a measily 69k (nice) minus change. Personally, I think the diversion between status quo and new strategy should begin at 50 plots with a shallower curve, but the curve fitting is pretty straight forward so the adjustments are pretty easy.
Nation taxes
Perhaps you're more averse to the idea of a flat increase in tax, I admit it's a fairly daunting concept because the numbers will require a lot more fine tuning. Another option, though not necessarily my favorite, is to add % tax costs to towny purchases. For example, claiming plots cost a % of total town balance instead of just 250. However, I'm sure you're able to see how this idea falls apart rather quickly. The reason I won't really get into this too much is because while I feel it's a reasonable solution, it's quite easy to cheat. For example, off shoring the money so purchases cost less, or if you make it to be the % of the amount of residents then you could make all your purchases before adding residents. In any case, it's an idea but I don't think I'll spend any more time on it.
Due to the disabled war feature, nations don't really have that large a use besides providing a few bonuses to the towns it acquires. Another way to add a pretty effective money sink would be to actually increase the bonuses being in a nation provides, but apply the upkeep tax mentioned earlier to the nation instead. Currently, the nation upkeep is relatively underused. From what I've found out, it's $2k/day for any nation. What a waste! So much potential here. Perhaps the best solution is a combo deal. Utilize a mild form of the towny flat tax increase mentioned before, but have the nation provide tax reductions for the upkeep. Perhaps a % deduction for each individual plot or a % deduction from the upkeep itself. Imagine if a nation provided +0.01% tax reduction for each town within (up to a cap) per member within that nation.You could get away with changing the taxes in regular towns to be more harsh but allow for bonuses for being in a wealthy nation. Likewise, a nation upkeep increases the more members it has or the more total plots owned by the towns within, I don't know, but there's so much potential here because nothing is being done with nations.
Back the Meeble.
Probably the most controversial point on this list, but I support a gold standard (or a system that models it). Let me be clear, I am aware that the idea of assigning economic value to an item that can be sold to server shops is a giant billboard that says "duping is now financed!" Thus, let the gold be virtual. What if you had a second balance of a virtual currency, either "gold" or some other precious metal, that you could use to exchange at /warp bank like the good old days. For example, there is a small, random chance to find X units of "virtual currency" from doing jobs. No item drops, no tangible item to hold in your hand, just a message in chat that says "You've found a deposit of meep ore," or something like that. This will be what backs the economy, and it's not dupable.Some small, QOL things
To be honest, I really had thought this a great idea and I liked my solution for it, but I'm not smart enough to understand why Meepcraft ever did it in the first place. While I understand the principles behind the gold standard, it wasn't like Meepcraft stopped paying its players for its jobs or parkour because it "didn't have enough gold." However, I'm sure the reason is there because this server's economy was shaped by people a lot smarter than me, and was only exploited by the limitations of Minecraft as a game.
If the economy were to be revamped, some quality of life things I would appreciate the addition of:That's about it.
- Meepstocks
- Return the total balance of the economy to /baltop
Not really sure why this was removed, but basically at the top of /baltop, instead of @Peero 's ugly name it said the total balance of the economy.- MeepCasinos
Another way to money sink the economy is to return those casinos the server used to have.- Maybeeeeeeeeeeee a tax on dicing... ?
Dude people are so fkin rich just from dicing, what if Meepcraft like the US government with my scratch tickets taxed a percentage of player-to-player dicing. Something small, like 0.5%, such that it wouldn't affect the players much but would slowly move money from the economy.
-
- Thread: Problems + Potential Solutions
Please don't just deny this, I want to hear reasoning against it first so that we can have a civilized discussion or debate if need be.
Problem: I see no point in having a system which means players have to swap between jobs (and with current bugs, lose all their levels). Players can freely swap between jobs anyway, which means that having to swap is literally just more off-putting, unnecessary effort.
Solution: Have no selectable jobs, instead opt to have every player in every job.
Problem: I can only join on SquidHQ, which if it's a widespread problem means new players will have a hard time joining. Trying to join on the default MC launcher makes my game crash.\
Solution: Dunno, something involving some magic coding language that I don't speak.
Problem: New players joining and quickly figuring out there are very few fun or quick ways to make $$$ is just blatantly off-putting. Not good if we're trying to increase the player base.
Solution: Add a message when new players join teaching them saying in big, bold, obvious text something along the lines of 'You've been given $5000 (yes this probably needs a buff) meebles to get you started! Read the tutorial to learn how to make more!' Which brings me to my next point.
Problem: We don't have a tutorial.
Solution: Add a tutorial. Keep it simple. Teach players how to get to towns, get to the wild, make money, and join a town. We don't need a billion signs trying to spontaneously instil morals and ethics into new players. If they have had any form of a half decent upbringing, they should know not to cuss, advertise, etc. anyway.
Problem: Ranks aren't worth the money.
