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Is the management gaining anything by collecting the crystal tax?
>>1
Since the absolute amount decreases, users will charge again.
Are you going to be charged a fee in in-game currency?!
When I read the thread, I thought to myself as a child that taxes and pensions are a rip-off…
>>4
Please don’t be angry.
Isn’t it something that only the uninformed would do to pay exactly as told without using a tax haven?
I don’t want to feel so unpleasant even in the game…
There are many games with transaction fees, but 30%…
Visualization… or rather, even if you implement such a system, wouldn’t it just lead to player dissatisfaction?
In-game currency? So isn’t it okay not to display it?
It feels like there’s less because it’s said that 80% of the collaboration is already done.
Well, if we don’t collect it, it will keep increasing, right?
In the real economy, inflation is controlled by the money supply and taxes or policy interest rates.
If we can’t control the circulation of currency… then we have no choice but to collect taxes.
It seems that the original RO is struggling to reduce the circulating Zenies.
We can’t just easily let inflation happen, so we have to reduce it.
A working adult area with a high PK ban tax rate.
Let’s divide it into anything goes slums.
Unlike real currency, in-game currency springs from nothing, so if you don’t have a constant means of collection, it quickly leads to inflation.
I think it’s less likely to cause dissatisfaction to have people consume something through content rather than collecting fees.
>>15
If we implement a system where we collect a uniform entrance fee from all players, like a content admission fee, it would mean collecting the same amount from everyone.
Well, of course, it will be a regressive tax, so the poorer will suffer more while the rich will only feel a negligible amount, resulting in an economy that is unfriendly to newcomers.
So, I guess a system that imposes higher taxes on those who engage in high-value transactions is the most reasonable option.
>>75
Interesting…
>>15
Even real currency arises from nothing.
>>111
In reality, you can control how much you can create from nothing.
>>111
You can increase it by running the printing press, but the people managing it are putting restrictions in place.
I do recover through content, but I generally can’t keep up.
It is said that reducing through equipment enhancement is the least likely to elicit complaints.
Is it not good to make the rewards just based on what has been drawn from the beginning without showing it?
>>18
If you turn it into taxes, you can reduce it by the number of transactions.
Ah, the withdrawal amount is optional.
In in-game transactions between users it’s free, but if you set up a personal shop or list items on the marketplace, there are fees.
The operators must find some way to collect the resources existing in the game, or they will continue to accumulate endlessly and cause inflation.
If we don’t charge a fee, only certain players will make a profit, so it’s better to charge it.
Even when trying to find balance, it seems easier to mimic the way things are done in reality.
You do understand that without this mechanism, it would lead to infinite inflation, right?
>>24
Can I make a big mistake?
It might be good to create consumption destinations for other currencies.
>>32
It’s fine either way.
You’re saying that you at least have the idea of “other consumption destinations” that will continue to exist outside of transactions, right?
>>34
There are many consumables and content admission fees that can only be purchased with currency.
In the game I was playing, the cost increased as you upgraded your weapons, which acted as a deterrent for becoming a hardcore player.
>>34
There are gacha and things like that.
At the beginning of the year, the demand on your side was so high that nothing sold on the exchange…
I remembered the bank from Mabinogi.
Just withdrawing and depositing cash incurs a fee of 5% or 10%, so I used to carry it around in the form of checks.
The poor feel a sense of unfairness because they are taken even more of their little money.
In reality, it’s the disabled individuals who are paying much more, and if we don’t curb inflation like this, everything will become more expensive, and the poor will be unable to buy anything.
Taxes exist precisely for the poor.
>>26
In reality, it’s the high taxpayers who contribute to society.
Helping a large number of unspecified people is much more meaningful than doing small-scale volunteer work.
>>64
There are people who spend ridiculous amounts of money even on social games, so players can enjoy them for a long time without spending much or at all.
>>64
The reality is that there is progressive taxation, so the rich pay a lot, while those without money don’t pay taxes, but if it’s uniform for everyone, the burden on the poor would be significant.
>>125
Not everything is subject to progressive taxation, and there are countless tax-saving methods available.
In-game currency should not drop infinitely when defeating monsters.
If you’re paying 980 yen a month, wouldn’t it be possible to limit the amount you receive each month to up to 980,000 gold to control inflation?
>>28
I think such restrictions will seriously make people leave, and in the end, won’t it lead to inflation?
>>28
It’s just like a stamina-based game.
If trading is possible, multiple accounts will be mass-produced.
>>28
Those smartphone guys were under a fatigue system.
If you exceed one day’s combat time, the drops and experience points decrease significantly.
It looks annoying.
Let’s play the original Ragnarok Online!
A system that is not uncommon in South Korea.
You can be taxed in Black Desert, but you can alleviate it through in-game purchases.
If we don’t suppress inflation, those who engage in BOT and RMT will lose the right to shop…
In the past, it was fine because “healing potions could only be bought from NPCs, so money was recovered during the process of merchants restocking healing potions”…
If it’s an online game with transactions, there’s definitely some form of in-game currency being collected by the system…
There must be other places to spend it.
First of all, it’s the way you’re speaking.
There are also reinforcement costs, right?
Since the time of X, it has been taken, and if anything, mass can take about 17%.
Leak!?
Because they cannot control currency issuance.
“Look at the value of the original currency.”
Boss, it’s become an amazing amount!
>>46
There’s a dream-like system where you can create money from nothing, buy rare items with that money, and sell them for real money, which has led to a surge of bots.
>>49
How many years ago was the Chinese BOT around?
If you make it so that you can only get money by stopping the infinite money drops and selling items.
>>50
That’s Ragnarok.
If there is no system that allows you to take a lot of in-game currency, that’s fine.
Don’t impose taxes on auctions that already exist.
Ragnarok Next Generation came to Japan too late.
