Sdiddy73

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Total Posts: 1,092
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Fri Feb 4 13:08:24 EST 2011

Well Heroin got me thinking....something a tad diffrent but....what about a monthly tax. You have 3 diffrent cla**es in game....Upper cla**, middle cla**, and lower cla** like in real life.

For example -

Lower cla** = 0 - 99,999,999

Middle Cla** = 100,000,000 - 999,999,999

Upper Cla** = 1,000,000,000 - XXXXXXXXXXXX

You have a monthly Income tax for each cla** - Lower (1%), Middle (2%), Upper (3%)

The money from the tax could then go into the lottery for a nice grand prize.

You then have ther lottery setup for a monthly lottery and up the limit of tickets we can get to win to 100.

Just an idea and the numbers were just something off the top of my head  (smiley)




Symphony

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Fri Feb 4 13:34:01 EST 2011

Quote from Sdiddy73

Well Heroin got me thinking....something a tad diffrent but....what about a monthly tax. You have 3 diffrent cla**es in game....Upper cla**, middle cla**, and lower cla** like in real life.

For example -

Lower cla** = 0 - 99,999,999

Middle Cla** = 100,000,000 - 999,999,999

Upper Cla** = 1,000,000,000 - XXXXXXXXXXXX

You have a monthly Income tax for each cla** - Lower (1%), Middle (2%), Upper (3%)

The money from the tax could then go into the lottery for a nice grand prize.

You then have ther lottery setup for a monthly lottery and up the limit of tickets we can get to win to 100.

Just an idea and the numbers were just something off the top of my head  (smiley)



Yes that is quite interesting, and a good suggestion on adding it to the lottery.



Sdiddy73

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Fri Feb 4 14:49:18 EST 2011

I liked originally the theft idea but after thinking i dont know anymore.

It seams like the game needs some kinda of economy to dictate the pricing of items also.

If no one is buying a pair of Purple Moonboots at X amount...then the price should automatically drop. Supply and demand i guess ya could say.

I think i read before actually a while ago that Ck said before that he can make money if need be...but why not have a base economy that has everyone paying some kind of tax that keeps an actual FRp economy in game. Taxing would work.....it would put money back into the economy.

Then when we have our own vendors when an item sells it is taxed with a sales tax that goes into the main FRP tax thingy pot.

LOL i dont know if that could be done or not though

You can see what clas you fall into from highlighting your money and it would be listed as a t*tle under Income per hour.

Maybe even have 2 lottery's ...the daily lottery and a monthly lottery...the monthly works off of Taxes taken in and daily from what we spend.

Just ideas (smiley)




Symphony

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Fri Feb 4 15:20:47 EST 2011

@Sdiddy




Cyberkilla

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Sun Feb 6 6:22:14 EST 2011

Quote from Spendy
as per newb's getting hammered, add something that stops people above lvl 10 (for example) attacking people below lvl 10, so only lvls 1-10 can attack each other

then lvl's 1 - 10 would become the "training" period, before you get let loose into the big mean world

and as per the lower attack limit, that deffo needs changing, sure it wont stop the ladder effect, but say

lvl 50 has 1m
lvl 80 has 1m
lvl 100 has 1m

lvl 80 attacks lvl 50 and now has 1.1m
lvl 100 attacks lvl 50 & lvl 80 and now has 1.21m

but with 20 lvl below limit, lvl 100 now cant attack the lvl 50, so now only gets 1.1m

if you get what i mean by up there then



I see what you're getting at. That was the idea in my last couple of posts, though you've explained it better than I did.

I don't care about people attacking to high up, but the attacking too low down is problematic. I might make a few spreadsheets of the attack ranges for different percentages, and see if there's a better one. That's wishful thinking though, I suspect the solution is a little more complex than changing the percentage of the attack range(smiley)

A solution will be found! Since we have all of these NPCs available now, I don't think anyone can really complain about a few n00b slipping off the bottom end of their attack range. Once there are more players in the game, the problem will be even less pronounced.

Quote from Heroin
I'm almost certain any way you do this, money will work up the ladder. It's just the way it happens, and it's the way it should be. The higher level people worked hard for there levels. They take your money, so just f*cking make it back then, it's simple. There's more than just attacking someone to make credits.

If there's such a big problem with high levels being rich, then maybe implement a credit sink for higher levels to use.

Don't remove the ability to remove a level from someone, if there not active enough to attack a few times to make that exp back then tough sh*t.

Maybe even implement some sort of decay to banks that are above a certain threshold of money. Which causes the money to evaporate over time into thin-air, or trickle down the ladder.


I agree with you that the it is an unavoidable fact of games like this. After all, the rich people need money to buy more expensive items, etc.

I think what people are requesting is as follows:
- A way to make the attack range more fair; should a level 150 really be able to hit a level 60, when a level 60 won't stand a chance against the level 150 until he's grew 70-80 levels?
- Should a player be able to accumulate wealth indefinitely, with no threat of losing any of it? The general flow of wealth is up the level ladder, but those within ~10 levels of the rich player should be able to steal more of it back than they can at the moment.

It doesn't matter how many money sinkholes there are to encourage people to spend their Credits - some people will choose to accumulate incessantly, and I don't think it should be so easy for them.


Invisible War ][
Edited 1 time(s). Last edited by Cyberkilla @ Sun Feb 6 6:30:02 EST 2011

Dythark

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Sun Feb 6 10:35:01 EST 2011

I've played some games where there is simply a limit on how much money a player can bank. And I'm not talking about an upgradeable limit that can continue to grow. Everyone has the same limit. If someone has hit that limit and still has credits in their hands then they can't bank it and it is there for anyone who can beat them to steal.

Kind of a easy way past developing another skill that may or may not work in the long run. (smiley)