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Hunter still needs to be nerfed
I know people say it doesn't but that's just because they are all hunters hunter is currently the highest paying job (By far!) and all it requires is for you to semi afk with an auto clicker at a grinder, this is leading to 90% of the server just afk auto clicking at grinders printing currency with nothing to really spend it on.
In my opinion jobs that can be afk grinded should not be paying out more than jobs that require you to actively be doing something.
Hunters payout needs to be cut to 1/4 of what it is currently for mob spawner mobs, adding more incentive to kill natural mobs could be added as well, there are a few loot plugins that add randomized custom loot to natural mobs as well as mini bosses that spawn as well, your able to set it so these only spawn in the resource world to prevent player abuse farming them and adds some excitement about mining when they spawn. But the easiest way would just be increasing the payout for non mob spawner mobs or adding a **tool* that's only usable with mcmmo skill level 4000 or something. it will also add a long term goal for players to grind towards
Due to recent nerf this is not as urgent
Crafter needs to be updated
since chef was added and food smelting was removed from crafter it is literally mind numbing to level up and no real way to grind,
I suggest adding glass and other smeltable blocks to the payout list.
Blacksmith money/xp payout needs to be increased
the payout for smelting ore's is just terrible, not to mention the fact that smelting ore actually gives less ingots than mining with autosmelt .
the payout needs to be largely increased as well as the xp to make up for the loss of ingots.
Chef is way too overpowered
Like hunter chef can be afk grinded it takes a little more setup but if you need an example of how broken it is I'm the perfect example using a specially made farm and a disgusting smelter I spend 30min farming potatos and am able to afk for 4-8 hours making an average of $975 per payout tick making $702000 per hour adding in the alt I've recently brought in that payout is doubled to 1.4million per hour.
if I add on top of that that i can grind for those 30 min then sit at my grinder and afk autoclick adding hunters average payout on top of that it makes it around 2 million an hour, I realize that my setup is not the norm, but the fact that its possible is something that needs to be considered.
suggestions for fixing chef
reduce the payout of all the food items
since fortune works on potatos reduce the payout of it a lot more than the other food items
Reduce the amount of furnaces for chef even just making it so that chef only pays out for smokers this wont effect players that are new to chef just the ones abusing it currently as newer players wont have enough food to keep 100 furnaces and 15 smokers running
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The survival server desperately needs something players can sink money into every player has everything and millions of gold on top of that with nothing to spend it on and nothing to do
**Idea's for money sinks **
A buyable crate
similar to event crates that gives lower versions of event items with a small % chance of getting actual event items
or a "knockoff event crate" that has a 90%chance to give nothing and a 10% chance to give knockoff event items.
add buyable enchants to /enchanter that costs 1mil
+1 eff to a tool capped at 75% success rate (means players loose millions and even a chance to break tools, this is mainly for endgame players)
+1 fortune to a tool capped at 10% success rate
+1 protection 80% success rate
+1-3 unbreaking 80% success rate
i think the thing about the enchants that cost money is a good way, have them cost money to buy from /enchanter and have a fixed success rate and break rate, the goal is to have them fail and pull money and tools out of the economy, player rebuys tools and books rince and repeat there may end up being a couple of overpowered tools in the server but the difference is almost nothing with how much money players are gaining with grinding hunter or chef the adition of 1 extra diamond when mining means almost nothing the economy isn't bases off miner or 80% of the other jobs its almost completely based of hunter/fishing and is fast moving towards totally being controlled by chef.
most people have fortune 6 from the doge picks or /ecraft making fortune 7 its not going to change much. There may be a few players that succeed 5 times and make fortune 11 but the amount of money pulled out of the economy by creating these picks outweighs whatever gain they will ever be able to mine with it as well as it will pull immense amount of resources out of the economy like the reinforced diamonds, emeralds, gold and iron that it takes to craft the /ecraft picks as well as the money it takes to buy the enchant.
Special Item tags
Item tags that add the players name to the lore of an item similar to "signing" an item
Item tags that add a blocks broken/mobs killed counter to items ( this is something that players on an old server I played on went crazy for, me included. I spent countless hours just grinding to make that number bigger)
Admin Auctions
Another thing I've suggested before. An Admin Auction thats held every last day of the month that auctions off tools items from old events, items signed by staff/founders and a single peice of armour that has +5% jobs money. Have players pay 1mil to get access to this months auction, to make it fair and not have 1 person buying everything make it so players can only purchace 1 item only and after purchasing an item players need to leave/get removed from the auction. Don't list whats being sold ahead of time to make it more exciting and stop deals being made between players. or maybe just tease a few items.
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Fun events
add some timed events to survival like a "Meteor" that drops in resource world every 2-3 hours at a random location that's broardcast in chat or alternatively make it so miners lvl 50+ can use a command to find the location like /meteor find or something like that.
the meteor will consist of random netherack and 10-15 obsidian, the obsidian can be broken multiple times each 8-10 times and drops a lot of ore/rare items like coloshite or bloodstone
you could even use the code from the raids plugin you were making to make it harder for players to break the obsidian giving other players time to rush to it and break it as well
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Current event problems
the main issue with them is the lag but there are other issues as well, like once players complete their own event and have the items they no longer want to go to the event world and play it, leaving players that were late to the start of the event rush unable to find enough players to start a game,
Instead of hosting the events on the event servers why not have the events tied into jobs here's an example for Easter that's coming up
every time a job pays out there's a chance (could be set to whatever) but lets say a 1% chance for a rabbit to spawn on the player the rabbit will have speed IV and will despawn after 15 seconds
if the player is successful at killing it it drops an event crate that you can redeem at /crates. having an event like this not only keeps players in the game it also gives them a reason to grind more as well as solves the player count problem with current events .
another way is to make a sort of scavenger hunt using the same things you have in spawn that give doge pouches every month but instead give 1 event item each
You could decorate the spawn for each event move the positions of the old event item spawns ect
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