I played Ragnarok TrueLove first on mobile.
The graphics of Ragnarok Origin’s predecessor are better.
I’m pretty tired of these 3D polygon quest tap games.
>>52
Aren’t they all the same?
I want you to try inflating it infinitely at least once.
I want to see what happens.
>>53
Let’s play the original Ragnarok together!
>>55
I tried it a bit during the free trial, but I guess I just did a little and then stopped…
It’s a bit tough without auto-move by tapping the map.
Items drop endlessly, so we are together.
The value of money has become unbelievable, and items with constant demand, like enhancement materials, have become the standard for value.
Aren’t you going to release it with a toon render like Genshin Impact?
X feels so cheap in appearance that it hardly seems like a Next Generation product.
>>60
Ragnarok Masters 2 is in development.
>>62
TrueLove2 sounds like an affair.
>>63
It’s Eternal Love 2.
The marketplace in Ragmas doesn’t allow you to set your own prices and takes a large cut in fees.
What can be used as collateral for in-game currency to control inflation?
Or is it a total amount regulation?
In the case of online games, even if taxes are taken, the management doesn’t do anything with that money.
>>67
It’s keeping inflation in check.
>>67
You’re running a service, right?
PSO2, which has transactions between the same users, required a significant amount of money for character and weapon enhancement elements.
The operation is not thriving from taxes; it’s just disappearing into nothing, so even if you ask for a return…
The management can increase this amount of money as much as they want.
About 30% is taken from the black desert, right?
Isn’t this the kind of thing that requires payment to challenge the content or to buy event items, and it collects money under that pretext?
?
Because it is a game on the electronic level where something is created from nothing, everything that is collected must disappear.
If the cash that exists in the game from the beginning is fixed and not increased by the management, then even if it’s collected as tax, it would likely be returned somewhere.
>>78
Understood.
In other words, we just need to turn the consumed stamina drink into currency.
>>81
In a way, the Mobamasu economy had its interesting aspects.
I’m confused when the discussions about the in-game economy and real-world operations get mixed up.
Isn’t collecting through content and recovering through transaction fees a popular inflation control measure?
It’s the same in any community where those who don’t spend much money are the loudest.
In this game, it’s not the buyer who gets taxed, but the seller.
>>83
It’s not direct sales; it’s done through an exchange.
Since the era of RO, relying solely on recovering currency through consumables like healing potions hasn’t been sufficient.
You can just change the in-game currency itself; you just have to make sure the money changer’s rate isn’t 1:1.
>>86
The discussion is about which is better: regularly having something like currency discarded or being taxed.
MobaMas was fun because of the rate fluctuations in Staena.
It would be great if we could use a lot of currency for high-end content.
It should be that you have to use currency like water to forge weapons.
>>88
From experience, it seems that there will be an inflation that allows that content to be circulated widely.
It seems like everyone is interested in MMOs.
Let’s wait for Ragnarok 3 together!
What they say shouldn’t be done is usually what I’m doing.
Why not just do transactions in cash like normal…?
How is the Age of Exploration Online being controlled?
Am I being taxed in the game…?
>>95
It feels unfairly taken by the management, so it’s being labeled as a tax.
From a systemic perspective, it’s a kind of fee…
It’s probably just called a tax, but it’s likely just listing fees or something like that.
In mobile games, it’s common for event currency to only be usable within that event, and it disappears after the period ends, so I think everyone is fairly used to it since it can definitely be collected.
>>99
The value of event points in social games and currencies that somewhat establish an in-game economy is quite different.
>>105
Well, the image from the thread is of a paid coin that hardly ever appears in the game.
>>105
Why not just switch the currency itself? If it’s something that’s been announced in advance, like the rotation in TCGs or DCGs, there shouldn’t be any problem.
Returnees start from zero assets, so they have to keep swimming like tuna, which means they’ll continue to drop money, right?
Listing fees are common in MMOs.
Isn’t a 30% fee a design mistake or something?
I liked that the premium players were doing direct trades to avoid the initial fees in PSO2.
You can randomly change the equipment status, but it costs a lot of money.
Such a system aimed at advanced players has a fairly effective inflation control as well.
>>103
Tonio was suppressing inflation, huh…
I still won’t forgive you.
Even in solo games, in-game currency can easily collapse.
Progressive taxation should be applied in games as well, right?
>>106
Items that can be sold for a high price at the store are converted into physical items that can be held in large quantities with a weight of zero, resulting in a large stockpile.
Is it true that collab continues to trash things like currency?
>>107
It’s true that the things in FF14 are regularly updated.
However, there are currencies that will be renewed and those that will not, and the latter has never become worthless, so that is a lie.
The economy is one of the joys of MMO, after all.
Let’s create a gacha that can be spun with in-game currency.
There are no skins that affect performance in any way.
>>112
It doesn’t seem like it will have such an impact on the economy…
By eliminating the fees, it allows for monopolizing and price manipulation.
Should taxes be imposed on assets other than cash?
I’ve never seen a game where in-game transactions are taxed.
>>121
You’re just inexperienced with MMOs, aren’t you?
If we’re talking about taxes, the guild maintenance fees seem more like taxes than exchange fees.
Well, it’s like the fees on Mercari.
If you’re going to charge a fee, then operate properly!
Maintaining the economy is proper management.
The wealthy have the option to either pay high taxes or become poor.
There is none for the poor.
>>130
Work.
>>130
Because you’re not working, you can’t even become middle class, NEET.
Isn’t it rare to find an exchange in online games that doesn’t charge transaction fees?
>>132
The old type of direct store owner doesn’t have that kind of thing.
It feels rare nowadays for games that allow transactions between individuals, especially since the assets of hardcore players being exchanged is the most troublesome; preventing it is the smoothest solution.