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Influence sinks


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Tax brackets based on wealth earnt are a great idea, but regrettably they are also a ship that sailed already when it comes to solving potential inflation issues.  With free unlimited accounts, tax evasion would be a simple thing for people willing to put in the little bit of extra effort of making low level characters and transferring the wealth to them.

 

Although, perhaps extra taxation based on exceeding a market balance cost limiter . . . 

So, for example, if someone lists their Medium-sized Defense Inspiration for 3000 Inf on the market, then they get hit with the standard 5% up-front, and 5% transaction fees.  But if they try to list it for 3001 to 5000, they get a scaling taxation of 5.1% to 10% for the up-front (but 5% back-end still stays the same).  Then, if they try to list for 5001 to 10,000 it ramps up the same way for the back-end fee.  And finally, anything over 10,001 Inf would continue up to an additional 10% front and back.


So, hard numbers using the example I propose above.  Note:  These hard numbers are just for the proposal example, and precise sliding scale values can be tweaked as necessary before implementation.

Selling "Good Luck" on the Market as it is now:

 ☼ List for 1000 Inf, listing fee of 50 (5% of 1000), sold at listed value of 1000, transaction fee of 50 (10% of 1000 minus the 5% of 1000 listing fee).  Seller's total gains are 900 Inf.

 ☼ List for 1000 Inf, listing fee of 50 (5% of 1000), sold at 2000, transaction fee of 150 (10% of 2000 minus the 5% of 1000).  Seller gains 1800.

 ☼ List for 3500 Inf, listing fee of 175 (5% of 3500), sold at 3500, transaction fee of 175 (10% of 3500 minus the 5% of 3500).  Seller gains 3150.

 ☼ List for 3500 Inf, listing fee of 175 (5% of 3500), sold at 5000, transaction fee of 325 (10% of 5000 minus the 5% of 3500).  Seller gains 4500.

 ☼ List for 5000 Inf, listing fee of 250 (5% of 5000), sold at 5000, transaction fee of 250 (10% of 5000 minus the 5% of 5000).  Seller gains 4500.

 ☼ List for 5000 Inf, listing fee of 250 (5% of 5000), sold at 5750, transaction fee of 325 (10% of 5750 minus the 5% of 5000).  Seller gains 5175.

 ☼ List for 7500 Inf, listing fee of 375 (5% of 7500), sold at 7500, transaction fee of 375 (10% of 7500 minus the 5% of 7500).  Seller gains 6750.

 ☼ List for 7500 Inf, listing fee of 375 (5% of 7500), sold at 9750, transaction fee of 600 (10% of 9750 minus the 5% of 7500).  Seller gains 8775.

 ☼ List for 10000 Inf, listing fee of 500 (5% of 10000), sold at 10000, transaction fee of 500 (10% of 10000 minus the 5% of 10000).  Seller gains 9000.

 ☼ List for 10000 Inf, listing fee of 500 (5% of 10000), sold at 13750, transaction fee of 875 (10% of 13750 minus the 5% of 10000).  Seller gains 12375.

 

Selling "Good Luck" on the Market under this new tax bracket system:

 ☼ List for 1000 Inf, listing fee of 50 (5% of 1000), sold at listed value, transaction fee of 50 (10% of 1000 minus the 5% of 1000 listing fee).  Seller gains 900 Inf.  Same total value and fee.

 ☼ List for 1000 Inf, listing fee of 50 (5% of 1000), sold at 2000, transaction fee of 150 (10% of 2000 minus the 5% of 1000).  Seller gains 1800.  Same.

 ☼ List for 3500 Inf, listing fee of 221 (6.3~% of 3500), sold at 3500, transaction fee of 129 (10% of 3500 minus the 6.3~% of 3500).  Seller gains 3150.  Same total fee, but more taxation in the front end for Overlisting.

 ☼ List for 3500 Inf, listing fee of 221 (6.3~% of 3500), sold at 5000, transaction fee of 279 (10% of 5000 minus the 6.3~% of 3500).  Seller gains 4500.  Same total fee, but more taxation in the front end for Overlisting.

 ☼ List for 5000 Inf, listing fee of 500 (10% of 5000), sold at 5000, transaction fee of 0 (10% of 5000 minus the 10% of 5000).  Seller gains 4500.  Same total fee, but ALL taxation is front-loaded for listing at 5000.

 ☼ List for 5000 Inf, listing fee of 500 (10% of 5000), sold at 5750, transaction fee of 75 (10% of 5750 minus the 10% of 5000).  Seller gains 5175.  Same total fee, but more taxation in the front end for Overlisting.

