I think idea 7-8 are non negotiable ones. It depends what time your online, how long your online etc. A player barely makes money from that daily even in the long run those barely contribute to someones bal. Mostly I actually think those are helpful for my daily expenses, from /warp and small purchases at shops, everyday things I buy like wood or colored glass/terracota or some really useless stuff. I think that the earnings are very little from it.If you do /baltop, it shows the total money. It's around 388mil. But /eco take would get rid of the money, so there'd be 43mil less in the economy, so 345mil. A year ago, there was a lot less than 100mil in the economy, so I'm not entirely sure about how that money was brought in. I assume from the "everyone online gets $500" reward, the payslips, selling things at /warp shop..
Idea 7: Remove the "everyone online gets $500" reward.
Pros - on average, I get $3,000 per day from this, x let's say 30 players online on average = $90,000 brought into the economy, every day. I just found out where 32mil came from throughout the past year...
Cons - Newer players would have to earn a little bit more to rank up. Perhaps remove the reward from Citizens+, like suggested before?
Idea 8: Remove or lower the amount people get from payslips.
Pros - We get $5 per person online, + money from jobs, every 10 minutes. $250 per payslip x 120 minutes = $30,000 brought in daily, which is another 11mil in a year.
Cons - Newer players would have to earn a little bit more to rank up. Perhaps remove the payslip from Citizens+.
Idea 9: Increase buy prices and decrease sell prices at /warp shop! Change the prices so they're actually ridiculous, and then players will have to find player-owned shops to do business with instead of relying on an endless supply of money.
Pros - This is super good for the shop owners, business will increase and money will start flowing around. Also, money *won't* be brought into the economy from a server shop and will instead remain in the economy.
Cons - a little worse for the players that want to sell their items, like miners, lumberjacks, and farmers. Maybe only change the prices of the things not related to jobs, like flowers, redstone supplies, food, dyes, wool, mob drops, etc.
Besides dead hours of the day can have like 3-10 people sometimes even less. Peak are mostly the ones who get a major contribution off this.
I also find it quite harsh to say things like ‘redstone’ ‘flowers’ and mob drops or things and even dyes are considerd to be useless. Just tbh with you its already quite expensive, im a regular customer for redstone as I engineerr redstone sf and redstone and other aspects, so i regularly buy some redstone supplies off there if im lazy to make my own as the prices arent too bad, its pretty high ish but for the effort making it and getting the supplies ready its fine for me. Mob drops Already have been severely dropped. Why drop it even more? I mean im just saying not even mob farms can compete with the prices. And yet again not even all players have access to a mob farm or a good one atleast that can make a lot of mob drops. I honestly think that is one of the things that can bring competition on the server as its one of the aspects not available to everyone. I think dye prices are honestly really high even like sea lanters glowstones prismarines and other blocks there are quite expensive already. I use some of them for decoration purposes so I think prices for buying items in shop are already good enough. Tho the only thing mentioned there thats sell able is food flowers and mob drops. Flowers are kinda hard to get unless you wanna actually use bonemeals and just murder your finger go ahead. But I think its fairly hard to get stuff like that. The prices that should actually be lowered are stuff like mining, if you can decrease a median average miners earnings by like 20k thats already a lot im just saying.