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More Enjoyable Side Hustles And rewarding grinding

CriminalRP

Level 25
FollowingCitizen
FollowingCitizen
Omega
What's your Minecraft Username?: CriminalRP
What's the title of your suggestion?: More Enjoyable Side Hustles And rewarding grinding

What's your suggestion?:
This is to make grinding more enjoyable for greenies and people not in businesses or factions, not really involving any stores or anything, just things to make fishing enjoyable and add more things to do to make money that is similar to fishing.


More enjoyable quests
There should be more enjoyable quests and rewards to grind on the side of roleplay, with rewards like money & ranks. I feel like there's a lack of enjoyable things to do other than factions, businesses, or crime. If more daily quests can be more rewarding, and monthly quests that are way harder but with big rewards would be nice. It could be like interactions, getting involved in something. Just other ways, kinda like the current quests.

More ways to make fishing enjoyable
There should also be ways to make fishing more enjoyable because it's not really that fun. Like fishing competitions, every once in awhile multiple servers already have this, and it works; it makes fishing more fun.

Fishing should be made rewarding for those who grind it because I end up making the same amount as someone with 0% fishing. Maybe the selling price should increase slightly if you have a higher fishing level instead of an illusion of luck, not too much to be overpowered, just maybe like increase it by 1k for 50% for 100% 2k to not break the economy entirely. This is merely a suggestion; the price can be arranged differently.

More side hustle ideas that unemployed people do in real life, and can make it pay similarly to fishing.
There's a street. Why don't we add a garbage update that forces players across the server to carry a broom to make a certain amount of cash by picking up garbage physically on the ground and throwing it away for money? Obvious there would be a select number able to spawn per day and not spawn everywhere.

Shoveling snow exists; why not make it into something that can make money if you get rid of it, and in the autumn, shovel up leaves? During the summer, why not add lawn mowers? There's grass; why don't we have people across the server mow lawns?

Another way is to add money gained from leveling up your attributes to 50% and to 100%, although not realistic, it rewards players for their dedication, since it's lengthy, it'd probably be higher than most side hustles, but low enough to not break the game.

Why don't we add mopping to the game, and mop dirty spots around the map, so that it appears frequently, but not frequently enough to where the plaza is covered in it, limiting the dirty spots around the map to a select number and spawn per day?


Problems
Animals should be limited to these side hustles because it wouldnt be realistic for some, probably only limited to fishing being that some people dont have adult characters and have lifes which is why some animal characters are used for grinding so i feel like fishing should be still acceptable because its realistic for animals that eat meat to fish up food, while these other side hustles can be done by humans in character if they need to for a time period The other side hustle suggestions can be expanded in time once i come with more ideas that new players could do to make money before they make a decission on what they wanna join.

A side note
The thing is we need to balance role-play and the economy a bit like grinding a little bit because to get started on this server it takes a lot of time to get decent things and run fast enough and do things like that which is why those side hustles probably wouldnt make as much as factions but it would make enough to buy weapons or over time make you a millionaire if you do it enough.

I'm suggesting more enjoyable side hustles or gigs for unemployed people that wouldnt need supervision from a boss, staff, or anything, just you.

Another note
These things are a lengthy process to code, so this would have to be a span of multiple updates, but it would make grinding less boring and not turn down new players due to the attributes and lack of things to do until they turn 16+

How will this benefit the server and community?:
Make grinding for new players more enjoyable by adding new things & improvising. Not necessary to make these side hustles overpowered, but enough to sc**** by like fishing did for years for these players.


 
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I don't want to see SRP become an RPG rather than a pure Roleplay server. There are already things that make this server grindy, and the last thing I want is to feel like that's all we can offer to the new players. We should focus on roleplay and create opportunities ourselves, rather than relying on rules from outsiders. Like side hustles, as you said, these things can be done/already were done by people. There is no need to 'break' the already broken economy any further. We just need to focus on the roleplay experience. That's also why greenies tend to have a harder time... Roleplay is not something a greenie is used to (speaking from experience).

I do agree on making events for fishing!! I play a fishing enthusiast, and believe me, that would make my day. I support that part of the idea, but I cannot support a suggestion that goes along with grinding. Attributes and /rolls really ruined it for me, and I'm traumatized.
 
Then make the economy more balanced and fair, and then we wouldn't need more ways to make money and grind to actually role-play.
I don't understand how the economy is not 'fair' in your scenario. I've been without a faction for a great portion of my stay in SRP (joined in 2021 and applied for my first faction in 2024), and I've never had an issue when it comes to managing my finances. Play for what, around 2 weeks (?), and you will have enough to afford a 50k apartment and a few more expenses, without doing anything but being there.

Now think about this for a second, because this is simple economics. I know the economy is broken in the server, so I'm not gonna argue that portion. However, if we give more money to people or make it easier for them to earn more, then prices would simply go up... It's that simple. We will still have the same issues as before because people are WILLING to pay x10 times more for stuff. I cannot control that, even though I argued multiple times that it makes 0 sense how the real estate market is cheaper than most of the stuff, which is a clear reflection of the imbalance you mention here, for example.

In the sense of ways to make money and 'grind', as a person without a faction, you can still go fishing and do auction flipping at the minimum, as well as try to apply for Businesses, Shops, or even do CrimeRP. All of these options I've tried personally before and after joining a faction, and they are MORE convenient if you want to rely on them. All of this ignores the fact that we, as players, can also apply to multiple factions to maintain a steady balance.

