On the other hand, I think it behooves us to develop a game setup that will enforce people not abusing mechanics to dominate any economy without any need for administrative enforcement, so I think that the item rewards of killing mobs should be incentive enough.
I feel like I'm reading legalese because I am not following this.
- You think it's expected that we create an atmosphere where users feel engaged and are just as capable as those who create mob farms.
I certainly find it satisfying to develop big, efficient machines to generate and/or kill mobs to collect lots of items without any direct monetary reward, since I can sell the items. Similarly, if I'm mining, I can set up a SignShop where I can sell my spoils, without needing to be paid specifically for the mining.
I, too, see the draw in creating a machine that is efficient at what it does. But if Player J can create 100 items a minute and Player B can only produce 1 every five minutes, J will value that item less than B. Eventually B will just buy all of that item from J. Player J could end up with a monopoly and start rising the price of that item until another item farm pops up. As such, I think such giant machines should be limited to sorting the spoils of an adventure or a mining expedition.
The Number 1 thing I want to avoid in 1.9 is the economical imbalance we had in 1.8. If we start 1.9 and everyone jumps to a mob farm to create their shops I fear we'll have a similar scenario. Thankfully it looks like we'll be using Lapis as a currency so the gap won't be as big as it was with Gold but I don't want to undervalue the work a player puts in to manually farming cows for meat to sell at their shop compared to someone who automates the process. Which, is where the jobs plugin comes in again. The player can get money from farming cows manually which could be seen as a subsidy to keep the price low. If someone wants to automate the process and sell meat for 2d, the manual labor farmer would have that "subsidy" from the plugin to compete. This plugin would also reward those with currency if they decided not to mine for spoils. They could raise cattle, harvest wood, create weapons, etc and buy their coal, iron, diamonds, etc from those who mined. I feel this is a very self-sufficient model, as not everyone may want to go hunt for lapis ore in order to earn money. I feel like we'll attract a wider player base too as not everyone may find mining enjoyable but they certainly take pride in farming and harvesting.
If after a few months there's some stale progress maybe then we open up the possibility for mob farms or something. But I think it's wise to start conservative and then relax the rules to properly regulate the gameplay as it evolves it's own political, economical and, social structures. And it's here where player input would be critical. They could voice that they aren't earning enough from farming. So then we can decide on a proper solution.
If we do the phpBB-to-MC plugin to, then we ensure every player has an account on the forum to speak up with while also, more or less, gray listing. Though maybe it could be whitelisted to the accounts registered on the forum then those accounts need a secondary permission to participate, otherwise they are just visitors/guests who can only look around.