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  • #461
    woestwashandje
    Participant

    Hey,

    First of all, I’m really enjoying the relaunch of UF. I think you guys are heading in a great, unique direction with the economy and faction plugins. That said, after playing heavily over the weekend, I find myself extremely frustrated with the limit system. For example, with a sugar cane farm, you can only sell 432 gold worth of sugar cane per day, and the same goes for mob drops. Don’t get me wrong — I don’t mind that there’s a limit. But when I can go to the Nether for, say, 10 minutes and farm nether quartz (which doesn’t have a sell limit), I earn at least 1.5k.

    I really like the gold economy, but in my opinion, the sale limits are really off-putting — especially when you look at things like TNT prices. At 90 gold apiece, any decent cannon shot takes about 3 boosters + 1 TNT, which comes to a whopping 360 gold per shot. That’s roughly 83% of the daily sugar cane profit. Imagine trying to shoot through anything other than cobble at these prices. (I get that player shops will probably sell TNT for cheaper, but I’m just trying to paint a picture.)

    Again, I love what you’re doing, and I see what you’re trying to achieve, but I feel like there should be some balancing, especially on the limit side. I don’t even mind that I’d have to sell 600 inventories of sugar cane to match farming for gold in the Nether — it’s about having the freedom to do so. Right now, I’m being forced into a “meta” of farming certain items with no sell limit just to make enough gold to keep building my base.

    Last edited 10 hours, 22 minutes ago by woestwashandje.

    #470
    SirMario1
    Participant
    Gold SupporterNo factionView player stats

    Hey Woestwashandje,

    Thank you for taking the time to write this out so clearly. Your example makes sense, especially when comparing limited farming income with unlimited sources such as Nether quartz and with the current cost of TNT.

    We have already rebalanced the sell limits since your message. The limits are personal per player and reset every 24 hours.

    Farming limits

    • Farmer: 4,608 items per crop per day — exactly two full player inventories
    • Farming Export: 1,152 items per crop per day — another half inventory
    • Combined: 5,760 items per crop per day — 2.5 inventories in total

    For sugar cane specifically, that now means:

    • Farmer: 4,608 sugar cane for up to 864 gold
    • Farming Export: 1,152 sugar cane for up to 288 gold
    • Combined maximum: 1,152 gold per day

    The existing sell prices have not been reduced or changed; only the limits were increased.

    Mob-drop limits

    We also found that the mob-drop limits were incorrectly configured as one shared server-wide limit. They are now personal limits for every player:

    • Rotten Flesh: 4,608
    • Bones: 4,608
    • String: 4,608
    • Arrows: 4,608
    • Spider Eyes: 4,608
    • Gunpowder: 3,456
    • Blaze Rods: 1,728
    • Rabbit Feet: 432

    The rarer drops use lower item limits because their value per item is much higher. This keeps their maximum daily income balanced while still giving common mob drops two full inventories of capacity.

    We do want limits to prevent completely automated farms from becoming the only viable economy strategy, but we agree that the previous values restricted normal active farming too heavily. The new limits should give players considerably more freedom while keeping the economy manageable.

    Your comparison with quartz and TNT is also useful feedback. This change specifically addresses the sell-limit imbalance; it does not pretend that every wider economy balance question is automatically solved. We will keep comparing real player income sources and costs rather than balancing them in isolation.

    Thanks again for the constructive feedback — this is exactly the kind of detailed example that helps us improve the server.

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