Long story short, I agree that the economy is broken, but that's more on us, consumers, than on any one singular entity. You can already earn more than enough money with the current 'broken' economy. I will never support a grind-based server, even with the flaws you and I can already see, not because I want new people to struggle, but because it will literally ruin the idea of roleplay, which is the main reason we have this server to begin with.
 
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no economy is fair. you work and you get money, work less make less. you cannot make people balance out money. prices would go up, there would be drastic changes. money is rewarded to those that work it off. you tailor the best? you get the most money. you get in the best faction and the beat rank? you get the most money. its simple buisiness and would be unrealistic.
 
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no economy is fair. you work and you get money, work less make less. you cannot make people balance out money. prices would go up, there would be drastic changes. money is rewarded to those that work it off. you tailor the best? you get the most money. you get in the best faction and the beat rank? you get the most money. its simple buisiness and would be unrealistic.
There's such a thing as a legal price limit in multiple economies, which includes minimum and maximum prices depending on the economy. It's called supply and demand.

Though it would affect the economy in certain aspects, most likely, I'm thinking negatively of this suggestion too now

things that could be affected even if price limits were set
like auction and illegal street dealing
 
Before I comment, you guys need to be more respectful when discussing this. "It's simple business" and "Now think about this for a second, because this is simple economics." are just plain rude.

The other issue is a lot of the major sources of income are not approchable to new players. That's the issue. The major sources are tailoring/art/etc, which are mainly OOCly processes (This is remedied ofc by characters just... being tailors ICly, however I truthfully find that not being a real thing from my limited knowledge.). Alternatively, you join a job-based faction which is directly/solely IC presence; the downside for new players is that, generally speaking, newer players are less likely to be accepted than older players. Older players simply know how to write the app better, have connections with people on the factions, or just have more knowledge about the intricacies of the faction from experience.

The repeatable quests, at current, give a grand total of: 3500 yen every ~8 hours (Assuming teachers/professors always host which we know is false). Fishing w/ 100 attribute gives ~10k per rod (Including the 2k for the rod).

The big issue with fishing is that it's an anti-RP commitment; no one fishing RPs. It is moreso, then, an OOC commitment over an IC commitment. (Again, this is remedied by characters ICly enjoying to fish.)

Overall, +1, however as people have pointed out, SRP shouldn't be a grind, it should be RP focused (Per an older forum post, the RP focus is already somewhat lost). Any grind should be RP oriented.
The fishing grind also isn't bad, a rod takes about 10 minutes to go through - that gives ~60k/hr which isn't as bad in the long run.
 
However, if we give more money to people or make it easier for them to earn more, then prices would simply go up... It's that simple. We will still have the same issues as before because people are WILLING to pay x10 times more for stuff.
thats the reason why legal price limits in multiple economies exist in real life, though multiple factions would be affected by this, like illegal street dealing, but it isn't impossible to regulate prices if newer players have more roleplay stuff to grind it would actually be fun, you realise how many hours it takes to get 100k by fishing it took me all night to get 100k.
 
Also, stuff like this is why no government is fully capitalist. & I didn't suggest anything that would make more than 10k except attributes, which is the fishing rod limit.
 
Before I comment, you guys need to be more respectful when discussing this. "It's simple business" and "Now think about this for a second, because this is simple economics." are just plain rude.
I'd like to clarify that my message wasn't meant to sound rude. If any of you felt like I was rude, I'd like to apologize for the confusion. I'm very direct and vocal, and I tend to make statements/comments that might be seen as rude, because of my lack of filters. Just rest assured that no malice is ever intended, and that I appreciate people who suggest on the forums, whether or not I agree with them. If I have a concern with someone, I would talk to them privately, and I hope that if someone has a concern about me, you do the same so we can sort it out. Never call them out publicly because I know how that feels. So, as I said, apologize for the confusion. <3

thats the reason why legal price limits in multiple economies exist in real life, though multiple factions would be affected by this, like illegal street dealing, but it isn't impossible to regulate prices if newer players have more roleplay stuff to grind it would actually be fun, you realise how many hours it takes to get 100k by fishing it took me all night to get 100k.
I agree that there should be some order to this stuff. As far as I'm aware, some tailors do use price limits, and for Shops, I believe they also have these sorts of regulations (This last one is a shot in the dark; I have no clue if they do). I agree with the order here, but not the price regulations. An alternative I could give you is to actually address this ICly to the Government, give us a few days to settle some of the Governor stuff, and we'll be able to help you here. Why shouldn't we address a matter that affects the Karakura economy ICly? After all, our money is still an ICly economy.

For the fishing part, I mean, sure, if we were only on fishing, then yeah, getting 100,000 yen would be extremely tedious. Thing is, though, allowances are still a thing, and you still make passive income without needing to rely on any other activity (enough for rent). Plus, fishing shouldn't be your main source of income, and I'd argue that it was never meant to be that way (earnings above 50,000). This alone would be up to the players if they see this trade-off between money and time as beneficial, and whether they would like to spend a night to earn 100,000 through fishing or try alternatives.



I want to point out that if there are roleplay alternatives to this solution, I will 100% +1 it, because I also want SRP to be greenie-friendly. Thing is, I don't want the community to turn into an RPG server; I want to see a solution that balances accessibility with roleplay. I hope you see where I'm coming from.
 
There's such a thing as a legal price limit in multiple economies, which includes minimum and maximum prices depending on the economy. It's called supply and demand.

Though it would affect the economy in certain aspects, most likely, I'm thinking negatively of this suggestion too now

things that could be affected even if price limits were set
like auction and illegal street dealing
No.

Do you wanna sit down and go through every item and find the average price and limit it?

Theres another thing in business called pricing strategies, competitive pricing.
 

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