Showing Posts For Minato.5294:
I just ran AC1 and the bonus chest dropped 1.55g. Does anyone know if it was always 1.55g (I’m pretty sure it used to be 1.5g) and if not does anyone know what the new rewards in the bonus chests are for other dungeons or if there are any changes at all?
I see. So a tax increase will cause TP players to increase the price of items to compensate and players buying take on the cost.
What about a diminishing returns type of tax where for example the first 100g that goes into your TP inbox is normally taxed. The next 100g will incur an additional 0.5% tax and the next 100g will get another 0.5% increase (1% total on that 100g) and so on. This way professional TP players must compete with casual TP players that pay less tax.
1) Any increase in taxes will increase the cost of goods overall. The only way for prices to be lower is for Supply to increase, or more aggressive competition between TP players.
2) TP players not only compete with each other, but with the Casual player too. Meaning, they’re efficient with both selling goods, and buying them. To put this into perspective, not only do we undercut other Sell Orders by 1 Copper, but we outbid Buy Orders the same way.
Overall, the current system works fine. There’s a tax on all goods that move through the TP. There’s no real need to increase or decrease the tax, since adjusting drop rates is a better way to control target price points for goods. Now if you brought up this topic just to find a way to punish rich players, the only way to do that is to become a TP player, and increase the competition.
Seeing as the TP is the most profitable method to make gold by far, I was trying to find a way to slightly decrease the income from this group of people instead of other parts of the game (almost every part of the game has had a nerf at one point or another except the TP and now the champ bags are getting another decrease in gold drop).
I was hesitant posting this topic under this forum subsection because obviously no one in here wants a more difficult time playing the TP.
I see. So a tax increase will cause TP players to increase the price of items to compensate and players buying take on the cost.
What about a diminishing returns type of tax where for example the first 100g that goes into your TP inbox is normally taxed. The next 100g will incur an additional 0.5% tax and the next 100g will get another 0.5% increase (1% total on that 100g) and so on. This way professional TP players must compete with casual TP players that pay less tax.
I’ll be honest.. I don’t really know how the GW2 economy works which is partly why I created this post to get some feedback. Is it better to increase the gold sink or decrease the influx of gold into the game (tax the tp over slight champ bag nerf)? How would adding a 1% tax to the tp change the game economy? Will it be enough to significantly alter prices of goods listed on the tp? I don’t play the tp so maybe someone who knows this economy better can chime in. Maybe I should change the title because people seem to go crazy when the word tax is mentioned.
Basically, while the TP tycoons may be sitting on fat stacks of coin, they get that coin from everyone who buys things. If you increase the cost of the transaction (i.e., increasing the tax), the guy who is selling (the “rich”) is simply going to raise his prices and the guy who is buying (the “poor”) is going to wind up spending even more money to get the same thing.
The reason they are targeting the champion bags is because that is passive income. You aren’t doing it for the gold, the gold is just an added, inflationary, bonus. By nipping that flow of “unearned” gold, they can stem inflation without seriously impacting the people who are targeting gold with their playstyle.
A 1% tax increase will hardly make a flipper change the sell order price. They mostly make a profit by gaining the difference between buy orders+tax and sell orders and normally the sell orders are well above buy orders+tax for a profit to be made. Once the market for that item hits an equilibrium is where everyone might lose some silver when the sell order nears the price of buy order+tax (which I think is affected more by supply and demand than people who play the TP). This will affect flippers who gain hundreds to thousands of gold flipping these items until they reach equilibrium and less so other players who make a few purchases for their needs.
Professional TP players factor in the 15% tax into their profit margins. So if you were to make it 16%, that just means we’ll just increase the cost we sell at to account for the extra tax. Pretty simple. The rich will stay rich, and the poor will have to pay more for the same goods they desire.
One of the reason why a TP player would make less money at any point is due to things like Supply, Demand, and his competition on the market. If I undercut someone else’s prices, and start a Price War, taxes would only determine how low someone will go before they back out.
This was kind of my point though. Factors like supply, demand, and competition will always exist in the market. But the more you play the TP for gold, the more this tax drains your income. Lets say a typical player who wants a 10g item will now have to pay 10g 1s because of this tax. A person who plays the TP and flips this item might sell 10 of these items in a day make 100g from this item but now has to pay an extra 1g. This isn’t a way to balance those with low income and high income but a drain for the economy that affects those who play the TP more over those who play every other aspect of the game.
