So I'm aware that the economy has been an aspect of survival plots for a while now, but I find it important to touch on this. The economy feature of survival ruined the creativity and uniqueness of the old survival plots. For the newer players who never played the old survival, there was no monetary system. Players resorted to materials like diamonds and wither skulls as tokens of wealth. This unprecedented style of server play fostered a tight-knit community that would trade their own items and truly appreciate each others builds. Now it is a mindless scramble to gather the most "fake" money with disgusting farms. Players would build fantastical builds utilizing materials from the legitimate survival world, and did not need some sort of factions/prison/skyblock -like store. Subsequently to the implementation of the economy system, plots in the survival world are littered with massive farms and only the occasional impressive build. Undoubtedly, the economy system destroyed the rare, unique survival plot system into essentially a worse and unoringal version of skyblock.
hello! I think this post was well said on how economy is bad from survival. however, I think that since it has been a feature of survival for majority of the seasons, i do not see it being removed, maybe only nerfed. which is what this season tried doing by taking away spawners, but thena nother problem comes in and that's there's no way to spend the money and it just all stacks up in player's balances. for your farm comment, I think with or without economy, there are going to be farms, naybe not as much as it is now where tehy take up a whole plot, but due to quests and such farms would be something most players make so they can complete quests more easily, myself included. fishing, I think fishing is a main factor for the eco being so broken, since players can just be on their phone or doing something else while theyre fishing and whenever they hear the sound they can double right click n such. I think eco has made trading easier, just with one problem, there's no use for money. like, yeah players can get money from farming, fishing, quests, etc, but once they have the money, there's nothing to spend it on. "/headshop" is useless and was a failed attempt for players to spend money on heads especially w/ a head limit on a plot. I think if there was another way for players to be spending money to give eco some use than just existing or flexing leaderboards. I think overall, eco has broken survival in a way, but there are still alternatives that can compromise with players who disliked economy and the newer players who whine that they can't live w/o it. For example, like, giving players to spend eco money on that goes to server and not other players so there's not people sitting at 200mil+ and/or to nerf fishing and farming to make money harder to make which can give it less value. since they removed pistons' ability to move things like sugarcane and pumpkins and melons to avoid autofarms, remove the ability for dispensers to break sugar cane to prevent autofarms that way (again, so money can't be afk'd). As well as, to level out quest rewards, I feel that some just are too much for what it is in general. maybe insetad of 2k/15k/40k maybe something like 100/1k/5k (i made a post about this a while ago, so it's not that good or developed but for more detail, ig, here it is). I think a similar economy to kit where things are very cheap since money isn't as easy to get; however, ik on the flipside when things are cheap and players are rich they can buy in large amounts w/o making dents and also keys. so, maybe not that, but at least to put it out there. anyways, I do agree that eco, in a way, "ruined" survival, but I don't think it will be removed... have a great day!