Lovely, a wall of gibberish. Where to start...
eah2119 wrote:BUT there's not much interference in a newbie's ability to earn, buy, and build.
There is, or did you not read the part where you need level 10 to get into the nether. Also, not having a realm opens you up to easy theft.
eah2119 wrote:The way I see it, every player has practically the same amount of time to get to the nether once the new system is added.
You must of missed the part where Intelli gave the chart of increasing xp returns for larger parties. Beyond that, pre-built factions will have another advantage in that some can focus on grinding xp while others provide tools and food. So no, the time is not the same, not even close.
eah2119 wrote:The players who go out in the gold rush will have plenty of glowstone for themselves, and more to sell to players who want it or who didn't participate in the gold rush. The initial price will, thus, be low, because there will be a lot of it.
LOL. If a player has a bunch of glowstone, would they lower their price or keep it super high and gouge the crap out of everyone? That answer is fairly obvious. Especially when things like price fixing are perfectly legal.
eah2119 wrote:Once all the exponential credit system gets going, the average player will have a large amount of credits, making the price of glowstone (and everything) increase.
Exponential credit system? Why would the average player have lots of credits? Are they not spending? You assume everyone is just going to save? Prices seem to stay fairly stable over the long run in minecraft because in minecraft, unlike in real life, most resources are effectively infinite.
eah2119 wrote:Still, this same new player can sell something for a high price to the rich players, and earn a lot of credits for themselves.
Because rich people become generous?
eah2119 wrote:Although, this same "trickle down" concept failed during the great depression, for whatever reason.
I hate to involve politics, but the trickle down effect does not exist so of course it failed to work in the great depression. Its some crap made up decades ago to support an unsupportable position.
eah2119 wrote:I guess you need to be educated in economics to wrap your head around that.
No, it is clearly you who need to be educated in economics. Recall back to the very first econ class you ever took. What was the first thing the prof told you? Most likley the definition of economics, right? It was probably something like "The study of how people make choices given unlimited wants but limited resources." The key here is that, as I mentioned earlier, minecraft has effectively infinite resources. Also, economics assumes people act rationally. That isn't always the case in a video game where death is cheap and almost meaningless.
eah2119 wrote: I'm concerned about this. In fact, this is why those guild size expansion costs are so high. Because you'll gain 50,000 credits that much faster. There also needs to be a way for the credits coming into the economy, to be going straight out, to prevent the inflation of prices.
Huh? How are guilds going to cause inflation? Guilds, as far as I can tell, are identical to the factions we already have with the bonus of having a guild chat. The factions didn't cause crazy inflation so I doubt the guilds will.
On the income tax, IIRC there is a 10% tax on all RC transactions. Beyond that though, the concern about inflation seems a little odd. This a video game, not real life, so the vast majority of bad things associated with inflation don't apply.
eah2119 wrote:Wow, look at me adding math to a video game, the same excuse we use to get away from doing our math homework. Sorry for those who read this and now have a headache!
Math? You mean crap and buzzwords, right? Headache, only from having to slog through this non-sense.
Edit: By the chunky and rich blood of the FSM, I have created a true wall of text. Didn't realize it was so huge till I posted.