The current problem with the money system

theres nothing to stabilize… coins gain in value if theres so much to do in the game that u cant do everything and need to rely on coin shortcuts. They lose value if u get the feeling that u are ahead with everything, the storage is filling and everyone tryin to sell

the real money sink in the game right now is your build. try to estimate the net worth of all the blocks u were using… see what i mean? And then add the value of ur work to it.

its not a traditional money sink… it doesnt take much coins out of the economy. but by using the market rich people distribute their coins again to advance their buildings

I can only speak for myself here, but I think it’s worth noting. I have a wonderful revenue. However, I have no savings. Why? Because I save in real life, I want to blow my money in game. I recognize that blowing my coins on whatever will stimulate the economy. Moreover, I deliberately find “off-the-beaten-path” shops to invest my money so that I can help those who may not generally enjoy the same advantages as others (for whatever reasons.) I am not trying to pat myself on the back here, I am trying to lead by good example. There is no purpose to hoard wealth on this game in some hope of future elitist splurging and economic takeover. We should be spending what we have right now in order to make the economy healthy and incentivize an ever expanding populous toward growth and longevity.

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I’ll repeat, I don’t know if there is a problem. I personally don’t see it.

But I could see it becoming a problem a month down the road and many people seem to disagree with me. I want to shout down all this talk of taxes and land use fees people are yelling for to “fix” it.

we are like yin and yang
i live self-sufficient so the only thing i occasionally use my coin for is warping to the hub >.<
Never even did the journal missions to buy from a shopping basket (with most of my characters) haha

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i wasnt talking of any “real” economy i was talking about the ingame economy in boundless. But there are mechanics that are alive in all economies and some in all economies of a certain order. Accumulation of wealth, industry, specialization, work contracts, inflation. Those are things u encounter in a real economy but ingame, too.
What keeps a business alive is the value output of the business. So their goal will be to maximize this value. Survival of an individual is irrelevant, its about the survival in the economy. U need to keep a business alive. Some will do it out of altruist reasons, so their value output is not in coins and those business stay alive as long as the owner will come online. Others want to gain coins or sell material. economy----- like everywhere

there is no need to stabilize this with shop sales from coins or what

Remove all coin.

It serves no purpose.

Make oortstones the trading currency of this game.

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Correct.

And all 5 of them are early access players and will say that they have no advantage.

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I think it’s a great idea, because portals are great sink. There wouldn’t be as many hubs, and exploration would need a real effort. Remove coin cost from warps, and make warp conduits need oortstones too (but less than portals) and make oortstones drop on T1 from coyotes too.

But it’s too late now, to make the changes like this.

Lol or change oort into coin :exploding_head:

I’ll echo StVladd and JohnDew , it’s deflation I see happening.

Just add an interplanetary travel tax and link it to portals. Hubs are probably one of the biggest generators of footfall coin, so add a coin sink there and apply it to both ends of the portal.

It doesn’t need to be a massive amount of coin per portal, that way it doesn’t hit the single portal owner that hard.

Create a Gold Pile Block, costs 10k per block to craft and its just a pile of coin you can’t change back to money!

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Noooo… a placeable liquid “money sea”. Made of golden coils, single block and doesnt flow. That way I cam dream to make a vault of coins to swim in!

n59dQcO9yaaaY

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Here’s an Idea. Tax half the Footfall on the planet for 24 hours, then split that money between each unique account with a beacon on that planet. And just repeat that every day.

So instead of Footfall just helping 1 person 100% of the time, it only helps 50% of the time and the other 50% it helps everyone.

So if 10 people all get footfall on a planet, and only 24 hours 9 of them get 100c, keeping 50c and taxed the other half. And the hub owner gets 1000c, keeping 500c and takes the other half. Then after 24 hours, there is 950 Tax collected and split between the 10 people means everyone gets 95c at midnight or whenever the 24 timer resets.

So the people getting 100c a day before, now get 145c a day. Meanwhile the hub owner gets a massive cut from before, 595c instead of 1000c, he still gets more money than the other players, and his work helps support other players.

And then it repeats every day, collecting half the footfall gained, and distributing it evenly.