I’ll be honest.. I don’t really know how the GW2 economy works which is partly why I created this post to get some feedback. Is it better to increase the gold sink or decrease the influx of gold into the game (tax the tp over slight champ bag nerf)? How would adding a 1% tax to the tp change the game economy? Will it be enough to significantly alter prices of goods listed on the tp? I don’t play the tp so maybe someone who knows this economy better can chime in. Maybe I should change the title because people seem to go crazy when the word tax is mentioned.
Basically, while the TP tycoons may be sitting on fat stacks of coin, they get that coin from everyone who buys things. If you increase the cost of the transaction (i.e., increasing the tax), the guy who is selling (the “rich”) is simply going to raise his prices and the guy who is buying (the “poor”) is going to wind up spending even more money to get the same thing.
The reason they are targeting the champion bags is because that is passive income. You aren’t doing it for the gold, the gold is just an added, inflationary, bonus. By nipping that flow of “unearned” gold, they can stem inflation without seriously impacting the people who are targeting gold with their playstyle.
A 1% tax increase will hardly make a flipper change the sell order price. They mostly make a profit by gaining the difference between buy orders+tax and sell orders and normally the sell orders are well above buy orders+tax for a profit to be made. Once the market for that item hits an equilibrium is where everyone might lose some silver when the sell order nears the price of buy order+tax (which I think is affected more by supply and demand than people who play the TP). This will affect flippers who gain hundreds to thousands of gold flipping these items until they reach equilibrium and less so other players who make a few purchases for their needs.
“Tax the Rich” always results in “Tax the Poor” because the rich will simply push those new costs down to the consumers (the ones who recently have taken to calling themselves the “99%”).
People who want to “tax the rich” simply don’t understand how economies work.
I’ll be honest.. I don’t really know how the GW2 economy works which is partly why I created this post to get some feedback. Is it better to increase the gold sink or decrease the influx of gold into the game (tax the tp over slight champ bag nerf)? How would adding a 1% tax to the tp change the game economy? Will it be enough to significantly alter prices of goods listed on the tp? I don’t play the tp so maybe someone who knows this economy better can chime in. Maybe I should change the title because people seem to go crazy when the word tax is mentioned.
Vukorep, this will mostly affect the people playing the tp as I have stressed many times. Hypothetically, if someone makes 10g from just playing the tp, they will be taxed the extra 1% whereas if you made 10g by actually playing the game such as dungeons, or farming for actual mats for whatever you want to craft, what you make will not be affected as much.
1. I only wrote rich in the title to grab peoples attention. It will affect everyone but felt mostly by people who play the tp.
2. Again rich is just a word I used in the title. I don’t think it will be too difficult to change the code and add a 1% charge to the 15% total sales tax on the tp (not a programmer so don’t know the actual difficulty in doing this).
3. Please elaborate on loopholes. I can’t see how this would affect the overall game for the casual gamer exploring GW2.
I mostly WvW so this doesn’t affect me in any way since there’s no loot to be had here.
In the post about free armour repair and trait resets, it says that these costs would be balanced out by lowering loot from champ bags. There’s no way Evon will start paying salary without making money somewhere. And seeing as he runs the bltp, the costs should be recovered there by increasing the tax by 1% instead of from champ bags and other parts of the game. This increase will hardly affect normal transactions in the tp and lower the insane profit made by those that play the tp.
Bazaar flies by along with the merchant that trades for shards.
Ambient creatures revolt. They’re all aggressive and can 1-hit you now.
Obviously this is a clever ploy by a dye collector trying to get people to empty their inventory of high-end dyes and lower their price so he can control that market.
Hoarders and speculators hoping demand, thus prices, will skyrocket when precursor crafting becomes available.
Don’t think ANet will ever vendorableable so refine them or toss them out. Its takes 100 of the raw mats to make a refined item so they compact pretty quick. Also will have them in hand if anything comes out that you do want to craft (ie precursors if it ever happens).
Sometimes there are threads with 10+ pages and don’t want to go through everything. Would prefer an option to view the op and posts only by admins to see what they’re actually paying attention to instead of scrolling through tons of opinions that will never be taken into consideration or unconstructive posts.
We have a server TS but it’s hard to get pugs on outside of prime-time.
I was running with a commander the other day and he couldn’t communicate with his squad because he was message suppressed. This isn’t the first time this has happened since commanders need to ping a WP to regroup when running to camps to build golems or wiping to a large opposing force. Commanders shouldn’t be message suppressed or at least not get suppressed when trying to communicate commands such as gathering at pinged WP or POI, stacking, or blasting fields.
now that karma is account wide and not affected by karma boosters, what is the reason for rewarding them in consumable form?