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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 11 Aug 2012 at 22:15 |
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I fail to see where imposing a penalty for changing the price of an item makes it MORE likely that people will change the price of an item. That is completely illogical.
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 11 Aug 2012 at 22:13 |
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but taxing for selling a resource, where you have too much of it, you want to get rid of it to someone and in the pursuit you lose money without guarantee of success ... that's fair?
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Quackers
Forum Warrior
Joined: 19 Nov 2011
Location: Jeff City
Status: Offline
Points: 435
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Posted: 11 Aug 2012 at 22:10 |
Rill wrote:
Again, I'm not questioning the tax, I'm questioning the fact that the tax is imposed in such a way as to inhibit pricing flexibility. The argument that it makes people smarter about the prices they post does not make sense, since an intelligent merchant adjusts prices according to supply and demand. This actually forces people to act dumber, not smarter. |
I don't get how to explain this to you Rill. Guess I'll try to give an example on how it worked on the other game. Big player had 10,000 of this item so he set it at 500 gold per item. Well with the tax he had to pay 250,000 gold tax, but would get 5,000,000 gold from the sale. Well he is unlikely to change the price because it would hurt his profit. This allowed the new players sell 10 of that item for 150 gold. Undercutting the big player but the vets that needed more of the item would normally just buy off the vet or eat up all the smaller offers until they got the amount that is needed. Making it so people never really needed to adjust prices. Though there were price wars on some items where the community won. People where trying to undercut other people which made prices of abundant items almost worthless. At that point most people just left the price over market value or took it off until markets stabilized again. This new set-up is also amazing for the people that want to be traders. This will help them understand the market and help them control the market if they wished. If all these people are selling hides for 50gold each and someone puts up 100,000 hides for 500 gold, this market will get people to stop selling for 50gold and start trying to sell closer to the 500. Still undercutting the 500 but allowing that player to adjust the market prices. Which allowed the trader to make vast sums of gold by predicting the market and changing it to his need. True this helps new players more then vets but it also helps take the market to a whole new level. You will see people trying all sorts of new things and the tax wont be something you need to worry about once you can influence the faction standing. On another note you will see people buy from the higher price goods more often then the lower price just so they can get more of what they need faster. (much easier to just buy bulk then saving money buying up all the little ones.)
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Make it your ambition to lead a quiet life, to mind your own business and to work with your hands, so that your daily life may win the respect of outsiders and so you will not be dependent on anybody.
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Ander
Postmaster General
Joined: 24 Apr 2011
Status: Offline
Points: 1269
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Posted: 11 Aug 2012 at 22:07 |
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I was surprised to hear the prices of rare herbs in the black market - varying from 50,000 to 120,000 per unit. How much are they actually worth? Just because all resources are not available at all places, prices are pushed up like this, often without competition. A non refundable tax is a good check on extremely unfair sell offers.
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Ander
Postmaster General
Joined: 24 Apr 2011
Status: Offline
Points: 1269
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Posted: 11 Aug 2012 at 21:50 |
Rill wrote:
I am not happy about the non-refundable taxes on sell orders (along with no penalties for canceling buy orders). This means that sellers of goods have substantially less flexibility than do buyers. I can say personally it's going to make me a lot more reluctant to put up sell orders, since I have no desire to lose money based on market fluctuations.
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The non refundable tax makes it difficult to monopolize the trade of a certain material by undercutting prices. (the kind of profit-without-production trade where people set up prices 1 gold less than the current price)
This also forces people with extremely large quantities of stuff to lower their price - like raw materials sales by people living near the trade hubs.
Tax for buy orders is not fair. You do not have a resource, you try to get it from somewhere, and in the pursuit you loose money without any guarantee of success.
Since buy orders doesn't cost anything now, it will hopefully keep the prices floating.
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 11 Aug 2012 at 21:45 |
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Again, I'm not questioning the tax, I'm questioning the fact that the tax is imposed in such a way as to inhibit pricing flexibility. The argument that it makes people smarter about the prices they post does not make sense, since an intelligent merchant adjusts prices according to supply and demand. This actually forces people to act dumber, not smarter.
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geofrey
Postmaster General
Joined: 31 May 2011
Status: Offline
Points: 1013
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Posted: 11 Aug 2012 at 21:43 |
Rill wrote:
Every game needs a gold sink? Why? And assuming there is a rationale, what makes this a good or effective one? |
Without a gold sink, player gold just keeps growing. Sure you can trade it among each other, but it never goes away. This is a problem.
The reason this is a problem, is because when players have 5,000,000,000 gold, they don't care about throwing around a few 100,000,000 to purchase some grapes (or any other resource).
This system eats up some of your gold, but that just means you need to calculate it into your sales price, like real merchants do. Meaning those players that enjoy playing business tycon are about to have a lot of fun. This is also encourages players to be smarter about what you put out there for sale.
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 11 Aug 2012 at 21:41 |
I actually purposely don't set my trade orders at the lowest price. Never have. I set my orders at the highest price that I think is likely to sell in a reasonable period of time. This system is going to discourage actual thought and just encourage people to place their orders at the lowest price.
I am not sure I'm interested in selling under these conditions. Black market for me and trade score be darned.
Please note: I have no objection to the tax, I think it's a great idea. The problem I have is with a tax that is charged for NOT selling things.
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Quackers
Forum Warrior
Joined: 19 Nov 2011
Location: Jeff City
Status: Offline
Points: 435
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Posted: 11 Aug 2012 at 21:19 |
Rill wrote:
Every game needs a gold sink? Why? And assuming there is a rationale, what makes this a good or effective one? |
Everyone likes to have the lowest orders on the market (which is not needed with this new system). I've played many games with this system and I have enjoyed it alot. It makes buying/selling off the market great and really improves the game. It takes millions of gold off the market and helps stabilize the economy. You will come to love the system Rill, it is really a good one. And yes this system will take millions of gold out of the game, I say at least 50-100m a month. I am truly impressed that the developers are able and have went to this market system. It will improve the game and turn this game around. As long as they don't start getting greedy with the prestige.
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Make it your ambition to lead a quiet life, to mind your own business and to work with your hands, so that your daily life may win the respect of outsiders and so you will not be dependent on anybody.
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dmar
New Poster
Joined: 01 Aug 2012
Status: Offline
Points: 11
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Posted: 11 Aug 2012 at 21:11 |
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So when we send a trader to a non-local hub we can see stuff that is there, accept and place orders. While sending traders to a local (visible) hub provides just the benefit of placng orders at it.
Am I right?
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