[SOLVED] Will this be allowed by Eula?

Discussion in 'Bukkit Discussion' started by mine-care, Mar 29, 2015.

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  1. Offline

    mine-care

    okay so I thought of something but I am not sure if it is allowed by the Eula..
    So instead of allowing players to directly buying ranks and or items, I decided to have a lottery running and let players buy with real currency tickets to take part to the lottery and mabe win something like a rank or items will thaT be fine with the Eula;
     
  2. Offline

    mrCookieSlime

    @mine-care
    Items would not be fine.
    Ranks are as long as they don't give you any advantages, so cosmetics only.
     
  3. Offline

    mine-care

    @mrCookieSlime why is this? They essentially buy the cosmetic ticket and when the lottery occurs they might get a non cosmetic object, so the purchase is no unfair game hangs for the other players.
     
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    mrCookieSlime

    @mine-care
    The EULA applies to the entire Game, Chances are not excluded from that.
     
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    Lolmewn

    Of course this is not okay. You always gotta think in extremes - let's say there's this one dude with way too much money who buys 9001 tickets. Surprise, he wins tons of shit, including ranks and items. It's no different than buying them directly, except that you have a chance you won't get anything.
     
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    mine-care

    @Lolmewn what if i set a buy limit to 1 per hour (so one ticket per lotery run :p) naa jk i see the poing :- ( Mojang decided to ruin multiplayer right? because in a litle server 2$ a month is not much of a deal but 15 or 20 is a lot to be covered by someone voluntarely :- (

    Thanks @Lolmewn, @mrCookieSlime
     
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    Lolmewn

    @mine-care You say multiplayer is only nice when there's money involved? I encourage you to reconsider.
     
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    mine-care

    @Lolmewn no never! multyplayer is indeed way better without pay to win concept playerwise, but ownerwise it is hard to keep it up when you need to pay 15-20 (in my case atleast) a month to host it and never get your money back, i am not talking of a profit but for the ammount payed for hosting at least. The reason why i said they ruined it is because only a few servers will survive this^ and they will most likely be the big ones, but not all minecraft players like huge servers, they sometimes prefer small comunities with limited players, these servers will disapear aparently :(
    The reason why large servers tend to survive is because they have a lot of people at their disposal willing to pay over 100$ on some ocasions for a purely cosmetic rank. In my case, from personal experience, in my small server back when it was somewhat popular (10-15 players on) i had a perk for 0.79$ alowing you to do a lot of things, ammong them the ability for hats, custom sound broadcast, chat name color customization, and particle effects. none ever bought it, what makes you belive someone will now buy it, now that it lost features (due to eula) and server is no longer popular... (not due to eula)
    And again to make this clear i am not claiming that multiplayer is nice only when real life curency is involved.
    Hope that fixes the mixup
    Thanks.
     
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    pookeythekid

    @mine-care I personally don't think small servers are going anywhere. There are thousands of small servers out there. Maybe a lot of them will just give up because of money reasons--which already happens all the time--but then there's some people who are just willing to dump some available money into simply having fun owning a small community. I shut down my server in August after realizing that I was only wasting money, but then a few months after that it occurred to me that money or no money, I was still having fun with it--so much fun that I'm in the process of putting it back up.
     
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    mine-care

    @pookeythekid doesnt that make it kind of unfair? the pay to win concept was removed and the pay to host concept was born... only people with the ability to pay for their small comunity will have the ability to keep it up. :- (
     
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    pookeythekid

    @mine-care That is a little true, but then how much has really changed? Isn't it considered better to most people to donate to big giant servers, where they get more cosmetic perks to show off to more people? And the smaller, more community-based servers which still have pretty great perks: people didn't have much reason in the first place to pay-to-win against not very many people.

    As for pay-to-host concepts, the principle hasn't changed much with the EULA enforcement. From what I've seen in my owning experience and from playing on other semi-small servers, very few out of the total player base can or will donate, regardless of the kinds of perks. If a server is to get plenty of donations, it needs a large amount of total players, because only a percentage of those total players will be donors. Because of this, it takes sacrifice to intentionally keep your server small; you either have to dump lots of money into a small, donor-less server, or fight hard to get your server popular and make some profit from it.
     
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    mine-care

    @pookeythekid well that's part of the point i want to make, small servers almost completely lost the chance of donations because none is gonna buy a custom Hat for him and 2-3 others to see, but they would probably buy a armor with all enchantments for example, or a perk giving them invisibility lets say.
     
