[Suggestion] modifying the tp tax system
Firstly, this is probably impossible to implement without changing how the game keeps track of all items. Secondly, I suppose this could work, as long as buy orders don’t decrease too much (more profit means sellers would be willing to list for lower, and supply would go up if more people started farming (which would also lower prices, and probably lower buy order prices as well)).
Thirdly, this is highly circumventable, and may even help create certain flipping markets.
Crafting is designed for gear accessibility, not profit.
Since the 5% unrefundable posting fee and 10% tax upon sale on the TP purpose is to siphon away a large fraction of the coin that is injected into the world by rewards or from NPC vendors and that it’s more than likely that the majority of items sold on the TP are sold only once, the change you are recommending is going to cause inflation in an awful way.
RIP City of Heroes
In order to encourage less TP flipping and more farming, I am suggesting that the TP 15% tax only be applied to items that have been previously bought on the trading post. This way, when a demand for an item increases sharply, people will be more encouraged to farm it since the income they make will be higher. More people farming an item = demand is filled faster = faster price equilibrium = less opportunity to flip.
Comments? No flame pls ty
Also apologies if this idea has been suggested alr (probably has) I dont really follow the forums
This could be exploited because i could store all my items as a high sell listing on the tp without having to pay a listing fee.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
This would not be feasible for any type of stackable item and wouldn’t be needed for any non stackable item.
The reason it wouldn’t be feasible is because items like Mithril ore are currently treated as a single stack with a number bit attached. In order to keep track of which ores have been sold before, you would need to at a minimum double the amount of data being tracked and at worst would increase the data by 25,000% (that’s a comma, as in Twenty Five Thousand Percent). The game would become unplayable due to the lag involved.
I think someone suggested account bound on items you bought of trading post. I think John Smith’s response is the system is quite annoying.
I think there are other suggestion such as making “final goods” for example event skins account bound after you purchased, quite similar but a bit less annoying ,
When you account bound the skins I’ll buy them through in game mail. Eliminate that too right?
Then…
WTS gets higher,
WTB gets lower,
inflation hits hard,
less items sell,
and you as the consumer get shafted.
people farming an item = demand is filled faster = faster price equilibrium = less opportunity to flip.
You have this backwards; marginalizing market making will result in demand being filled slower, more volatile prices, and a longer time to equilibrium.
You’d have to reduce raw gold incomes substantially to account for the lower overall tax rate. It puts a lot of value into tax avoidance schemes (buy mithril ore, sell mithril ingots…); I’m not really sure what you’re getting with this.
I think JS already outlined the POSITIVE impact that flippers have on normalizing prices … and the OP wants a fee structure in place to reduce that positive impact?
Well, you better come up with a really mind-blowing argument for why this needs to be considered … and I haven’t seen it. Especially since your whole premise is to encourage farming.
Farming can be encouraged more directly without underhanded, indirect nerfs to the TP mechanics. For instance, if you want to get more people farming, then one possible approach would be to offer more frequent, highly rewarding events offered RANDOMLY in the zone that aren’t necessarily based on killing something. This would encourage people to run around the zone looking for them. The knock on effect … increase the opportunity to kill trash and gather nodes while doing it … AND leave the TP alone.
I don’t even see the need to increase farming … so, the whole suggestion simply doesn’t make sense.
(edited by Obtena.7952)