It's absolutely awesome to see such thought and discussion being put into the macro policy. This is in direct response to the recent macro clarification thread Macro Mods and You: What are the Limits?Macro policy has a large effect on the economy and the play experience. Recently, a lot of prices have dropped as a result of macro policy violations. So it affects everyone, not just macro-users. The thread linked above mentions three policy clarifications including AFK, click rate, and one-to-one setup. This poll is specific to the third policy clarification: Allowing macros provides a lot of benefits for players, including:Very useful life skills like coding and scripting.A new way to play the game, something new to explore and learn.Reduced hand strain.Reduced wear and tear on the keyboard/mouse.While an improvement, the clarification still allows macro players a competitive advantage over non-macro players. By simply pressing a key over and over, they can instruct their macro to craft or trade items at a rate faster than reasonably possible via normal non-macro gameplay. This means that in the same hour, a macro player could craft or trade substantially more items than a non-macro player.Secondly, this policy is difficult to enforce. A macro user may easily simulate the keypresses by creating randomized delays between actions. In that way, the entire policy would be circumvented, and staff would have difficulty detecting this to ensure a fair play experience. This means additional time and energy of staff spent on this policy, when they can be instead doing other things (or having a good time playing Minecraft).Thirdly, the policy has hidden complexity. For example, it raises a lot of questions about input versus output, what counts as a craft action, and others. Although these questions have been answered by staff, this additional complexity makes it harder for macro users to comply, increases the risk of non-compliance, and takes up additional staff time and energy to explain these requirements.Fourthly, for macro users, this policy creates additional complexity in the scripts. As well as adding largely to the effort for existing macro users, this makes it harder for less experienced players to develop and use macros. This, in turn, increases the barriers for other players who may be interested in using macros, to be able to use them.Instead of having the one-to-one requirement, I would like to suggest having a crafts/minute or trades/minute limit. This would be set based on the rate that a non-macro user can craft or trade items. In this way:The limit is fair for everyone, because the output is the same for macro versus non-macro users.It's easy to enforce. Staff just look at the time between trades or craft events. It could also be enforced automatically and kick players who craft or trade too fast. That would put the staff enforcement effort required to almost zero.The rules seem simpler (to my mind at least).Macro users need only add appropriate delays in their scripts, and don't need to worry about accepting additional key presses, etc...Macro users get to relax their fingers which is why they made a macro in the first place.The AFK rule still requires that players be in front of their computer. This requirement is much easier to enforce by simply PMing players if suspected they are AFK and using a macro.I've seen the alternative come up in the thread a few times so I wanted to put it to a poll so I could find out the official opinion of the community. Thanks for reading and voting!