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Ideas for Taxes
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dagger4k
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Post: #21
RE: Ideas for Taxes
The thing is you need both an item sink and a gold sink both of which has been stated

Item sink
Code:
The degradation of weapons, By having this it increases the trade between players, makes items rarer. This can be added through different ways;
- Tools can only mine, lumberjack a certain amount of times before breaking
- Combat actually hurts armour, weapons etc
- Clothes get damaged from spells (fire etc) and mele
- rare items SHOULD have charges allocated to them aswell as alot of differnt uni items
      -- EG +5 taming belt can only be worn 50 times then it breaks down. ( can then add maybe magic weaving skill or an item to return charges or it will break)

Gold Sink
Code:
- One of the best ways I can think of is adding a fee to houses. based on the size it should change. ( Small brick houses have 0 fee -- > big castles that have a much larger fee ) What this also does is restrict how many "big" houses there are and makes them seem more unique.. This also allows for and encourages guilds ( not everyone can afford a castle)
- Player Vendors should take a % of the cash, for example when you get your gold from a vendor they should take 15% of the money, for salary etc.
- You should not allow selling back to vendors, if you do restrict it to maybe $1000 per vendor?
- Maybe you can add vendors to do things such as repair armour, tell secrets, bribe idk it depends on your shard..
The thing is like any MMORPG you have a consistent and growing world. I think so many shards out there don't take into consideration the economy. (inflation, supply and demand of items etc) I think when you look at it shards such as UO forever, UO second age work together to enhance the economy. (especially within the player interaction)
09-20-2013 10:49 PM
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Anarch Cassius
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Post: #22
RE: Ideas for Taxes
Well here's one thing I'm working on for my faction system. Taxes.

I'm basically doing a mix of EA's, Everquest's and Soulless' faction systems. More factions than EA, heavy NPC influence and different town capture but many mechanics are borrow from EA.

What I am not copying is silver. For one I'm using Silver in my currency system. For another adding resources from PvP seemed silly. So how do factions get there money? When you control towns you can set a tax rate that applies to all purchases in town. This money goes directly to the faction treasury for use on improvements and specials. Players using faction vendors spend normal currency, they just need faction privledges. You can also simply donate money to your faction to gain reputation, obviously with some restricitons.

So controlling Britain is a damn goldmine. The prices are high but everybody goes there anyway because it's Britain and they sell everything. But if you over tax people may just boycott your town.

So instead of factions making money out of nothing they draw it off the main economy.

Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
09-21-2013 06:41 PM
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JeBu
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Post: #23
RE: Ideas for Taxes
1) weekly or monthly payment for property. also make it so you can control specific areas. For example players who live near Britain are probably older players and more rich. (player should be able to set account in vacation mode and during that time taxes wouldn't be charged. actually no because players would abuse this by making extra account and move gold there and keep that account in vacation mode ("tax haven")

OR make property payment based on how rich player is. So if player have more money in bank/house he/she pays more property tax.

2) games where "house" wins more. Ofcourse poor players will play too but rich players will play more and lose more money.

3) Sell some rare dyes and rare items with special vendor and make those items really rare and expensive. Rich ppl will buy those items because they want to brag with their gold and it will also be good gold sink / fix economy.
09-22-2013 06:56 AM
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Mordaunt
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Post: #24
RE: Ideas for Taxes
The ability to control housing maintenance by region is something I incorporated into a script a while back as a means of not only getting players to spend their gold, but also to "encourage" players to build houses in specific locations by altering the "rates" and making less populous places more attractive to the wallet

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09-22-2013 08:26 AM
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Coruja
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Dimension Shard

Post: #25
RE: Ideas for Taxes
(09-20-2013 03:21 PM)Rattlehead Wrote:  well, thats all good and well, but if u dont create gold, then no players will have gold, no npc's will buy or be able to sell anything either.

i like the flow chart, as it allows you to pinpoint the issue pretty accurately tbh, and in my eyes, it seems that 'Degradation' is the problem child, i dont understand exactly what that is supposed to signify.
yea, gold creation makes the economy flow. No gold = no flow = no commerce
The problem is not the gold creation, but the situation of gold creation > gold removal. This will cause economic inflation where everyone will have a lot of gold to buy everything, many houses and many rare item, making the gameplay suck

but the degradation I think it's related to damaged items, like a weapon (value: 65gp) getting damaged and destroyed. For many ppl this weapon is not gold, but in economic terms, it's 65gp getting destroyed
09-23-2013 12:19 PM
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darksun84
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Post: #26
RE: Ideas for Taxes
what about implementing a bartering system Shock
09-23-2013 08:34 PM
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Mordaunt
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Post: #27
RE: Ideas for Taxes
With a lottery, which has already been suggested, you can charge <x> amount per entry, destroy a % of the gold and drop the rest into the jackpot. No one would know exactly how many people are playing and how many times they play, if you have a decent size player base you could conceivably destroy 50% of the money from each entry and still end up with a sizable prize pot to encourage people to play. Yes you will end up with some players becoming more rich, but overall the available gold in the world will decrease, and people won't stop playing just because they have won. That's how lotteries work.

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09-23-2013 10:09 PM
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amonvangrell
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britannia shard

Post: #28
RE: Ideas for Taxes
THIS IS ABOUT DMS, A VERY OLD SHARD...

NOT OLD LIKE OSI, BUT FOR A SPHERE SHARD VERY OLD. IT IS NORMAL TO HAVE ALLOT OF GOLD IN THIS SHARD, PPL HAD WORK FOR THAT.

THE PROBLEM IS THE ECONOMY STUCK...

IN THE DMS SHARD, CASE I THINK IT IS BECAUSE WITH THE LONG YEARS ON, ALLOT OF THINGS HAS CHANGED, AND THE INITIAL NUMBER OF PLAYERS ARE NO MORE. SO THEY HAVE ALLOT OF ACCOUNT'S LIKE MINE, RICH, BEING REFRESH BUT NOT PARTICIPATING ON ANY TRADE. PLUS, NOW DAYS THE SHARD SEEMS TERRIBLY DIFFICULT TO GET ANYTHING BY THE NORMAL WAY [BUG IS NOT NORMAL]. EX. MINING = 1 ORE FOR TRY.

RESULT IN A LOW NUMBER OF PLAYERS ACTUALLY PLAYING WITH NO RESOURCES TO SPEND, AND THE ECONOMY STUCK. WHILE THE GOLD AMOUNT SHOWED IN SCP ITS HUGE.

I BET THAT IF THE SHARD DID WENT BACK TO ITS ORIGINS IN PVP/PVM/RESOURCES[EASY], THE PLAYERS BASE WOULD RETURN. AND SO THE ECONOMY WOULD BE FIX.

ECONOMY IS NOT ''='' TO AMOUNT OF GOLD IN THE SHARD
ECONOMY IS = THE NUMBER OF ACTIVE PLAYERS [IN MY CONCEPTION]

THIS IS MY OPINION.
(This post was last modified: 09-24-2013 06:20 AM by amonvangrell.)
09-24-2013 06:17 AM
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Mordaunt
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Post: #29
RE: Ideas for Taxes
Economy is ALWAYS related to the flow of money.

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09-24-2013 06:27 AM
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Rattlehead
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Post: #30
RE: Ideas for Taxes
well, the issue with the lottery idea, is that not everyone will play, and it also depends on ur playerbase and how each player feels about gambling, so unless you can get a high percentage involved then its not going to actually displace that much gold.

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09-24-2013 08:40 AM
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