 ☼ List for 7500 Inf, listing fee of 750 (10% of 5000), sold at 7500, transaction fee of 188 (12.5~% of 7500 minus the 10% of 7500).  Seller gains 6562.  188 less than under the normal system.  That's Inf which is being taken out of circulation.  This is where the taxation really kicks in to gear.

 ☼ List for 7500 Inf, listing fee of 750 (10% of 5000), sold at 9750, transaction fee of 469 (12.5~% of 9750 minus the 10% of 7500).  Seller gains 8531.  244 less than normal.

 ☼ List for 10000 Inf, listing fee of 1000 (10% of 10000), sold at 10000, transaction fee of 500 (15% of 10000 minus the 10% of 10000).  Seller gains 8500.  500 less than normal.  Note:  It's also less than they'd earn if they had listed the item at 7500 instead, but if it still sold for 10000.  Basically:  Don't get greedy, is the take away here.

 ☼ List for 10000 Inf, listing fee of 1000 (10% of 10000), sold at 13750, transaction fee of 1063 (15% of 13750 minus the 10% of 10000).  Seller gains 11687.  688 less than normal.

 

This would sink a little Inf, but it would also encourage stabilized market prices.  The only question, then, becomes:  What are fair values to put these tax brackets on?  In other words:  Where do we draw the lines?

 

I'll admit, though, it's probably more work than necessary, since there is an easier way to stabilize market prices, and there's probably an easier Inf sink that I'm just not thinking of right now.  I just personally think if we were building the market from the ground up, this is something that probably should have been investigated from the get-go.

 

 . . . extra note:  I am tired and didn't proofread my work here.  If I made some calculation errors . . . WHOOPS.  Idea's still sound, I think, even if I botched my example.

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1 minute ago, Hedgefund said:

 

 

That said, I would be in favor of some super premium P2W items, such as the Assemble the Team power more in line with the one from the bank mission (shorter cooldown) or the remote base entry password ability.

I like this idea.

 

All the higher AH fees seem pointless to me. The people they would impact the most are already hoarding influence, so that is effectively out of the system anyway. 

 

And merit costs would seem to be an easier way to cap prices. They start going up, have recipes cost fewer merits. 

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  • 6 months later

Holy thread necro, Manbat! But I figured it would be better to dig up an old thread that's relevant than to make a new shiny one.

 

But I was just hangin' out in Atlas Park and an NPC near me gave me a bad idea:
 

 Relief Worker: Excuse me, would you like to help feed children who have been displaced by the tragedy in Galaxy City?

 Relief Worker: Galaxy City's children need you! Just look at these pictures. These children need your help!

Relief Worker: We need your help to get proper food and medical care to children hit hard by the tragedy.

 

What if I could actually throw influence at them? It wouldn't do anything, of course, but I could feel like my character is being virtuous. For extra bonus sauce, if it's not too much trouble,  NPCs could sometimes acknowledge donations in their wandering-around text (like when they say stuff like "I heard Fandom Crush took down a Council base the other day!"). Or there could be badges associated with total amounts donated.


@Hero_of_Lightmade a similar suggestion on Page 1, back in 2019, but I'd just like to be able to say YES, yes I WOULD like to help feed children who have been displaced by the tragedy in Galaxy City.

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Inf PvP:

In Atlas Park, you throw money at rebuilding Galaxy City and providing support to those who suffered.

In Grandville, you funnel resources toward subverting the business restoration efforts and starve the homeless.

 

At the end of each month, we see which side sunk the most Inf (obviously going to be heroes).  That side then gets a celebration.

 

(Not saying this is a good idea, mind you, or even an idea which I like.  Just an idea which I'm throwing at the wall.)

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55 minutes ago, sonderjack said:

YES, yes I WOULD like to help feed children who have been displaced by the tragedy in Galaxy City.

Don't do it.  It's a scam.  How do I know this?  Simple. 

Have you ever seen a SINGLE child, anywhere, EVER, in all of paragon city or in the rogue isles?

 

They don't exist. Therefore, there are no starving children. 

People in Primal Earth and Praetoria are genetically grown as adults. Probably by Crey.  There's no other explanation.

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2 minutes ago, MTeague said:

 

People in Primal Earth and Praetoria are genetically grown as adults. Probably by Crey.  There's no other explanation.

No other explanation? I don't think so. We could all be Nemesis automatons, I don't think they have babies either.

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5 minutes ago, sonderjack said:

No other explanation? I don't think so. We could all be Nemesis automatons, I don't think they have babies either.

Or clones.  There are several story arcs revolving around cloning facilities, as well as the entire Revenant Hero Project.   Who's to say that every person in the world isn't simply a clone.

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On 11/1/2019 at 3:23 AM, boggo2300 said:

Skipping Badges what madness!!

I think they should create this badge.. 

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