[I apologize if this gets a little too long for you to read, but I'd request you to read it to the end.]
So, I've talked to some players about their opinion on the rotating shop/cycle shop. While each had their own takes on this matter, there was one thing in common. Let me explain,
So, let's say someone has built some huge cane farms, and after 1/2 weeks, the cane is now in rotation. Now, since the selling time is limited, some sort of FOMO (fear of missing out) kicks in, making the players think, "if I go out of my farms render distance, I'm gonna miss out, and who knows when this item will be in rotation again." Thus, they are compelled to be around their farms all the time to keep those to be able to make money. The rotation ends, some other items take the place in rotation and the players move to a different farm. And the old FOMO kicks in again. And the cycle continues.
How is it ruining the gaming experience: Well, it's simple if you look at it. The players are virtually compelled to always be around the farms because the selling time is limited, not being able to explore the world, interact with friends, check out other stuff and so on (you get the idea).
But the old shop never had such issues. You always had the time to grind for money even after exploring the other things in the server. Besides, there were no need to build huge storage systems in order to store the items to sell later. And we've all experience what those storage can do to the server TPS also ruining the gaming experience.
I'm sorry if this sounds gibberish and gobbledigook to you. But I think I should share my observations. And I believe having the faction economy in the other gamemodes will be the best decision.
#11912 - Status: open
2 weeks ago by ArtioMarce for General