Before we discuss, if I want to troll I wouldn't do it in this form.
Currency Sinkholes, Tax and inflation.
Not gonna cherry coat it and may be out there, but, there has to, and will be currency fillers.
I know, I know, but silv3r why? Trust me, I hate tax too, I made a large fortune out of trade in firefall. But, They are actually a good thing for the health of the game.
The game will eventually have an overflow of currency like most mmo, or online games. Unless there are currency fillers.
(I think there is an extra credits video around for it somewhere about this topic)
Currency 'filling' needs to be done correctly and is an unrated topic. Many games resolve this with pay to win and throttling economy's, but we don't want ember to be a pay to win game (like a generic mmo or moba that dies in a year).
May be against the grain but there should be around a 2% or so tax on market trades. 2% is a reasonable amount anything greater than 4% is milking the economy.
Market tax should not be a main way, but the lowest form of currency filling. A low market trade tax will allow newer players to trade without hurting/punishing them.
It also is a fact that players will have an overflow of currency, but how can there not be a continuous inflation in prices?
This may not be 'the only' or 'only' answer: Ember is based around large fights, mechs, bases etc, that in mind... (apart from the individual/player) guilds, guild perks, bases are where currency and resources could go. Not saying it should be expensive for bases but for guild purchases.
Referring to a recent post of mine in another thread regarding achievement based perks...
not forcing players to join guilds, but guild upgrades from player donations to the upgrade or bank (rewarding the player for donating) and increasing guild bank. Guild bank can buy many things, etc... But back to the main topic... Obviously there will be ways to spend your cash and resources, but you'd want to spend your hard earned res/cash on yourself, your guild, bases rather than 'the system'.
A topic to be discussed before core systems are implemented.
Love to hear opinions, and if you agree/disagree ^.^
Currency Sinkholes, Tax and inflation.
Not gonna cherry coat it and may be out there, but, there has to, and will be currency fillers.
I know, I know, but silv3r why? Trust me, I hate tax too, I made a large fortune out of trade in firefall. But, They are actually a good thing for the health of the game.
The game will eventually have an overflow of currency like most mmo, or online games. Unless there are currency fillers.
(I think there is an extra credits video around for it somewhere about this topic)
Currency 'filling' needs to be done correctly and is an unrated topic. Many games resolve this with pay to win and throttling economy's, but we don't want ember to be a pay to win game (like a generic mmo or moba that dies in a year).
May be against the grain but there should be around a 2% or so tax on market trades. 2% is a reasonable amount anything greater than 4% is milking the economy.
Market tax should not be a main way, but the lowest form of currency filling. A low market trade tax will allow newer players to trade without hurting/punishing them.
It also is a fact that players will have an overflow of currency, but how can there not be a continuous inflation in prices?
This may not be 'the only' or 'only' answer: Ember is based around large fights, mechs, bases etc, that in mind... (apart from the individual/player) guilds, guild perks, bases are where currency and resources could go. Not saying it should be expensive for bases but for guild purchases.
Referring to a recent post of mine in another thread regarding achievement based perks...
Buffs can be pretty 1 sided in games, but there should be buffs relating to what you are doing or have achieved for example...
Personal buff like Lucas Arts SWBF2, have your own buffs that only affect you.
Relating to ember, once you achieve a state of an achievement you'll retain that buff like a rank. Reference.. Check it out:
http://battlefront.wikia.com/wiki/Awards
I dont like guild exclusive buffs however, a stackable Aura buff 'may' help this topic.
But, I do believe there should be guild achievement based rewards. Refering to this link:
https://wiki.plarium.com/index.php?title=TD_Clan_Achievement
The buffs should not be giant buffs.
Adding to this, personal and guild buffs
Have categories like general, combat, economy etc. Both share some of the same perks, guild achievement perks are a lot harder to obtain though, eg: (keep in mind they are both achievement based)
Economy - Refinery speed:
Personal: Rank 1: +10%
Guild: Rank 1: +12%
From the guild your personal buff will be overided adding an extra 2% as a bonus to guild teamwork from an achievement reward vice verca (whatever is the highest) eg:
guild refine 1,000/+ azurite 10,000 times.
Rewards at max rank:
Economy - Refinery speed:
Personal: Rank 10 (Max): +60%
Guild: Rank 10 (Max): +85%
(stats variable dont freak out lol)
IMO this is a fair way to reward an indervidial solo player and guilds.
Noting that guild achievements are way harder to obtain and adds guild loyalty than 'clan hoppers'.
Hope this can help
Personal buff like Lucas Arts SWBF2, have your own buffs that only affect you.
Relating to ember, once you achieve a state of an achievement you'll retain that buff like a rank. Reference.. Check it out:
http://battlefront.wikia.com/wiki/Awards
I dont like guild exclusive buffs however, a stackable Aura buff 'may' help this topic.
But, I do believe there should be guild achievement based rewards. Refering to this link:
https://wiki.plarium.com/index.php?title=TD_Clan_Achievement
The buffs should not be giant buffs.
Adding to this, personal and guild buffs
Have categories like general, combat, economy etc. Both share some of the same perks, guild achievement perks are a lot harder to obtain though, eg: (keep in mind they are both achievement based)
Economy - Refinery speed:
Personal: Rank 1: +10%
Guild: Rank 1: +12%
From the guild your personal buff will be overided adding an extra 2% as a bonus to guild teamwork from an achievement reward vice verca (whatever is the highest) eg:
guild refine 1,000/+ azurite 10,000 times.
Rewards at max rank:
Economy - Refinery speed:
Personal: Rank 10 (Max): +60%
Guild: Rank 10 (Max): +85%
(stats variable dont freak out lol)
IMO this is a fair way to reward an indervidial solo player and guilds.
Noting that guild achievements are way harder to obtain and adds guild loyalty than 'clan hoppers'.
Hope this can help
not forcing players to join guilds, but guild upgrades from player donations to the upgrade or bank (rewarding the player for donating) and increasing guild bank. Guild bank can buy many things, etc... But back to the main topic... Obviously there will be ways to spend your cash and resources, but you'd want to spend your hard earned res/cash on yourself, your guild, bases rather than 'the system'.
A topic to be discussed before core systems are implemented.
Love to hear opinions, and if you agree/disagree ^.^
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