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    sablednah

    There's a few ways you can still work well. As said before cosmetic ranks and things for "bragging rights" - but also more practical things - like VIP slots.

    Basically, you can charge at the door. As as most small servers cant afford to go "members only" you can instead sell queue jumping and priority.

    Personally - I'd think more about the type of player your attracting - the prevalence of P2W has fostered a "what's in it for me?" attitude in some players. The answer was "cool stuff" when it should be "play with a group of awesome people".
     
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    mine-care

    @sablednah that's right but why lose players because you want to force them to donate (I consider the pay to enter, force to pay.) necause if someone likes the server but is not able to donate to keep playing in it boom you lost it and it is not only bad for you but for the player as well, it is equally bad to have a server with only players who can pay at the entrance and having ingame pay to win donors. Also in the server I was talking about , it was a peaceful survival server so there was nothing for players to win there and in the rans the stuff included where like 5 diamonds or an enchanting table and in the best of all cases it was access to /heal (others too) and /repair
    But now I can't have those in a server that is essentially a build server with nothing to compete for between players.
    I thought of priority too but I think it is equally bad as pay to win to separate players to the priories and the normal users, lastly I think pay to win is miss interpreted. When you give a kit with all kinds of stuff in it in a server with pvp or generally competition between players where all the gear matters, then yes it is pay to win. Whereas in a build server if you give the ability to someone to heal I don't think this is unfair for the rest, the other players will not lose anything if a guy heals himself or another player,
    Thanks for your reply :)
     
  15. Offline

    sablednah

    Your argument for items in peaceful is an interesting one - and I'm afraid without the ability (ie:time) to judge on a case-by-base merit blanket rules have to be made. (The other interesting case was for balanced - but different game play options i.e. rpg classes)

    But the only practical way to enforce it is to make a blanket rule "all players must experience same gameplay" is the gist of it. And even in your peaceful situation there is competition - in this case the best house/stature/build - and Billionaire Bob with his millions of 5 diamond purchases (or buying every day for weeks to get same slowly) will have the prettiest house.

    Sorry to say that you are in part suffering from the blanket rule needed - but not entirely.

    To be honest you have to do the same as every other small server - find the thing that makes you different and makes people want to come back and play on your server. Whether its a map, a gameplay thing - or even just the friendly nature of the community.

    To get back on topic: Your raffle idea is good tho' - but you need to change the price of entry. Instead of cash - go for votes - with votifier or similar. That way everyone is capable of doing it so its balanced and "legal". But it instead contribustes to advertising and awareness and new players increasing chance of finding an donor player.
     
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  16. Offline

    pookeythekid

    @mine-care It's not necessarily that people lose power when other donors have some amazing powers like /heal or /repair or have a chestful of diamonds. It's simply that those donors gain too much power, usually so much so that it's very unfair to other players who can't afford their own donor ranks.

    The EULA says that you can't make money off of Mojang's product, Minecraft. In short, that means you can't sell perks that directly affect Minecraft gameplay. Diamonds, for example: they're a piece of the game of Minecraft, and if they're used in a way that gives advantage in the way you play Minecraft (namely survival), they're off limits for donor rewards. However, with cosmetic perks, you're not technically making money off of the game of Minecraft. Either you or other people have worked hard to independently create some fun cosmetic plugins, as well as maybe built a cool Hub map in which players can show off their cool gadgets. Minecraft is the platform upon which you've created these things, but the works are you own doings, not actual pieces of Minecraft and Mojang's work.

    Jumping topics a little, survival has been misunderstood from the moment players started paying for what are effectively cheats (although I have no idea when that time was). What @sablednah said...
    ... I agree with. At the start, survival was this simple, community fun thing. When game-affecting perks--like repairing, enchanting, items, flying, etc.--were introduced to survival, pay-to-win wasn't necessarily born, but rather pay-for-cheats was born. I do agree with you on that one--pay-to-win primarily applies to minigames, or big servers.

    So here's my wrap up, because my tired brain feels like if I keep typing much more, I'll start going off on very redundant and useless things. At the start, small servers were much more about the community than they were about the money and rewards; after all, you don't set up a vanilla server with your friends to get some profit. Then the concept of a small server strayed from what it should have always been, while people started "donating for" (more accurately, buying) in-game things that let them get off easy, work-free, which completely defeats the purpose of survival. But now, with the EULA being enforced, I'm actually a little grateful. The EULA enforcement has pushed server owners to be so much more creative with their donor rewards, and personally has led me to realize that survival is so much more about people than it is about money. (That was a long wrap up :p )
     
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