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Ideas for Taxes
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Alaric
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Post: #31
RE: Ideas for Taxes
Well, this kind of "artificial expenditure"(used translator) is quite effective in some extreme situations but shouldn't be always used. Of course, if you put in the lotery unique items you will easily get rid of tons of money.

Btw. The percentage of gold, got from selling items through vendor, to vendor is a good idea. Confused (pretty bad sentence Big Grin).
(This post was last modified: 09-24-2013 09:06 AM by Alaric.)
09-24-2013 09:01 AM
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JeBu
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Post: #32
RE: Ideas for Taxes
Good idea put lottery reward as money and unique items.

Also Casino blackjack, poker and other games where players lose money.

Auction for unique items (only one item of each in the game) Some rich players wanna waste their money to get those items.
09-25-2013 12:23 AM
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RanXerox
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Post: #33
RE: Ideas for Taxes
Here is an explanation of an advanced economics concept that might come in handy for dealing with the hoarding of capital:

http://en.wikipedia.org/wiki/Demurrage_%28currency%29
10-10-2013 01:52 PM
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Anarch Cassius
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Post: #34
RE: Ideas for Taxes
Interesting. I always though it a little convenient that a mystic banking guild offers a free extra-dimensionally stowed safebox to every citizen. I mean it's a great setting convenience but giving a little more thought to how such a bussiness would operate is interesting. At least the magic guards zones are clearly a publicly funded service.

On my server the "bankbox" is your "free checking" and they sell storage upgrades, some kind of demiurge might be a cool addition. I think houses already have an upkeep system availible.

Speaking of checking, that's typically a service banks make money on. Something to think of in making systems. I haven't actually implemented checks yet. Smile

Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
10-11-2013 07:19 AM
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Mordaunt
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Post: #35
RE: Ideas for Taxes
Extra-dimensional bank boxes.... well I guess that explains that time lord running around doesn't it....

I added all kinds of ways to syphon money in my house system.

Maintenance fees.
Regional maintenance fee variations, and I am currently adding in a fee to increase what players have to pay in maintenance if they have over a certain number of houses.... Oh I should call it property tax or something I dunno.. I don't have a good name for it yet.

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10-11-2013 07:55 AM
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Feeh
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Post: #36
RE: Ideas for Taxes
Sorry this is an old topic, but I had some ideas

In order to control the economy and remove the player's money, you can use two simplified real world economics variables

The first one, is the lack of natural resources. (ores/logs/reagents/any kind of resource)
Stanic's server has a lot of player farming ore/logs AFK. You can limit the amount of ore/logs by global amount. Ores/ingots should not be higher than a pre-determined limit, but you can not punish new players.
So, if a new player start mining, it can mine up to 10k ores without being affected by the resource limit, when the player reaches its cap, the gathering becomes limited by the total amount of ore, just like Bitcoin virtual limit. Skill gain should also not be punished, allow players to gain skill even when they fail on mining.

The second one and the dangerous one, inflation. The amount earned by all of your players, should be the same as total of spent/lose. The ratio between those numbers should dictate the price on your vendors. New players should not be affected by the price changes, until they money flow reach a specific cap (50k?)(progressive insertion to the inflated world should mask things) and they should not be able to help others players by it immunity to the inflation. Make it account-based, use the advantage of limited account by ip/player

You can use some math and control the economy with ease, Erf/log curve to limit the resource gain, virtual caps to not hardly punish the players.

Disable item repair and make them break, force your players to consume resources and spend money on random things, like lottery (as said).

Before putting this system to run, simulate its effects by using real variables. Our local journal (Folha/Folha SP) created a stocks simulator to allow people to use fake money and invest on fake (real-named)companies to see how they could have fared in the real world(using the same data from real world stocks). Do the same with your players, create a hidden virtual economy, log every money transaction, put the data in your simulator, adjust the variables then put it to run on your server. Then adjust the variables daily/weekly/monthly to not punish your players and not harm the economy. Just remember, is you that dictate the rules, the amount of resources and money, watch closely the system run, log every data. this is a rudimentary, small scale example of what economists do

As an old ex-staffer of this server, the economy was hyper-inflated due the easy skill/money rates. AFAIK, there was no deep study of how to revert this picture. That's why I'm proposing a real-economic approach.

If you're wondering, yes, this might have major repercussions during the install stage

---
Sorry for any typo, I am sleepy

Feeh/Epila - Nightly releases / SphereWiki / Github Issues / Sphere's GitHub
(This post was last modified: 01-25-2014 01:04 PM by Feeh.)
01-25-2014 12:36 PM
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Mordaunt
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Post: #37
RE: Ideas for Taxes
Limit how many resources a player can gather?

So what you are saying effectively is:

In order to fix a server's broken economy or prevent it from breaking..... change the game mechanics completely.
I have never heard anything so stupid.

In order to prevent players from AFK resource gathering, just make it more difficult for them to do so, don't limit what they can collect as a whole.

Though I agree with repairs e.t.c.. to a degree, I wouldn't disable them completely I would make them cost more to do each time something is repaired. That way players could repair that epic item they have but at a cost that would eventually become so great that they may finally decide it is not worth it. This would remove more resources than just disabling repairing all together.

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01-25-2014 10:39 PM
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Feeh
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Post: #38
RE: Ideas for Taxes
It is not changing the game mechanics completely, the idea is to make the resource income harder when the world is full of it. Each player mine about 5~10k ore daily (and uses less than 10% of it), I'd guess each player contains about 100~300k of ores and counting. The resource-based item turnover rate is very high with no gold transaction on it (pvp/loot). Since there is no skill cap, easy gain rates and a high pvp focus and high gold/resource income, player can easily advance by their own. My idea is based on making players use more resources than the income, until the resources become in a reasonable amount, then it get back to normal rates. Your idea of progressive repair cost is great, but it still does not cover everything. I see the main problem is the easy rates, I was trying to make the gain harder and increase the outgoing, that's why I said to log every data and simulate the gold/resource flow, so you can fix the resource leak by the root.

Since everyone is able to advance by their own as they are overfilled with resources, what is the problem in making the resource income harder until a reasonable point?

Feeh/Epila - Nightly releases / SphereWiki / Github Issues / Sphere's GitHub
(This post was last modified: 01-26-2014 02:41 AM by Feeh.)
01-26-2014 02:09 AM
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Mordaunt
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Post: #39
RE: Ideas for Taxes
If they are mining 5 to 10k a day then your issue is with...
Letting them AFK mine.

Fix that and you don't have to cap resources.
Why do things the hard (crazy) way?

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01-26-2014 02:44 AM
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Feeh
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Post: #40
RE: Ideas for Taxes
Avoiding AFK resource farming will make the (BR) players stop playing, they just want more, behave like kids. You may be wondering "oh god I am really dealing with this kind of problem?" Yes, they start leaving out the server as they did some time ago. Every UO server runs the same economic flow, why this one has to be different? I really don't know, my best guess is because of the easy rates and the res. farming. It is overfilled with resources/gold since 2006 (when I staffed it). My idea sounds like a huge unnecessary white elephant, but from what I know about the server, it is the best option to fix an already broken economy. They changed the server rates but no changes was done to control the economic flow

I really feel my hands tied when dealing with BR servers, the main gaming perspective is a lot different than the usual. I don't know what to instead of using this white elephant to not directly harm the players. Yeah, that sounds small but it is my best idea to deal with the current picture of his server

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(This post was last modified: 01-26-2014 03:22 AM by Feeh.)
01-26-2014 03:22 AM
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