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Economy

The Frontier runs on real money now. Everyone starts with $100, earns more by fighting in events and selling to the shop, and spends it at the server store, the player market, and whatever comes next.

No debt is possible — you can't go below zero. Check your pocket with /bal, see who's rich with /baltop, and hand cash to someone with /pay.

How money works

  • +You start with $100.Every player gets a one-time grant the day the economy goes live. From there it's on you.
  • +Earn it by playing. Event payouts are the main faucet — Boss Rush clears and PvP matches both pay out (participation, kills, wins, MVP bonuses). Selling clean items to the /shop is the steady-drip alternative.
  • +Spend it at the server shop, the player market, and the money sinks built to keep prices from spiraling. More cash features will land as the server grows.
  • +The commands: /bal checks your balance, /baltop ranks the server, /pay <player> <amount> sends money to anyone.

The Shop

/shop opens the server store — 104 items across seven categories, with prices that actually react to the server.

Prices move like a stock ticker

Every item carries a price index, and it re-prices once a day, at midnight server time, off what the server actually traded the day before. Sell the shop a mountain of iron and tomorrow iron ticks down (up to 5%); if everyone was buying, it ticks up; on a quiet day it drifts back toward normal. Buy and sell prices ride the same index, so a crashed item is also a bargain to buy — and nothing ever swings below 60% or above 140% of base.

Steady all day, capped per day

Prices hold steady all day — no mid-session surprises — they only move at midnight. The shop also only buys so much of each item per day: hit the warehouse cap and it stops buying that item until midnight.

One catch: only clean items sell.Renamed, enchanted, or damaged gear never matches the catalog — so you can't cash out event loot at the shop.

Daily deals

Nine catalog items go on deal every day — 25% off to buy or +50% to sell — rotating at midnight server time. Look for the ★ in /shop; the day's deals are announced when you join.

Market nights — the black market

Twice a week — Tuesday and Friday, 9 PM to midnight server time — the black market opens: buy-only exotic goods (golden apples, totems, wither skulls…) at steep prices, with limited stock per window. When it's gone, it's gone until the next market night.

The seven categories

Building

Stone, dirt, glass, concrete — the bulk stuff bases eat by the stack.

Wood

Every log and plank type, for when the nearest forest is a trek.

Ores & Minerals

Iron, gold, diamonds, copper, redstone, and the rest of the rock.

Farming

Crops, seeds, saplings, and animal goods to skip the grind.

Mob Drops

Gunpowder, string, bones, ender pearls — the stuff mobs cough up.

Food

Cooked meals and ingredients so you never raid your own pantry.

Utility & Sinks

Name tags, saddles, sponges, XP bottles, TNT. Buy-only money sinks.

Prices may get rebalanced after launch, so the categories are the durable part — the live price table (shown once the shop is online) and the in-game ticker always have the real numbers.

The Market

/market is the player-to-player side — set your own prices, no middleman but a small fee.

  • +Browse the listing GUI to see what people are selling.
  • +List your own — hold a stack and type /market sell <price> to put it up for the whole-stack price you set.
  • +Sellers pay a listing fee when an item sells.
  • +Offline when it sells? The money lands in your mailbox. Listings survive restarts.

Sign shops

Prefer a physical storefront? Put a sign on a chest or barrel, write [shop]on the first line with an amount and a price, and it sells the chest's first item — enchants included — at your price. The market fee applies, and your stock is whatever's in the chest.

Daily login rewards

Show up each day and get paid. Your first join of the day drops cash and a haul of loot straight into your inventory — no command to run.

  • +It's a streak. Day 1 pays $100 and the payout climbs every consecutive day, up to $500 at a 14-day streak (then $500 every day you keep it alive). Miss a day and it resets to 1, so keep it going.
  • +Loot every day, and it upgrades with the streak — golden carrots and iron at first, then gold, diamonds, and XP bottles as the days stack up. Hit a milestoneday — 3, 7, and every 14th day after that — and you'll bag bonus loot (the every-two-weeks milestone drops diamonds and an enchanted golden apple), with a server-wide shout-out.
  • +Run /daily anytime to check your current streak, your best streak, and what tomorrow pays.

The day rolls over at 5 PM Arizona(UTC midnight), same as the rest of the server's daily resets — so your streak ticks over mid-afternoon, not at local midnight.

Where the money comes from

Events are the main faucet — and it's clear or nothing. Boss Rush money enters the economy only on clears (a wiped raid pays $0 — no participation money, no bonuses), while PvP matches pay participation, kills, wins, and MVP bonuses. Selling to the shop is the steady-drip alternative.

And where it leaves: Raid Key start feesare the biggest repeatable sink — $150 × (Pit + 1), sunk win or lose, up to three starts a day — alongside the shop's buy-only utility goods, the black market's steep prices, and the market's listing fee. Key runs also pay out at 0.75× to keep them honest.

Full payout tables live on the PvP Arena page and the Events hub.