At this point, a server reset seems inevitable because the economy is completely obliterated. Anyone can just mine a few pieces of stone, sell them to get $5, and make their way to a public blaze farm+IGF where they can make $1M in a few minutes. Doing regular Minecraft survival activities is so pointless that even literal x-ray hacking doesn't even come close to the amount of money you can make legally through public farms. Every single item available in the shop is easier to get with money through a public farm than it is to get through the normal Minecraft way, meaning this is now a game that only loosely resembles Minecraft survival.
So what gives people something to do right now? Many player warps are just public blaze farms or IGFs, but the rest are what the player economy is really meant to be: trade between players. Because you can't just buy potions or enchanted books from the shop, they are manufactured in the normal Minecraft way (which gives people something to do) and sold in a fancy shop (which also gives people something to do) to another player.
I play on a very late-game vanilla SMP. If you want, for example, fireworks for elytra, someone has a massive gunpowder farm and they'll sell you 6 stacks of gunpowder for 1 diamond - incredibly cheap. Another player will have a massive sugarcane farm with a crafter and will sell you 6 stacks of paper for 1 diamond. But this economy isn't cooked the same way as the Invaded economy, because everything in these transactions is still produced, transported, and sold through a normal survival method.
How can we replicate this dynamic in the endgame of InvadedLands? I think the /shop should be significantly less powerful than it is - a smaller variety of items, with a larger difference between the buy and sell prices. Farmed goods, especially, should be extremely impractical to buy large quantities of in /shop - I think we'd see a resurgence of farms other than IGFs for personal use and for sale to other players. Having more inter-player trade will help curb inflation, as money-making methods that sell to the shop generate money and thus cause inflation. For some items, it should be made more practical for a rich player to pay a new player to gather them than for them to buy it from the shop. This is already the case for raw iron blocks used in mapart, but it could be extended to any number of mined goods by altering the shop.
It'd be interesting to hear what y'all have to say about these ideas. The goal is to try and make it so that (at least newer) players are playing something that resembles Minecraft survival for as long as the season lasts.
So what gives people something to do right now? Many player warps are just public blaze farms or IGFs, but the rest are what the player economy is really meant to be: trade between players. Because you can't just buy potions or enchanted books from the shop, they are manufactured in the normal Minecraft way (which gives people something to do) and sold in a fancy shop (which also gives people something to do) to another player.
I play on a very late-game vanilla SMP. If you want, for example, fireworks for elytra, someone has a massive gunpowder farm and they'll sell you 6 stacks of gunpowder for 1 diamond - incredibly cheap. Another player will have a massive sugarcane farm with a crafter and will sell you 6 stacks of paper for 1 diamond. But this economy isn't cooked the same way as the Invaded economy, because everything in these transactions is still produced, transported, and sold through a normal survival method.
How can we replicate this dynamic in the endgame of InvadedLands? I think the /shop should be significantly less powerful than it is - a smaller variety of items, with a larger difference between the buy and sell prices. Farmed goods, especially, should be extremely impractical to buy large quantities of in /shop - I think we'd see a resurgence of farms other than IGFs for personal use and for sale to other players. Having more inter-player trade will help curb inflation, as money-making methods that sell to the shop generate money and thus cause inflation. For some items, it should be made more practical for a rich player to pay a new player to gather them than for them to buy it from the shop. This is already the case for raw iron blocks used in mapart, but it could be extended to any number of mined goods by altering the shop.
It'd be interesting to hear what y'all have to say about these ideas. The goal is to try and make it so that (at least newer) players are playing something that resembles Minecraft survival for as long as the season lasts.