The only ‘Issue’ is to prevent people from making a bunch of alts and placing 1 or 2 plots only to gain extra money, which is why I said each unique account. A system would have to check the Beacon’s owner, and see what account it is attached to, and check if there is already an alt being rewarded from that account.

^ Not a bad use of the Footfall system. The ones doing the work still gets rewarded the most, but helping the others that have settled on the planet, including the reclusive ones living outside of town, so they don’t get punished like they do right now.

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Nerfing income now would just be another penalty on new players. Established players will have gained advantage beforehand. They’re laughing. You have to be careful not to make the gap bigger.

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You mean you wan’t socialism in game? Well it’s actually way, way worse than that, I don’t know how to call it… With a progressive tax system, the poorest pay the lowest taxes, and the rich ones the biggest tax, this lead to the richest avoiding all taxes in creative sense, and no wonder why, it’s simply isn’t fair.

And your system is even words, instead of promoting those who are enterprising, it promotes laziness. I’l just put empty beacons on every planet to gather the spoils of others work. Even Marx and Engels wouldn’t came up with this kind of laziness promoting system.

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Yea i have no idea wth these guys are talking about inflation for, nothing is inflated because of there being “too much coin”. Like, what? Some things inflated because of the bomb nerf and place and break nerf (shimmering orbs)

Just for a few examples:

Ceature shards used to be priced at 1k each, and they’re not even worth 50c anymore

Gems are falling below 800 now, anyone selling above that is gouging, because they’re becoming more accessible.

Items costs a lot because of two things right now: price gouging, and a lack of that item due to it being used so much.

Once the economy is fully stabilized and players even out the playing field by catching up in progress, more than likely the items involved in making high end items will retain value and go up in price as the supply dwindles (shimmering orbs, im looking at you) and everything else wont be worth much, (cuttletrunk tentacles and spitter scale trophies are dirt cheap compared to wildstock and hopper core trophies and are starting to fall in value) and the final products will be worth far less than the materials needed to make them.

Already forged gem hammers are dropping to 15-20k, like you could not even come close to making a single hammer for that price buying the materials

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Ha, and then there is an easy fix. First, they would need to fix Gleam Prestige issues, and then just make it where you need X prestiage to A, even create and generate Footfall. Say about 10k Prestiage. And B, if you don’t generage Footfal, you don’t get taxed. And if you don’t get taxed, you don’t get the tax back at the end of the day.

I gave an idea, not a set in stone feature. Rebalance it to work. And if you want, you can refine the punishment even more. Where it checks not only if the account already has on the single planet, but if they have more plots across other planets. Then Only use the Plot with the highest Prestiage and the planet it’s on, for that account.

There are many easy work arounds by adding more conditions to make it much more specific in it’s selection of who gets a share and punishing the lazy.

The problem with those kind of solutions is they are getting more are more complicated when people present more edge cases. What software design taught me over the years, and what really do well translate to many other aspect of life, is that you want less, and more general rules, rather than more, and more specific rules if you want to have easy maintainable system, that runs well and is not abused.

But what I really hate in your proposed solution is that it force players to share spoils with every other players, with all those players that did not earn this coin at all. If I have to share footfall I get from my buildings, why not go ahead, and force players to share every gem they mine? Why not drop every second gem you mine into the pool, that gets redistributed with every other player in the game at midnight, oh… and let’s put a rule, that yo be able to get those free gems, you have to have already at least 100 of those in your inventory…

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Earn… Really? You placed a beacon in an advantageous setting. That’s is all you did to ‘earn’ a constant stream of income. Everything else (build whatever you have built, run whatever shop you are running) is something that you would have done regardless of footfall income (unless you didn’t want to play Boundless).

Your ‘earned’ footfall income is vastly different from the spoils of a gem mine, because a player has to actively go out, using their time and resource to mine gems. Beyond being in the right place at the right time, what exactly are you doing in an ongoing bases to ‘earn’ that continual footfall? Nothing.

Personally, I think magically generating coins and unevenly distributing amongst the populaces is about the single worst way to have coins enter the economy. As least his idea spreads them out a bit more, so that more people can participate more in the economy.

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