The reason for the protected region and placing blocks glitch is this: lag. Seriously. Back before we had more than 40-50 people on at one time (6 + months ago) you couldn't even attempt to place a block in a protected region. It'd just tell you "You can't place that here, protected region" or something like that. Now, you can see the block placed for a second (sometimes two seconds) and then pop back in your inventory. The only way to solve this "glitch" is to end lag which, in all reality, is just impossible considering the scope of the community now as compared to when I first started here. I don't have time to log on the server much anymore, due to life circumstances, but when I do have time, I now see 180+ people on at a time. That's a lot of people, and we're a non-white list server.
If we try to solve these "glitches" by banning people, you'll see roughly 100 of those 180 simply disappear. The only way to catch any of them is to get a screen shot of them in the act of exploiting a glitch.
Thabigdawg... we can't change the timing of when you get experience. That's programmed into minecraft itself. If we changed that, EVERYONE would need to have a "hacked client," which is also against the rules.
There's also so much more to minetown than just the economy. If the only thing you find fun is the economy, I have news for you. Over the 7ish months I've been with minetown, I've watched the economy start to crash. In fact, I consider Minetown in a recession right now. Prices used to be standard, 8 logs per 1 gold ingot. Now, you see 64 logs per 1 gold ingot. You also see a slower rate of expansion in cities, which means they aren't having as large of an income in their stores. As well, item enchants are random. Say you get a level 50 enchant... it is possible you only get efficiency I out of it. I'm serious. I had a 47 enchant that I did myself, and I only got efficiency I... I literally wanted to cry. So don't worry, a lot of times people will be wasting experience on worthless picks (worthless I mean like 10d). As well, picks aren't depreciating that much. In fact, I don't see any enchants depreciating. They're all in bids, and I see all the bids start at around the same price. The ending bid, I see lower and lower each time, however that isn't the definition of depreciation. Depreciation means the base value of the item loses its worth.
As to Adz example, I want to add that the 200d examples implies that the same amount of experience was used for the 4 and 20 (say 200 levels of experience total for both examples). That's the only way that example makes sense, but even then... the second example has to mean you have less experience in total than the first (since they are linear, not flat, in terms of cost-growth chart).
My source - University professors, however I interpreted their words to fit the game - Accounting and economics. Good example though, Adz.
If we try to solve these "glitches" by banning people, you'll see roughly 100 of those 180 simply disappear. The only way to catch any of them is to get a screen shot of them in the act of exploiting a glitch.
Thabigdawg... we can't change the timing of when you get experience. That's programmed into minecraft itself. If we changed that, EVERYONE would need to have a "hacked client," which is also against the rules.
There's also so much more to minetown than just the economy. If the only thing you find fun is the economy, I have news for you. Over the 7ish months I've been with minetown, I've watched the economy start to crash. In fact, I consider Minetown in a recession right now. Prices used to be standard, 8 logs per 1 gold ingot. Now, you see 64 logs per 1 gold ingot. You also see a slower rate of expansion in cities, which means they aren't having as large of an income in their stores. As well, item enchants are random. Say you get a level 50 enchant... it is possible you only get efficiency I out of it. I'm serious. I had a 47 enchant that I did myself, and I only got efficiency I... I literally wanted to cry. So don't worry, a lot of times people will be wasting experience on worthless picks (worthless I mean like 10d). As well, picks aren't depreciating that much. In fact, I don't see any enchants depreciating. They're all in bids, and I see all the bids start at around the same price. The ending bid, I see lower and lower each time, however that isn't the definition of depreciation. Depreciation means the base value of the item loses its worth.
As to Adz example, I want to add that the 200d examples implies that the same amount of experience was used for the 4 and 20 (say 200 levels of experience total for both examples). That's the only way that example makes sense, but even then... the second example has to mean you have less experience in total than the first (since they are linear, not flat, in terms of cost-growth chart).
My source - University professors, however I interpreted their words to fit the game - Accounting and economics. Good example though, Adz.