Post any ideas / suggestions for the game servers here.
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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 CirJohn
#106090
As my first post in 3 months, I would like to say the OP has no clue what he/she is talking about. Grow up and get an education kid.
By Prodigy9
#106099
CirJohn wrote:As my first post in 3 months, I would like to say the OP has no clue what he/she is talking about. Grow up and get an education kid.
In fairness to chaos, we're really talking about different things. Chaos referred to it as a "transaction tax" (and I suspect this entire topic was inspired by the recent creation of Chaos Bank), which it certainly is in the context of a player-run bank... but the exact same system serves as a sort of sales tax when credits are exchanged to buy and sell goods.

Comparing to IRL, 10% sales tax is higher than where I live, but as pointed out there are places where it's that high or higher. However, if it's being looked at as a "transaction tax" in banking, imagine being charged $10 to withdraw $100 from your savings account.
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By Joelove
#106100
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.
No please... Seeings how a group of us live incredibly far out (Roanoke) we'd be forced to wait large amounts of time to get to spawn. I regularly travel back and forth to transport items to my realms by spawn. This would be hell.
By Prodigy9
#106101
Joelove wrote:
Intelli wrote:I think /trade or /home should have transportation times. (35 blocks/second).
Ex: Traveling 2,000 "blocks" would take 57 seconds.
This would be hell.
Knowing Intelli, that's probably the point. Something about forcing people to see more of the world of MineRealm by manual transportation. Consider the changes to pigmen or elimination of portal camping restrictions, as attempts to make fast transport more difficult.
By Ryu Aurora
#106105
I've noticed this topic turning into waiting for teleports to activate/taking time to finish.

Personally, I am fine with the delay, as long as there are no cooldowns, or no delays. One or the other, in my opinion. And no throwing this "spend more time walking in the overworld" at me. I typically flat out refuse the subway, and frequently travel the overworld and various cave systems for laughs.
By Prodigy9
#106129
Ryu Aurora wrote:I typically flat out refuse the subway, and frequently travel the overworld and various cave systems for laughs.
I've been thinking about the subway a bit lately. I'm thinking it should be moved up to the surface in 5.0. The whole point of a subway is to enable faster transportation, but on that count it's outdone by both the Nether and the warp commands. If it's moved to the surface, there's an actual risk of it interfering with someone's build, but on the positive side you'll actually see the server as you travel.

Thoughts, anybody?
By eah
#106138
Prodigy9 wrote:
Ryu Aurora wrote:I typically flat out refuse the subway, and frequently travel the overworld and various cave systems for laughs.
I've been thinking about the subway a bit lately. I'm thinking it should be moved up to the surface in 5.0. The whole point of a subway is to enable faster transportation, but on that count it's outdone by both the Nether and the warp commands. If it's moved to the surface, there's an actual risk of it interfering with someone's build, but on the positive side you'll actually see the server as you travel.

Thoughts, anybody?
It would be griefed more frequently. But instead of walking around and going to a particular location to see something cool, you'd just ride the subway and see all the pretty things as you rode past and maybe even stop to check some out. The subway might become a hotspot to build and explore - like how civilization and ecosystems seem to flourish around water.

And it would be more interesting. Nether = boring. Current subway = boring (except for the first stretch on the east rail). A surface rail would mean the owners of realms containing the rail might warp and shape the rail to become more interesting, going through different tunnels, over hills and down roller coaster slopes.

I think it would be necessary to make just the rail within public realms private. And when bought, the rail would become property of the owner.
By Ryu Aurora
#106150
Prodigy9 wrote:I've been thinking about the subway a bit lately. I'm thinking it should be moved up to the surface in 5.0. The whole point of a subway is to enable faster transportation, but on that count it's outdone by both the Nether and the warp commands. If it's moved to the surface, there's an actual risk of it interfering with someone's build, but on the positive side you'll actually see the server as you travel.

Thoughts, anybody?
I'm for it. I typically incorporate my surroudings into my builds anyways. As for the inevitable uptick in griefing, rollbacks and people taking the time to occasionally travel the rails to check up on them should manage it without having to protect every block.

In other words, I likey.
User avatar
By DrHetterscheidt
#106160
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.
I love Minerealm for being legit and much more vanilla than most servers. Though I am not necessarily opposed to teleports taking longer than "instant" as it would still be MUCH faster than any other mode of travel, I do very much enjoy the ability to get between TWO points with ease. Home and trade are necessary to normal day-to-day operations for me and it would be inconvenient. What I would suggest in it's stead is that there are multiple spawns (as there are now, optionally) but make them mandatory. The nearest large city to your /home is instantly set as your /spawn location. This could potentially create many hotbeds of activity as well as people having to actually use legit modes of travel to reach other places. This would potentially make the /spawn port go 1000 or 2000 blocks instead of potentially 4000 or 5000 which is, if nothing else, more legit.

I would find it incredibly interesting to see how the various spawn locations nearby prices fluctuate based on the varied homes that people have taken up. You could even see prices at the original spawn inflate dramatically as people try to cling to the fringe realms as to not teleport to another city. I believe this would eventually lead to more people spreading out more evenly across the map as prices became too high around the main spawn and other cities became more cosmopolitan and inhabited.

I understand if this idea is highly controversial, but that's my thought on the subject.

Also, the tax is fine. Normal sales tax here is 8.9% so I don't see 10% being all that far off. (Especially when considering fees normally associated with land transfers)


Editted for typo!
By Prodigy9
#106165
DrHetterscheidt wrote:What I would suggest in it's stead is that there are multiple spawns (as there are now, optionally) but make them mandatory. The nearest large city to your /home is instantly set as your /spawn location.
YES. This would be an incredible idea. We could end up with a single massive subway and netherrail system covering the distance between the various spawn cities, with secondary lines providing local transportation to the small settlements/suburbs around the large cities.
Another Very Scientific (TM) Diagram.png
Another Very Scientific (TM) Diagram.png (38.12 KiB) Viewed 1545 times
This would make the wilderness-type areas more dynamic--unlike the current system, where you're more likely than not to be in the middle of nowhere as long as one of your coordinates is >4000 or <-4000, there could be massive thriving cities close to the edges of the map, other major cities more in the middle, and wilderness as an in-between space rather than a peripheral one.
A very scientific diagram.jpg
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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.
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