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The Lag and Plans For Future


Korvic
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korvic over here spitting straight FACTS

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Thank you Korvic. ?

 

And yeah I would love to have a Nexus 2.0/professions' system back. Perhaps more Developers would need to be hired for that though, because I have the feeling that you're doing all of this alone and that would be an insanely amount of work to handle for a single Developer.

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10 minutes ago, sergisala said:

[snip] Nexus 2.0 [snip]

 

Stop calling it Nexus 2.0 :^)

@Korvic bb do you want hug- do I need to paypal you some food ? You worked hard, you need sustenance-

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If we’re going back to having a profession system, a good way to make it not grindy is by imposing limits on how much can be produced per day by a member of said profession. Just like how the Energy system of late Axios Nexus removed the grind-ness of crafting professions by making things instantaneous yet limited in quantity, a similar system could be used in a future profession system to have professions be worthwhile without having them get grinded a ton.

 

Miners could only mine a certain amount of ores in the mining world before ores won’t drop when broken, Lumberjacks can only chop a certain number of trees before wood stops dropping, etc.

 

If people are spending too much time gathering/crafting materials and are complaining about it, the production limit could be lowered (with the quantity of goods required for crafting modified to keep the economy in a similar situation). If people spend too little time gathering/crafting materials and want to spend more, the limit can be raised.

 

This allows there to be resource scarcity without grinding. In Nexus, if a material was vital to PvP or production, it would be grinded a crud load no matter how difficult or time consuming it was to produce until supply was the same as demand. If production were artificially limited, grinding those materials would be impossible, supply would not meet demand, prices would be high, labor costs would be equally high, and the Developers could tweak things as needed to avoid massive amounts of high-end gear/materials making cheaper equipment/materials obsolete, materials being held in surplus instead of being sold, etc.

 

Obviously some materials should be able to be produced infinitely. Basic foods/building materials (and maybe even basic PvP gear) should be craftable by everyone so nobody starves and building isn’t ridiculously expensive. If something provides an edge in PvP or economic activity, it should be affected by the profession production limits so that not everyone can constantly use the best armor, the best tools, etc.

 

This also would create a pretty decent economy, since it ties production to a finite labor supply that doesn’t suddenly double as everyone grinds a ton to support a war. Since both new and old players would start out with the same production limits (maybe production limits could increase somewhat as the player uses the profession more, thus letting people who like the profession and use it a lot get more enjoyment from it?), new players would be relevant in the economy and wouldn’t be overshadowed by veteran grinders.

 

Let’s model this type of economy:

((Sorry for using Labor Theory of Value, but since production in Minecraft (and especially LOTC) is mainly limited by labor instead of capital, it’s the most useful for describing things. Capital costs in LOTC are very small, even with a profession system))

Assume the following conditions:

-Everybody who has a profession and actively uses it until they hit production cap produced 1 Labor Unit of materials.

-Let’s say there are three different types of equipment, equipment A, B, and C.

-Equipment A is the most expensive but most effective. (Think of Enchanted Steel items/Enchanted Iron armor in Nexus)

-Equipment B is less effective/expensive than Equipment A, but more effective/expensive than equipment C. (Think of Steel items/Iron armor in Nexus)

-Equipment C is the cheapest but least effective equipment. (Think of plain ol’ Iron tools and Chain armor in Nexus)

-It costs 2 Labor Units for someone to constantly PvP, mine, farm, etc. using Equipment A, 1 Labor Unit for Equipment B, and .5 Labor Units for Equipment B.

If everybody in a settlement of 100 people both produce and consume materials, the following distributions are possible:

-50 (If tools aren’t free, less than 50) people consume Equipment A, there are not enough resources for the others to consume equipment not absolutely necessary for them to produce 1 Labor Unit.

-All 100 people consume Equipment B, there is no surplus or shortage of materials.

-All 100 people consume Equipment C. There is a surplus of 50 Labor Units of materials that can be exported.

The different types of equipment should be balanced so that Equipment C is the most cost effective (highest performance when compared to its cost), Equipment B is best in the long term (provides the most performance with what you’re capable of producing), and Equipment A is the best in the short term (provides the most performance when you have a surplus of resources to burn)

 

Obviously, not everyone in a community will use the same equipment. Those who own market stalls and hire others for a profit will probably have enough for Equipment A, those who don’t make such investments but have good jobs, are self employed, etc. could comfortably use Equipment B, those who are unemployed or otherwise impoverished will use Equipment C or nothing at all.

 

Thus, I think that imposing production limits to stop grinding would still make for an interesting economy concerning the distribution of what is produced and strategies surrounding it. When there are few threats and people don’t mind feeling poor, C-level PvP gear could be used to save up a surplus of materials when it’s needed. During prolonged wars of attrition, B-level PvP gear is the most effective for what a group of people can sustain indefinitely. In short bursts of fighting that will be determined by only a few battles, A-level PvP gear is the best that can be put on the battlefield during those few battles.

 

Similar concepts could apply to tools (although A-level tools would probably be the most cost effective, since otherwise they wouldn’t be used), food, maybe even building materials, items useful in RP (simple flavor items for everyday use vs extravagant items to impress your friends), and more.

 

All of this is theoretically achievable whilst making grinding physically impossible without the abuse of loopholes.

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Hashtag give us back proper economy by bringing nexus back!!

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I genuinely miss the experience of having to track down the steps of that old master-smith to have him forge me a blade of certain alloys. It was tiresome, sure, but it had positively driven me to interact with the populace, and made the notion of professionialism less arbitrary and free-form than now. Guild members had to branch out back in the day, becaue otherwise their company would be missing in some respect. But on the contrary now, everyone in the guild can be the cook, the smith, and the badass one-eyed scarred fighter who breached and emerged from the bowels of war unscathed, and later named the butcher of what have you. It’s fucked.

 

nobody bothers with the local blacksmith or baker in these trying times because anyone can be their own master of all trades, and without any practical deterrents at that. Nexus had its flaws, but ngl, it brings back some of my fondest memories in this server. It kept things on a leash.

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Let’s replace Telanir with Korvic 

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