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[REJECTED] Suggestion: Reduce Tax
Posted: Fri Jun 22, 2012 2:40 am
by CHAOSiron13
If the 10% transaction tax is meant to make the game more like real life in terms of monetary transactions, it's much too high. Really, the highest transaction fee I've ever heard of in real like is 3%. 10% is completely out of control. I'm gonna be using a poll. Vote your little hearts out.
Re: Suggestion: Reduce Tax
Posted: Fri Jun 22, 2012 2:57 am
by Intelli
CHAOSiron13 wrote:Really, the highest transaction fee I've ever heard of in real like is 3%. 10% is completely out of control.
http://en.wikipedia.org/wiki/Sales_taxes_in_Canada
Average in Canada is 10.61% sales tax - same concept
Re: Suggestion: Reduce Tax
Posted: Fri Jun 22, 2012 3:33 am
by ewana1991
us lovely brits have a 20% tax on the majority of our sales, as VAT (Value Added Tax) so to be honest with you, i'm not bothered about the 10% here! :p
Re: Suggestion: Reduce Tax
Posted: Fri Jun 22, 2012 4:15 am
by Prodigy9
Such a high tax is needed to remove credits from the economy--since new credits are generated so readily by placing and breaking blocks, the total number of credits in existence would rapidly skyrocket if there was no method of destroying them. The resulting increase in the number of credits without a corresponding increase in the availability of valuable items would devalue credits--if everybody has several times more credits than they do now, they will be willing to spend more to buy the same items (and, consequently, everyone else will be forced to also pay these higher prices in order to continue trading, or else sellers would only sell to those who make the more generous offers)--and then you can say hello to (for example) 500 rc diamonds and 50,000 rc stacks of glowstone.
IRL I would be all over the idea of a tax cut. Any kind of tax cut. But the way MR's economy works--the majority of credits most players earn being created out of thin air rather than paid to them by other players--a heavy tax is needed to function as a gold sink.
Re: Suggestion: Reduce Tax
Posted: Fri Jun 22, 2012 4:59 am
by eah
I've heard that it should actually be increased.
By the way, do y'all think paying 100 credits or so for every time /trade or /home is used would be a good suggestion?
Re: Suggestion: Reduce Tax
Posted: Fri Jun 22, 2012 6:10 am
by Intelli
eah2119 wrote:I've heard that it should actually be increased.
By the way, do y'all think paying 100 credits or so for every time /trade or /home is used would be a good suggestion?
I think /trade or /home should have transportation times. (35 blocks/second).
Ex: Traveling 2,000 "blocks" would take 57 seconds.
Re: Suggestion: Reduce Tax
Posted: Fri Jun 22, 2012 6:13 am
by kindreganrobert
Intelli wrote:eah2119 wrote:I've heard that it should actually be increased.
By the way, do y'all think paying 100 credits or so for every time /trade or /home is used would be a good suggestion?
I think /trade or /home should have transportation times. (35 blocks/second).
Ex: Traveling 2,000 "blocks" would take 57 seconds.
On some servers you have to stand still for a few seconds while waiting for teleportation I think this would stop people doing /home during PVP
Re: Suggestion: Reduce Tax
Posted: Fri Jun 22, 2012 6:54 am
by Prodigy9
Intelli wrote:I think /trade or /home should have transportation times. (35 blocks/second).
Ex: Traveling 2,000 "blocks" would take 57 seconds.
Not a bad idea. Also consider it for /spawn (although players can get to spawn instantly by killing themselves, the transportation time would be applicable in cases where players want to bring items to or from spawn).
Alternatively, put a distance-dependent time limit on how often those commands can be used. Example: use /home and be transported home instantly (as it is now), regardless of how short or long of a distance it is; you are then unable to use /home for a certain amount of time, with longer distances resulting in a longer "cooldown" time for the teleportation command.
However, this would have to be done carefully with /trade, since it's intended to be used twice in a row, to enter and then leave the trade area. Perhaps make /trade exempt from the time limit if and only if it is used while in the trade area. Example: use /trade from a distant location, and you warp to trade and a 5-minute cooldown timer begins; you conduct your trading and have 4 minutes left on the clock, but you can warp out with /trade anyway--although you would have to wait the remaining 4 minutes before being allowed to warp
to the trade area again.
Or of course you could make the trade area accessible from the spawn plaza, eliminate the /trade command altogether, and do whatever you decide to do with /spawn instead (since that would also cover those going to that area for trading purposes).
Re: Suggestion: Reduce Tax
Posted: Fri Jun 22, 2012 7:32 am
by TechnoProdigy
Intelli wrote:I think /trade or /home should have transportation times. (35 blocks/second).
Ex: Traveling 2,000 "blocks" would take 57 seconds.
That would be absolutely asinine.
Re: Suggestion: Reduce Tax
Posted: Fri Jun 22, 2012 8:44 am
by Ryu Aurora
Too lazy at the moment to read the previous posts, so I'm sure somebody covered this in detail already.
No, I want to roast your cat. Without a way to destroy the credits, we would have rampant inflation and a mass devaluing of credits. A decrease is equally pointless, as it will complicate the current system for people who cover taxes, and will increase prices.