Post any ideas / suggestions for the game servers here.

Should the transaction tax be reduced?

NO! You are clearly a communist and I want to roast your cat.
34
67%
Yes, to 7%-9%
1
2%
Yes, to 4%-6%
7
14%
Yes, to 1%-3%
9
18%
By 5292r6
#106176
Prodigy9 wrote: Image
Well, the second one is just 2.0.
By Prodigy9
#106209
5292r6 wrote:Well, the second one is just 2.0.
Huh--I didn't realize that. Wasn't around for 2.0. I have seen a bit of nostalgia for that system, though...
By MrChaosTheory
#106217
Intelli wrote: I think /trade or /home should have transportation times. (35 blocks/second).
Ex: Traveling 2,000 "blocks" would take 57 seconds.
If you're taking about 5.0, it would serve its purpose in condensing plots, but inevitably would need changing when the map is fully developed upon.

If this is for the existing server, I can't see it's purpose aside for bringing more realism. There's a reason open-world games have fast travel, without it, it detracts from the game and is tedious. It won't force me to explore or travel routes I wouldn't usually take, it just adds a minute or so to my journey.
By eah
#106226
Prodigy9 wrote:More importantly, I think this would also promote a stronger sense of community and appreciation of your allies/friends/neighbors. If players are unofficially sorted into one of just a handful of large groups on the basis of where your nearest spawn city is, you'll probably develop a sense of pride in the architectural wonders / displays of wealth / PvP successes of your city... unlike the current system, which tends to favor a multitude of short-lived factions each consisting of only a few members.

If people don't like the idea of losing a centralized /trade area, that could be kept around, but I think the economy would be more interesting if /trade had a different area at each /spawn location. Local fluctuations in price could be possible, if the players of one city have a surplus of a certain good while players of another have a shortage; you could even make a respectable profit by trading (difficult to do in the current system, since trading with anyone, anywhere on the map, is pretty much instantaneous) if you travel between cities, buying things available for low prices and selling them where more generous prices are offered.
I think there are too few players on the server for such a locally dependent economy.

Speaking of the number of players, I've noticed that many new players tend to quit once they realize they can't build within immediate vicinity of spawn. And considering a majority of players are not veterans, the drop in the average number of players might be explained by the increase in the walking distance to public land. I think the 5.0 system will need something to force cities apart, rather than everyone building around the spawn. For the same reason, I think the other 2 spawns must be brought back as additional first spawns for new players if server traffic is intended to increase.
By Prodigy9
#106228
eah2119 wrote:Speaking of the number of players, I've noticed that many new players tend to quit once they realize they can't build within immediate vicinity of spawn.../... the drop in the average number of players might be explained by the increase in the walking distance to public land.../... I think the other 2 spawns must be brought back as additional first spawns for new players if server traffic is intended to increase.
Agreed. That would be an additional benefit to the idea that Doc H proposed.
By GaidinBDJ
#111638
In re tax: Actually, the only issue I have with tax is trying to figure out how much to /give so sellers get their asking price (or am I missing something and the tax is traditionally paid by the seller?). It'd be nice to be "/credits give blah 100+tax" or, I suppose it'd be easier to parse/implement if it was "/credits buy blah 100" where "buy" would make it so it'd figure the tax automatically.

Yes, I am aware I could just get not lazy and figure it out every time.
By Ste25
#111643
GaidinBDJ wrote:In re tax: Actually, the only issue I have with tax is trying to figure out how much to /give so sellers get their asking price (or am I missing something and the tax is traditionally paid by the seller?). It'd be nice to be "/credits give blah 100+tax" or, I suppose it'd be easier to parse/implement if it was "/credits buy blah 100" where "buy" would make it so it'd figure the tax automatically.

Yes, I am aware I could just get not lazy and figure it out every time.
Usually, the seller will pay the tax unless they ask you to pay for it.

Also, a rough guide to working out tax is to divide the ammount by 9, then multiply by 10. That will give the new ammount + tax.

EDIT: Or, you could multiply by 1.1 on a calculator.
By Prodigy9
#111647
This thread is a month old, and it's about how much the tax actually costs rather than about how to calculate it...
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