Solution: Rank prices should be lessened, $320 for a rank is outrageous and an unrealistic ask for most younger players (which constitute the majority of our community). This is especially relevant now that the EULA has been enforced and perks have been made dramatically less useful.
Problem: Not quite sure what's going on with creative plots and why I can claim five but the majority of other players can only claim one.
Solution: I'd say either give players larger plots or allow players to claim at least four plots (which can be /plot merge'd).
Problem: Donor shop is just weird at the moment.
Solution: Add items that would actually be useful. Before the reset I used the grappling hook constantly and the glass pick was incredibly useful.
-No one's going to pay 400k for an end portal frame when they can just just buy a tpa in for 10k or more likely, free. Remove.
-Due to the slightly unnatural amount of thunderstorms recently, skeleton horse eggs certainly aren't worth 100k. Remove.
-I have a thing for baby polar bears, so I'd love to see polar bear eggs in the shop. Add.
-Elytras. I also have a thing for getting high and jumping off tall things. Add.
Problem: Minigames seem overvalued in the scheme of the whole server.
Solution: Focus mainly on towny, and if minigames are to be re-added, make them simple ones that don't require large amounts of players (because we don't have large amounts of players).
Problem: I'm running out of stuff to complain about.
Solution: Admit to myself that this reset was a great thing on the whole, and that I appreciate all the hard work that @KlutchDecals (in particular) and the rest of the staff team are putting in to making this server better every day.
-Loved the jobs buffs on the most part
-Loved seeing all those pesky bugs get squashed
-Loved seeing the upkeep prices lowered back to normal, allowing players to enjoy having giant (and occasionally aesthetic) towns without having to worry about huge upkeeps.
Discuss. pls
xoxo,achemdAdam34falcon, Nager2015, Marshy_88 and 10 others like this. -
- Thread: PvP Overhaul
Hello. PvP is a mess, and nothing is really getting done about the existing problems, so I thought I'd make a thread listing all the ones I can name off the top of my head. I'll start with the arena.
Terrarium
This isn't supposed to be an art piece, terrarium should be flat, little obstructions, in order to provide the most mobility and movement. Artistic design is something that is an add-on, after you've created a functional terrarium
No's of Terrarium
- No grass/minimal
- No water
- No lava
- No mountains
- No ice
- No block that isn't a full block/slab (ex: Snow, carpet etc)
Yes's of Terrarium
- Flat terrain
- Fire on the ground
- Long ladders
- Square shape
Also, ladders should be a minimum of 10 blocks tall, with NO OBSTRUCTIONS. You don't know how annoying it is for someone to get away because you can't hit them off the ladder.
A friend and I built the ideal terrarium. Check it out
http://imgur.com/a/OQdLk
We're no builders, and obviously this can be tweaked to look a little nicer, but I built that from the ideals of almost all competitive pvpers.
Combat
There are many things wrong with the combat and gameplay of terrarium right now. There are some things that need to be removed/added
Invincibility - This is the most annoying one of all IMO. Players have 10 seconds of invincibility upon jumping into terrarium. This is annoying for players that just run around and you need to wait to hit them, but it's most annoying for when you kill a god armored person and you're sifting through their stuff, and someone picks it up, but they have the invincibility, and escape with all your hard earned loot. Fix : Remove it, or lower it to 2 or 3 seconds.
Lag - This is a major issue, where hits don't always register and the serious lack of FPS among the majority of people with normal household computers. It's too central, move terrarium into it's own world or far away from where players need to load the ENTIRE spawn while fighting. It's seriously annoying. I average 60-120 fps in most places, but as soon as I start fighting I drop to 20. It's unplayable at times and it's incredibly annoying.
Potions - ADD SPLASH BACK DAMMIT
Plugin
The killstreak plugin and bounty plugin is actually pretty cool. There's just one problem with it. It's broken. After killstreak #65, it stops annoucing it cross server, and it negates the bounty from the player and no longer gives a reward for the killing of said player. Fix : Fix the plugin, lol.
Conclusion
I took advice from most pvpers and this is a summary of the things gone wrong so far with terrarium.
Don't add this is to trello, get it done.Last edited: Jan 25, 2016fasehed, zachforfun123, cooey and 10 others like this. -
- Thread: New /dis for Higher Ranks
As suggested and accepted we should get /dis wolf and /dis rabbit for Supremes:
http://meepcraft.com/threads/dis-bunny.39360/
http://meepcraft.com/threads/new-dis-for-higher-ranks.28725/
And /dis horse for Ultimates:
http://meepcraft.com/threads/new-dis-for-higher-ranks.28725/
As well as adding /dis skeleton, /dis skeletonhorse and /dis undeadhorse for Ultimates.
There is no reason not to do this and will not take more than a minute to do. These higher ranks need additional disguises and this will add incentive to donate.
And before I hear it from someone, /dis skeleton has no reason to be denied just because it is a hostile mob when Supremes already have /dis zombie.
