It's pretty obvious that the economy on the server's kinda wack- i'm not immune to it either, the fact that I obtained 400+ mil to begin with. I have plans to "spread the love" amongst the server, though for the time being I'd rather try to solve what I personally think could be a growing issue as the server grows with it.
Essentially, it'd be a pretty basic system, not too different from many other lotteries. These numbers could easily be changed, as this is a pretty hypothetical system and subject to many tweaks wherever they might be desired:
Quick note on some of the bits mentioned:
-'tickets' are a credit that's basically like a piece of paper with a players name on it that'd be drawn from a hat
-the 'pool' is the 'hat' of the previous analogy, just a term for the full grouping of tickets in each drawing
-the drawing is just the action of choosing a number that may/may not have a player's name/number on it for the lottery
-the 'pot' is the amount of money that would be put in, which would be equal in value to the total tickets sold per drawing
-an ecosink is a fancy term for a constant source for currency to be pulled out of the available wealth in the server
-20 ticket cap on how many tickets one player can buy
-25k per
-drawing could be daily on server restart, or twice a week
-500k max cost per person if they buy as many tickets as they can
-cap all tickets at 10k pool for how many tickets can physically be purchased
-drawing always picks a number from 1-10k (this means that if all the tickets are not bought in a drawing, the pot would essentially be emptied and a new round of drawings would begin)
-10k pool draws out 250mil from the economy
Winnings: (all of these numbers are speculated, and subject to change before implemented; just ideas to get a feel for how the system could work. Furthermore, the approximated values of the crates were done based on their estimated potential if sold right as the newer ones were added, meaning that they've fluctuated as expected but I'd rather not redo the calculations xD:
-50m and 3 of every key (halloween:6-7m, fall: 4.5-6m, adventure 1m, battle 2m, breeding 2m, potential if sold @15.5-18m///if including soon to leave crates then book: 2.25, flash: 2, summer: 3, leaving total then @22.75-25.25)
-winnings if crates are purely sold: 72.75-75.25m
-every player wins a trick or treat crate if they buy 20 tickets
-full draw pulls 200m out of the eco, or 174.75-177.25m if you include selling crates
I'm going to assume that several of the people reading this may be confused as to why pulling money from the playerbase's wealth would be good to begin with- essentially, the current state of the server's economy is *heavily* inflated- acquisition of money for established players is incredibly easy. Theoretically, pulling some of that wealth consistently from the playerbase's wealth would allow for both newer players to win awesome loot, as well as a neat way to engage the playerbase in something fresh and new, provided this were implemented. Last note, the reason i chose the winnings amount that i did was in an effort to prevent a player from instantly getting an abhorrent amount of wealth and subsequently burning out due to a lack of challenge.
Also thought i'd add credit to Felix__Tiger seeing as a lot of this stuff was thought up together
Comments, concerns, and more ideas are welcome
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