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Factions Survival Dynamic Supply and Demand Market System

Hydro6

Epic Pika
Joined
Jan 23, 2025
Messages
106
Points
38
IGN
Hydro6TTV
Minecraft username:
Hydro6TTV​

Suggestion:
Dynamic Supply and Demand Market System​

Detailed description:
The Dynamic Supply and Demand Market System for (Lifesteal, Factions, Skyblock, Prison, and Survival) would introduce a market where the prices of in-game items fluctuate based on player activity, resource availability, and server-wide events. The prices would rise or fall depending on how much a certain item is being mined, gathered, or used. Players would need to stay on top of these price changes to make the best trades, investments, and resource management decisions.

In Lifesteal, prices for PvP-related items like Golden Apples, TNT, and Enchanted Gear would rise when there’s a surge in PvP activity or large-scale wars. In Factions, items like Obsidian, Creeper Eggs, and TNT would become more expensive during faction wars or when players are raiding bases. In Skyblock, resources like Cactus, Sugar Cane, Cobblestone, and Spawners would fluctuate depending on challenges, quests, and how many players are farming or upgrading their islands. In Prison, items like Diamonds, Gold, and Iron would fluctuate based on mining activity, while rare items for cell upgrades or prestiging would see price changes as players progress. In Survival, everyday materials like Wood, Coal, and Stone would change in price depending on availability, while rare items such as Ender Pearls, Netherite, or Enchanted Books would increase in value during special events or crafting needs.​

Reason(s):
The reason for implementing this dynamic market system is to bring more immersion, competition, and strategic gameplay to each gamemode by reflecting the real-time needs and actions of the players. It would make the economy more engaging by introducing price fluctuations based on in-game activity.

A dynamic market would lead to increased player engagement, as players would need to pay attention to price trends, plan their trades, and adapt to changing market conditions. This would make the economy feel more alive and encourage players to be more active in their trades and resource management. The market system would also introduce strategic depth, encouraging players to think ahead by stockpiling items when prices are low and selling them when demand spikes. It opens up new opportunities for players to profit from market trends.

Additionally, the dynamic market would promote social interaction, as players would need to interact more frequently with each other, whether it’s by negotiating prices, setting up shops, or collaborating on gathering resources. This fosters a sense of community and cooperation. Finally, by not keeping prices static, the system would create a dynamic economy where the server’s economy changes over time. This would keep the gameplay fresh, exciting, and unpredictable.​

Example(s):
This suggestion is based on the real-world concept of supply and demand, which is a core principle in most economies. The idea of fluctuating prices based on resource scarcity or player activity has been successfully implemented in other multiplayer games and servers. A dynamic market can significantly improve player satisfaction by adding variety and competition to the gameplay.

Many games with fluctuating economies see a boost in player involvement. Economy-focused servers like Skyblock or Prison thrive when players are actively involved in trading, buying, and selling goods based on evolving market trends. Real-world economies function on the concept of supply and demand, where prices fluctuate based on how much of an item is available and how much players need it. By mimicking this concept, players can experience a more lifelike economy, which enhances immersion and realism.

Examples from other servers show how this system can work well. On Hypixel Skyblock, the market has prices for items like Slayer Gear, Pets, and Spawners that rise and fall depending on the economy of the server. Players actively track these prices to make smarter investments, and this system has resulted in an engaged and active player base. Similarly, when players can influence prices through their actions, it drives even more engagement. On servers like Factions and Prison, players become more involved in gathering resources or trading when they know their actions can directly impact the economy. This could be expanded on Pika Network to create more opportunities for competitive trading and interaction between players.​
 
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