Please make this a thing already as adding more /dis won't harm the server. The plugin is already there. Don't let these threads sit here for so long when its just a simple adjustment. -
- Thread: The other half of the fix : JOBS
Fuzzlr made a statement alluding to some form of virtual shop being delivered to us so maybe we can shift focus to providing the other leg of the economy : Jobs.
We should be able to sustain our ambitions with hard work and effort. What does that amount to in game? Activity.
I don't know about you but I want active members more than anything.
Im ranting this because these things suck :
1. Citizens don't know what to do besides build a house/ cut nether rack.
2. Mayors can't keep up with providing work for all new citizens(I think Towns should be cheaper again to allow for more mayors, allowing for more activity for new players joining)
3. New players get bored and leave really fast(I know this was always the case, that doesn't mean we should ignore it)
4. THE DONOR SHOP SUCKS it's a dark wood box with a few grungy carpets and cobblestone and 1 sign.
5. The "jobs" experience at the donor/admin shop sucks, it sucks so bad it also is causing the "buying" experience for donors to suck, carpets with no text and no signs, completely "random" assortment of items with offensive prices, trying to tip toe through econ hoops, while allowing jobs, while preventing inflow, while allowing mobility, while preventing sustainability, while allowing fun, while preventing extortion, while being what we want......hnnnnnng
My solution.
/warp jobs
erbody likes making money
All materials typically gained in quality trips to the wild, or with classic minecraft labor
think: Stone/Cobble/Dirt/Grass/Glass/Sand/Flowers maybe/Glowstone/Netherbrick/Dungeon Rewards/Crafted Food/Completed maps(idk )/Sea temple crap/Ores
Maybe two or three dozen items total, organize them into categories based on jobs?
think: Miner/Farmer/Baker/Explorer/Lumberjack/NetherReaper/Dungeon Spelunker
Have the /warp jobs setup so that these are very cleanly laid out, with npc's to only SELL to.
I really like the idea of using alpha spawn and putting the old alpha build back like beta is.
The new alpha spawn would fit a floating "jobs" warp pretty good.
Prices would be figured out using some form of math and ideal "hourly rates"
think: npc "sell limit" like a villager but instead of 12 trades, they accept X amount of the item from a player per day. I think the npc's can be configured to do this
(preventing first pass exploitation by rich donators, think nether rack/leather/villager trading setups)
The donor shop could be reconfigured to actually be a perk again,
think : vip shop not being a place to sell wood, supreme shop not being a place to buy 1/3 of the spawn eggs at crazy high prices, A FREAKING 350 DOLLAR BUCKET IN THE ELITE SHOP?! maybe we can get back to selling the hard to obtain items at fair prices, perhaps returning the donor shop to its status as a "perk". no selling set up at all, to be honest items for sale here shouldn't be a factor in items at /warp jobs if synchronized correctly.
With removing sell at donor shop, we can go back to the chest adminshop setup, no silly carpets, and no one standing there for hours punching the sign, because sells are done on vshop or /warp jobs
I want the donor shop to be a cool place, its used to be this cool 6 story ice mansion with gold, i remember being a new citizen and wanting to go in there, i wanted to see what each level had, then when i bought the rank of elite the hours of fun i had because i could finally have Tnt enough to use, or when i built my first town i would go to the donor shop for chiseled stone/obsidian.
Spent money, out of the eco, yay, i haven't bought anything from the current donor shop except for testing, why? 10X pricing for convenience isn't the right approach, it should be a perk, not a rip.
So what really happens?
1. Citz have a place to make money, /warp jobs, meeble inflow is expected and controlled.
2. Donor shop is a perk again, meeble outflow is controlled and encouraged(whats this crazy word?)
3. Sell limit prevents unforeseen problems of scalability, think nether rack or villager trading......
We could even add different jobs(sell areas) for different ranks, and generate new "perks" out of thin air.
think ULTS selling horsearmor.
With the shop we get fancy items and a more alluring experience (more donations...)
With jobs the economy has a stable groundwork and the opportunity to go further(more donations...)
These aren't new ideas, I just think that if we approach it this way, we can take the best parts of the ideas and roll forward. Most all of these changes would simply cause any vshop to react proportionally, so I don't think it would require long term babysitting by staff once established. While still allowing onis' monthly npc changes, just have them be a part of /warp jobs.
All old donor/admin shops attempted to do this on some level, I think the solution is just separating them, it would allow us to focus on making a great experience with both.
/warp shop and /warp jobs
TL : DR #bringbackjobs2k15minus7acespade
p.s. if you need any more help with this idea i have the time!
@Coelho Does the idea of merging your NPC and Jobs concepts together make sense?
@Cooleysworld dun't abby meh plz!
@Fuzzlr please comment on something else I wrote, ur my herwo !!Last edited: Jan 22, 2015Ace, GroovyGrevous, Cherrykit and 10 others like this. -
- Thread: Spoilers
Show Spoiler Hide SpoilerThis is done
hippapajo, RaidByNightOnly, leodavinci9000 and 9 others like this.
Page 1 of 4