I appreciate the counter argument!
Regarding automated farms, I don't want the value of items to be deflated. If someone can farm 2000 carrots a day, they'd probably part easier with a stack of carrots than say someone who farms considerably less. Since you're tying in the Plugin thread, my idea was that if we end up using the Jobs plugin then farming carrots (or melons, sugar cane, cows, etc) can be incredibly lucrative. As the player will get denarii from the harvest and from the sale. I think it's vital we have a form of currency because we will have Towny and more than likely SignShop. Though, I won't stop players from trading.
As for your second example with diamonds. I see that differently. Just like I wouldn't compare the lap times of my JCW Mini Cooper against that of a Formula 1 car. We could metaphorically say the automated farm is a tool but I see it as a factory. For instance, let's compare an Etsy shop to that of a Brick and Mortar Store, or BMS. You see a bracelet with one rock tied to a leather string you want to buy someone on Etsy and it's $30 + shipping. You're appalled. You decide to check BMS online, it's 14.99, plus the website says it's in store. Great, you buy it at BMS for about $17 after you factor in tax and gas.
If the Etsy shop wanted to lower their price they'd either have to devalue their work on the item or produce more. So, this shop owner has had enough of BMS taking their business and decides to get a factory going. Shop owner realizes a factory would be too expensive after they get the estimate for the construction, the permits and, machinery.
Now, coming back down to Minecraft, if someone wants to create a 40x40 melon farm then great. I'm not going to restrict the size of a farm, just that it's automated with (as you mention) redstone. I had no idea Villagers could help farm and if players want to utilize villagers then so be it.
Regarding trapping and guiding mobs with with water I would have to argue that using a spawner, or spawn condition mechanics repeatedly, would be considered automation. But towns should have mob spawns turned off so this isn't really a thing I've concerned myself with. On the other hand, I also haven't thought of this predicament yet.
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For activity, I'm all for a weekly hunt. I tried that within Spawn in 1.8 but it turns out chests weren't openable because of SignShop - the chests I "hid" are even still around spawn, though empty - so it's something we'd (Kerm & I) would have to model the spawn region permissions for.
I'm also hoping that with the inclusion of PvP arenas, players will create their own events too. If PvP get's popular enough it can become a staff sponsored event where we can have 1v1, 2v2, 4v4. Have a championship ladder and ultimately prizes. Of course, I can see myself using a PvP arena for a fun and harmless snowball fight every now and again.
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That's a good point for the reimbursement. I think reimbursement shouldn't be a promise. It should be a factor of multiple things. Such as:
The "cost" of something shouldn't be decided on the spot, it should be decided some time after the construction has been finished/finalized and it's impact can be judged.
--
I might have missed some stuff?
Regarding automated farms, I don't want the value of items to be deflated. If someone can farm 2000 carrots a day, they'd probably part easier with a stack of carrots than say someone who farms considerably less. Since you're tying in the Plugin thread, my idea was that if we end up using the Jobs plugin then farming carrots (or melons, sugar cane, cows, etc) can be incredibly lucrative. As the player will get denarii from the harvest and from the sale. I think it's vital we have a form of currency because we will have Towny and more than likely SignShop. Though, I won't stop players from trading.
As for your second example with diamonds. I see that differently. Just like I wouldn't compare the lap times of my JCW Mini Cooper against that of a Formula 1 car. We could metaphorically say the automated farm is a tool but I see it as a factory. For instance, let's compare an Etsy shop to that of a Brick and Mortar Store, or BMS. You see a bracelet with one rock tied to a leather string you want to buy someone on Etsy and it's $30 + shipping. You're appalled. You decide to check BMS online, it's 14.99, plus the website says it's in store. Great, you buy it at BMS for about $17 after you factor in tax and gas.
If the Etsy shop wanted to lower their price they'd either have to devalue their work on the item or produce more. So, this shop owner has had enough of BMS taking their business and decides to get a factory going. Shop owner realizes a factory would be too expensive after they get the estimate for the construction, the permits and, machinery.
Now, coming back down to Minecraft, if someone wants to create a 40x40 melon farm then great. I'm not going to restrict the size of a farm, just that it's automated with (as you mention) redstone. I had no idea Villagers could help farm and if players want to utilize villagers then so be it.
Regarding trapping and guiding mobs with with water I would have to argue that using a spawner, or spawn condition mechanics repeatedly, would be considered automation. But towns should have mob spawns turned off so this isn't really a thing I've concerned myself with. On the other hand, I also haven't thought of this predicament yet.
---
For activity, I'm all for a weekly hunt. I tried that within Spawn in 1.8 but it turns out chests weren't openable because of SignShop - the chests I "hid" are even still around spawn, though empty - so it's something we'd (Kerm & I) would have to model the spawn region permissions for.
I'm also hoping that with the inclusion of PvP arenas, players will create their own events too. If PvP get's popular enough it can become a staff sponsored event where we can have 1v1, 2v2, 4v4. Have a championship ladder and ultimately prizes. Of course, I can see myself using a PvP arena for a fun and harmless snowball fight every now and again.
--
That's a good point for the reimbursement. I think reimbursement shouldn't be a promise. It should be a factor of multiple things. Such as:
- Use
- Does this benefit players?
- Is this used often?
- Aesthetic
- Does it fit well with the environment?
- Is this reasonably creative?
- etc
The "cost" of something shouldn't be decided on the spot, it should be decided some time after the construction has been finished/finalized and it's impact can be judged.
--
I might have missed some stuff?