#SERVER ECONOMY
15 messages · Page 1 of 1 (latest)
I had a prisons server and I used some pretty technical things to balance my server's economy. I had a google spreadsheet and a Java app that would calculate how much money an enchant could make a player (through some basic programming and handling of the stats that were gathered at the end). It would automatically export this data to a google spreadsheet, and from there I'd use that spreadsheet to be able to test a bunch of things like: what happens if I have X amount of multipliers, how long will it take to get to X level of enchant, how long will it take to get to X level with these 3 different enchants at X, Y, Z levels, etc...
It could've used a lot of cleanup, but I found this to be a much more practical approach than randomly guessing prices for my enchants and rank upgrades. There were some flaws that can be fixed, and I probably will get around to fixing them. Other than that, worked pretty well.
Just know that it comes with having seasons under your belt, a server setup will never be able to nail an economy even remotely good, unless that setup was used in a live season with a relatively large playerbase.
I made my first server as a copy of another server I used to play at so I kind of just copied the prices but normally you gotta just be creative and set the prices in a way so that it doesn't get unbalanced.
tbh my server's economy was set by the players, we use a plugin called quick shop and people used to sell diamonds first for 6$ and later people starting selling it for as low as 3$ and ya. It just goes with the flow.
for shop, idk lol, I added it later so I matched it according to the economy prices that players set in the server.
blud aint nobody gonna read that blud