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FLUCTUATING

ECONOMY

[[ assigned to: -  ||  status: unassigned ]]

Overview

This plugin emulates the supply-demand aspect of irl economy. Every night after the server reboot, the server shop alters certain shop prices depending on how many of each item was sold to shop by the players.

"Ew economy why would we put that into our server???"

By buffing and nerfing prices constantly, players can no longer simply look for the best sell price and "build one farm and afk till next reset", as many do. It also encourages players to be more creative with their money-making strategies, not only having to learn different farm designs, but also observing their rivals' trends and storing items to sell when prices are better.

 

"What if it's too complicated for the players to understand?"

While being observant of the market would give you an decent edge, players don't really HAVE to and can still just sell whenever they want. There will be a minimum and maximum that still sets certain items apart (emeralds wouldn’t ever be the same price as rotten flesh etc).

Note: The price at which players BUY  items FROM  shop should never change.

FlucEcon should function as a new (or add on to) the essentials /sell and worth.yml functions.

 

The plugin logs how many of each item is sold each day, into a file. When the server reboots at the end of the day, the plugin takes these quantities into account and generates a new worth.yml, raising and lowering the prices of the infrequently sold and frequently sold items respectively.

The plugin should also be able to calculate the differences in each item price from the previous day, and show the differences when a command is run.

E.g. if players sold 600 steak, 500 porkchop, 300 bread, 100 iron ingots and 200 poppies, the ranking would be as so:

 

  1. Steak

  2. Porkchop

  3. Bread

  4. Poppies

  5. Iron Ingots

 

An item's ranking in that list is their sellRank.

The plugin should follow a few rules also:

 

> The number one sellRank item should drop in price by 30%

> The last sellRank item should rise in price by 30%

> Players should never be able to buy an item for less than it can be sold for (i.e shop buy price should always be higher than shop sell price obv)

> Items price should never drop below 0.5x or rise above 2x their original price (from day 1, these prices should be saved in a .yml somewhere).

 

This appears to be the best formula for the price changes above.

 

tmrPrice = todayPrice * (0.7 + (sellRank - 1) * (0.6 / totalItems))

[THIS] is a small fragment of code that might help with understanding this plugin and how it works, as I know it's a lot of lengthy text, sorry! Feel free to ask Annie to clarify anything that's confusing.

Details

USER CMDS:

  • /pricechange (item) - Shows yesterday vs today's price

  • /numsold (item) - Shows how many items were sold yesterday & today

 

ADMIN CMDS:

  • flucecon reload - Emulates a server reboot and refreshes all prices to
                                new ones 

Commands

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