"I SURVIVED" 2014 DBupdate. . .2016?!? - Page 2 - ROSE Community Chat - WarpPortal Community Forums

Jump to content


Photo
- - - - -

"I SURVIVED" 2014 DBupdate. . .2016?!?


  • Please log in to reply
27 replies to this topic

#26 DoubleRose

DoubleRose

    Too Legit To Quit

  • Members
  • 1217 posts
  • Playing:ROSE Online
  • Server:Arua

Posted 07 July 2016 - 06:08 AM

So to be clear what you want is a 10% tax on trades and vending that is intended to fall on the buyer? I think it would need to be visually clear that there's a tax and I'd prefer it to be 5%, but there are other hurdles that first need to be tackled.

 

I vend essence for 90k.  I lose my essence and get 90k, the buyer loses 99k and gets essence.  Works fine.

 

I trade essence of 90k.  I put in essence and the other person puts in 90k. Is the game going to take 10% more from the other person and is that going to be clear?  How could that be programmed and would it make sense with the current trade system?  Since the two are in a trade won't the person buying my essence demand a lower price because of the tax? This wouldn't happen in vending because one of the parties is afk.

 

The trouble with the charge being on the buyer is that it only works through vending. You could say that's fair because people who are active in the market are getting better prices, but the market is too small for that to work.


  • 0

#27 Feuer

Feuer

    They pay me to post

  • Members
  • 10958 posts
  • Twitter:@LovatianOwl
  • LocationCaves of Owlverick
  • Playing:ROSE Online
  • Server:Le' Forumz

Posted 07 July 2016 - 08:46 AM

6ft448.png

 

If that helps make any sense.


  • 2

#28 gio2go

gio2go

    Amateur Blogger

  • Members
  • 103 posts
  • Playing:ROSE Online
  • Server:Polaris, Draconis, Arua

Posted 14 July 2016 - 05:55 AM

My barrel model has no agenda. I merely explained how the dynamics of intake and loss work and then said that the fix is "reduce intake and or the amount and size of holes". We seem to be in agreement that more holes appears to be the best option and I think we both are trying to make the sinks fall on the right players.

 

I never said that my solution is to kill the amount of zulie coming into the game, especially for newer players. I provided one example of how zulie intake for higher level players could be slightly curtailed and now I see a reason for the zulie boxes in dungeons since they pretty much cover the sinks for the players that are willing/need to clear and pick them. I see now that it's an example of zulie coming into the game in a good way since it affects the players who need it.

. . .

. . . It's possible to slightly increase the amount of zulie flowing into the game and also raise the amount leaving for a net loss in total zulie. Put in a 5% tax, but make drops worth more zulie and make zulie boxes give more. . .

 

 

. . I think it would need to be visually clear that there's a tax and I'd prefer it to be 5%, but there are other hurdles that first need to be tackled.

 

6ft448.png

 

If that helps make any sense.

 

This could work and may actually help stabilize our weird junon economy :) I say and I hope that we can see this put to test at 5%.


  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users