[Concept] Economy-driven civilization RPG server — looking for brutal honest feedback before I dive into it

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I've been designing a server concept for a few months and before I dive any further I want to hear from people who've actually run servers or played on ones that tried something similar. I want to know what's been tried, what failed, and whether this is worth pursuing.

English is not my main language so I apologize in advance.

--The Core Idea--

A server built entirely around player interdependency. Not "everyone can do everything" survival. Not a magic RPG with classes that fight each other. Something closer to a civilization sim where the economy only works if people actually specialize and cooperate.

The fantasy is: a Miner digs ore in a controlled mine region, sells it to a Blacksmith who smelts and crafts gear, a Merchant buys that gear in one city and transports it physically to another city where it sells for more profit. Guilds (via KingdomsX) control mine territories, fight wars over resource regions, and build actual political relationships with other guilds.

Everything depends on everyone else. A Blacksmith with no Miners starves. A Merchant with no Guard escort is a moving loot chest.

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--Key Mechanics I'm Planning--

*Resource Regions — No ore spawns freely in the world. Specific mine regions renew ore on a timer. KingdomsX Outposts as control access. Lose the outpost, lose mining rights. Guilds fight for these.

*Weight System — Inventory Weight plugin makes carrying heavy goods slow you down. Merchants physically transport materials between cities at reduced speed. A fully loaded merchant is vulnerable. This is where Guards earn their pay and where Smugglers find opportunity.

*Scar System (Hardcore-lite)* — Three deaths and your character is permanently wiped. But not one-shot permadeath — each death leaves a visible scar (shown in TAB above your name), drops your stats, and drops your job level. The server announces every death. Two scars means everyone knows you're one mistake from oblivion. Revival exists but it's expensive — either a guild-crafted item requiring rare dungeon drops, or a paid option on the webstore. Not pay-to-win, revive by website would be somehow limited per player and recipe in game would be mostly viable for player just made it really hard to obtain.

*Bounty System — Players can place real coin bounties on anyone who wronged them. A Guard who betrays their Merchant escort gets a bounty. A Smuggler who got caught gets a bounty. This plus KingdomsX diplomatic consequences makes betrayal genuinely costly.

*Points of Interest — Scattered NPC vendors across the map with limited daily stock of rare materials. Merchants who know the routes and check these regularly have an advantage over those who don't.

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--What I'm Deliberately NOT Doing--

No Elytra combat meta. No Totems of Undying. No magic skill explosions or anime abilities. The goal is a server that still feels like Minecraft — mining feels like mining, smithing feels like smithing — just with actual stakes and actual reasons to interact with other players.

I've played on incredible RPG servers with massive bosses and magic systems and they were genuinely amazing. But I want something where the drama comes from player decisions and politics, not from combat mechanics.

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*Plugin Stack (Current Plan) - what I thought about for an idea and what i found in terms of plugins that could make it possible.

KingdomsX, AuraSkills + JobsReborn, MMOItems, MythicMobs, WorldGuard, OreRegeneration, SovereignTraders, Inventory Weight, NotBounties, CombatLogX, Skript (for the Scar System logic and other things), LuckPerms, BlueMap, Citizens, TAB + PlaceholderAPI

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! What I Actually Want to Know !


  1. Has something like this been tried before? What happened to it?


  2. What's the failure point you can already see that I'm not seeing?


  3. As a player, what would make you quit in the first hour?


  4. The weight system for merchants — fun or annoying?


  5. The Scar System — does it create good tension or does it just make people play scared and boring?


  6. Is the player interdependency concept genuinely compelling or does it only sound good in theory?

I'm not looking for hype. I want to know what's wrong with this before I spend time, probably months of free time building it and trying to make it work.

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