When is the hard copy novel coming out…The Forge that was… riveting stuff
Pfft, catch up. Turns out I have been drunk this whole time (not really actually), it’s when I rant the best! (unfortunately a sober rant)
My hope is that once the world tax system is actually utilized than the major shopping hubs will be in a more centralized location for the most players to be able to find.
Edit: I’m really surprised that permanent worlds don’t already have different tax rates. This would encourage shops to be concentrated in the lower taxed worlds.
Now that, is a brokerage fee right there baby!
But then it would be a lower tax world because everyone would move to it…I don’t think that’s the answer…maybe just leave the way it is…Just get rid of the tax system it’s stupid and makes no sense anyway…have we all forgotten it’s a game …there is no government… no gas to my base. I don’t even need to connect electric. Or need broadband connected…
I believe the point of the tax system is to combat the inflation of currency that happens in most MMOs. Either the tax system is meant to be standard on all worlds or one day it will be a different value set by the devs or the players. I haven’t seen any official word on this.
The point I was trying to make is if the devs wanted to centralize the commerce in boundless to one world they could set the tax rate lower and naturally the players that like to participate in the economy would move shop there.
Yes the tax system is a coin sink.
Lol…tax doesn’t do anything…disappears into thin air doesnt stop anything…hahaha
tax system could be used in an interesting way, like the tax money going to guild/settlement that shops belong to (so different shops in a city could pay tax to different guilds, depending on alignment etc.)
then the money could go towards guild buffs, prizes for members, prizes in community events etc., or simply running more baskets to provide needed resources (and giving more players a chance to sell their stuff)
I would be ok for tax money to be distributed only after we have the right to choose if we are part of a settlement. I don’t think it is right to give money to any person from taxes that might have annexed settlements to make themselves Viceroy or increase their “city size ranking” from annexation practices.
yeah - for sure it should be distributed to either guild (following beacon alignment) or settlement warden (through own 10k prestige settlement within a city)
stands and baskets in beacons below 10k prestige could be free of tax - a way to encourage small shops without hunting footfall (build small and focus on tax free income instead of getting footfall) or build big for those who want to add tax to their guilds/settlements (shops as a way to provide tax income)
thinking now actually - give footfall to below 10k beacons (equal to the current minimal footfall for outpost level; a minimum 1000 prestige could be implemented to require minimum effort) and remove footfall for 10k+ prestige settlements, but giving them trade tax instead (encouraging building shops within all settlements as a balancing act to make sure there is geographical distribution of shopping places outside of big malls)
quick thoughts here, so most likely a lot of loopholes can be found in those ideas
I have been away from the game a few months. Is there like a central auction house now? Please say it is not true
With a central auction house what would be the point for anyone to run a shop then? The player run shops is some of the things I really REALLY enjoyed about this game. And I didnt even run one myself! I just loved to go explore all these awesomely designed shops, so creative and interesting. And useful too, can sell things to their baskets. Oh man I loved that, finding the ones that pay good… maybe one day opening a shop.
This was removed it was causing problems and making people angry.
No, and I think most cooler headed players agree with you. There’s a middle ground with an indexing service, that I think plenty of people would prefer. There are still those that complain they might have to walk a little bit or accidentally give someone footfall but, it doesn’t seem like they’re any majority of people speaking out.
ah, phew hehe. I misunderstood the premise of the OP then, sounded like an auction house was either already here or close to implementation. An indexing service would be interesting for the purpose of more easily knowing average or perhaps low/high prices on items. Dont think I would mind that and it wouldnt detract from any positive experiences in the game I think.
Yeah auction house would be bad in this game IMO.
I also agree indexing would be a positive.
I wrote up a post in response to this topic, separate thread:
I think minimal footfall, as soon as you hit a four digit prestige (1000? 2000?), would be good - you follow tutorial, get objectives to hit certain level of prestige etc. - new players would most likely find it encouraging if they could see there is some coin coming from this (even if it’s 20 coins per a new visitor).
There could be 10k prestige requirement kept for plots in larger settlements, so people don’t get empty plots just to get footfall from traffic i na bigger city. That was the main problem for most - small beacons filled with little blocks in the middle of a busy city, hub etc.
For single players building in the wild, some small footfall below 10k prestige would be good for their feeling of progress and learning process as well. And then beyond 10k the footfall would be gone, but instead they would be encouraged to have a shop in their little settlement - and not for footfall trapping but to get tax from trade. To get tax from trade you have to actually sell something, so this would be pro-active change. Instead of passive footfall (come in to my beacon - I placed some blocks, and dont have to do anything but to lure people in), there would be tax from trading (so I have to sell goods that people are interested in, need to refill stands and baskets and actively play in general).
This creates funny situation of course - one player builds a one-beacon base/settlement and builds a shop there, then sells stuff, but instead of getting full price of sold items, he gets some of it in his beacon as tax. That could be simply changed by giving one owner settlements (no guild alignment) tax free trade (so tax would only be active in multi-owner settlements and guild-aligned beacons).
DISCLAIMER: very free flowing and quickly put together ideas - most likely full of loopholes. Feel free to point them out if you see any, but find idea interesting and worth discussing further.
It would be cool if the devs somehow highlighted cool things that are not in the economy. Builds, mazes, slides, art etc. but I guess they can’t for favoritism reasons. Still, maybe we could somehow do this as players. I wish it were easier to get around, lol.
I think I might be the only one that doesn’t think World of Warcraft Auction House when someone mentions an Auction House on this game.
When I hear Auction House in reference to this game, I do not think of a list of things for sale that you just click on and instantly get that item in your inventory, I think of a list of items that are for sale with a location of where to go to get them. This “Auction house” would just hold a list of all items for sale/purchase.
Should new players wanting to start shops be punished for their location of their shop? Should they be forced to put their shop in a mall, a shopping hub, or in a popular?
Most of the popular and biggest shop owners have gotten as big as they are because of locations and ease to access. One players copper cog is not any better than another players copper cog…
I would definitely advocate for something like “shop index” or whatever might be less confusing.
An auction house is a place where you go to buy things, so, I think that sticks with people.
I’ve played at least one game where you had to go get your stuff if it was in another planet/server/region but you still complete the purchase right there with options for delivery or going to pick it up later.