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The idea is to have an economy based on supply on demand on an instance or across several instances. This economy can be exploited by having some trading posts where certain items (items that can't be…
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To measure an economy in absolute terms, you can't strictly check the currency amounts, because currency values are different in every world. Instead, we can determine the concrete value of currency v…
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I struggled to decide appropriate mob wealth and item value when building, I gather other people have felt similarly, and I know we have some significant variation.
I think I like the idea of autom…
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Hi!
I have proposal for market price normalization.
Each price is formed based on supply and demand.
There is only supply exists in EK economy.
Every player have ability to create sell order and no …
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In your video describing the economy you state that items that take longer to make or require more steps to craft will yield more emeralds from the merchant. While this is true for the most part, mayb…
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In some economies, there needs to be tax to decrease the inflation. Normal chestshop has this feature and it would be great for this plugin to have it as well. In the economy I'm referring to it is ba…
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**Name** : Economy models
**Purpose** : Developing various business models to open up the platform commercial possibilities and trade between users.
**Description**
**Economy context**
Ac…
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#### **Summary**
Currently, the game heavily focuses on farming and resource gathering as the main gameplay mechanic. While this is engaging, it can become repetitive for players over time. To divers…
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Roadmap - progress - completed items removed as we go mostly superseded by issues section
see also wiki:
Most up to date:
https://github.com/jpcsupplies/Economy_mod/wiki/4:-Development-Targets-(Roadma…
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I specialize in mechanics and have extensive knowledge in game economics and blockchain technologies. I'm developing an open world game model that takes place in a city called Infinity City where each…