
Temple Who N93
The text does not have a coherent meaning in Japanese and seems to be a combination of letters. It does not translate into English.
Ka-
Lulu CN
li
RS
Chuhoko Reno Mo
Detsuro 2 de
RNN with Ro
The text you provided is not coherent and does not form a meaningful Japanese phrase. Please provide a complete and clear sentence for translation.
Does the management gain anything by taking a crystal tax?
>>1
Since the absolute amount decreases, users will start paying again.
Are you charged a fee in in-game currency!?
I remember thinking even as a child that taxes and pensions were a rip-off when I read the thread image…
>>4
Please don’t get angry.
Isn’t it something a financially naive person would do to just pay as they are told without using tax havens?
I don’t want to feel that way even in the game…
There are many games with transaction fees, but 30%…
Visualization… or rather, doesn’t putting such a mechanism in place only lead to player dissatisfaction?
In-game currency? So isn’t it fine not to display it?
Since the front is 80%, it feels like there is little.
Well, if we don’t collect it, it will keep increasing, right?
In the real economy, inflation is controlled by the circulation of currency and through taxes or policy interest rates.
If you can’t control the money supply… then you have no choice but to collect taxes.
It feels like the main RO is struggling to reduce the circulating zenny.
We can’t just easily cause inflation, so we have to reduce it.
A society with a high tax rate on PK prohibition areas.
Let’s divide it into a slum where anything goes.
Unlike real currency, in-game currency springs forth from nothing, so if you don’t have a constant means of collection, it will quickly become inflationary.
Well, I think it’s less likely to cause dissatisfaction if they consume something through some kind of content rather than being charged a fee.
>>15
If you implement a system where you collect the same amount from all players, like a uniform admission fee for content, then…
Well, of course, it will be a regressive tax, so the poorer people will suffer more while the wealthy will only face a negligible amount, leading to the construction of an economy that is unfriendly to newcomers.
So, well, a system that imposes higher taxes on those who engage in high-value transactions is probably the best option.
>>75
Interesting…
>>15
Real currency also springs forth from nothing.
>>111
In reality, you can control how much you can bring out of nothing.
>>111
You can increase it by running the printing press, but the people in charge are imposing restrictions.
I collect through content, but I generally can’t keep up.
It is considered that reducing through equipment enhancement is the least likely to provoke complaints.
Is it not good to calculate the reward only based on what was drawn from the beginning without showing it?
>>18
If it is taxed, it can be reduced by the number of transactions.
Ah, the withdrawal amount is optional, huh?
In-game transactions are free between users, but if you set up a personal shop or list items on the market, you get charged a fee.
The management must find some way to collect the resources that exist in the game; otherwise, they will continue to accumulate infinitely and cause inflation.
If you don’t charge a fee, only certain players will profit entirely, so it’s better to take one.
Even when trying to find balance, it’s easier to imitate the way things are done in reality.
You’re saying this knowing that without this mechanism, inflation could go on infinitely, right?
>>24
Can I go all out?
Why not create consumption destinations for other currencies?
>>32
That’s fine either way.
You’re saying that you at least have the idea of “other consumption destinations” that will continue to have demand outside of transactions, right?
>>34
There are countless consumables and content entry fees that can only be purchased with currency.
In the game I was playing, the cost increased with each weapon upgrade, which helped prevent people from becoming addicted.
>>34
There are things like gacha.
In the New Year event, the demand on your side was so high that nothing could be sold on the exchange…
I remembered the bank from Mabinogi.
Just by withdrawing and depositing cash, I was charged a fee of 5% or 10%, so I was carrying around a check.
The poor feel a sense of unfairness because they have to give up even the little money they have.
In reality, it’s the disabled people who are paying much more, and if we don’t suppress inflation like that, everything will increase in price and the poor won’t be able to buy anything.
Taxes exist for the sake of the poor.
>>26
The ones who contribute to society in real life are high taxpayers, right?
Helping a large number of unspecified people is much more impactful than small-scale volunteering.
>>64
There are people who spend ridiculous amounts of money on social games, so even those who don’t spend or spend very little can play for a long time.
>>64
The reality is that because of progressive taxation, the wealthy pay a lot, while conversely, those without money aren’t paying taxes; however, if everyone is taxed equally, the burden on the poor is significant.
>>125
Not everything is subject to progressive taxation, and there are countless tax-saving methods available.
Instead of an infinite drop of in-game currency when defeating monsters,
If you’re paying 980 yen a month, wouldn’t it help suppress inflation if you could only receive up to 980,000 gold each month?
>>28
I really think such restrictions will drive people away, and in the end, won’t it just lead to inflation?
>>28
It’s just like a stamina-based game.
If trading is allowed, multiple accounts will be mass-produced.
>>28
The smartphone version was based on a fatigue system.
If you exceed one day of combat time, drop rates and experience points will drastically decrease.
It seems troublesome.
Let’s play the original Ragnarok Online!
A system that is not uncommon in South Korea.
In Black Desert, taxes are taken, but they can be mitigated with in-game purchases.
If we don’t curb inflation, those who don’t engage in BOT and RMT will lose the right to shop…
In the past, it was manageable because “healing potions could only be bought from NPCs, so money was collected during the merchant’s process of restocking healing potions,” but now…
If it’s an online game with transactions, there will definitely be some form of in-game currency collected by the system…
There must be other places to consume it.
First of all, it’s the way you speak.
There are normally costs for reinforcement, right?
Since around the time of X, it’s been taken, and in fact, the mass takes around 17%.
Leak!?
Because we cannot control the issuance of currency.
Look at the value of the original currency.
Boss, it’s become an amazing amount!
>>46
The system where you can create money from nothing, buy rare items with that money, and then sell them for real money is like a dream, which is why it became flooded with bots…
>>49
How many years ago was the Chinese BOT around?
If you stop the infinite money drop and can only earn money by selling items.
>>50
That’s Ragnarok.
If there isn’t a system that allows you to take a lot of in-game currency, then it’s fine.
Don’t tax the auction even though it exists.
Ragnarok NextGeneration was too late to come to Japan.
I played Ragnarok TrueLove because it was released on mobile first.
The graphics of the earlier release of Ragnarok Origin are better.
I’m pretty tired of this 3D polygon quest tapping game.
>>52
Aren’t they all the same?
I want to try inflating it infinitely just once.
I want to see what happens.
>>53
Let’s play the original Ragnarok together!
>>55
I tried it a bit during the free period, but I guess I just did a little and then finished.
It’s a bit tough without auto-move when tapping the map.
Items drop infinitely, so it’s the same.
The value of money has become hard to believe, and items with constant demand, like enhancement materials, have become the standard for value.
Aren’t you going to release something with toon rendering like Genshin Impact?
X feels so cheap in appearance that it’s hard to believe it’s called Next Generation.
>>60
Ragnarok Masters 2 is in development.
>>62
When I hear “TrueLove2,” it sounds like an affair.
>>63
It’s Eternal Love 2!
The market in Ragmas doesn’t allow you to set your own prices, and the fees are quite high.
What can be used as collateral for in-game currency to suppress inflation?
Or is it a total quantity regulation?
In the case of online games, even if taxes are taken, the operators don’t do anything with that money.
>>67
It’s keeping inflation in check.
>>67
You are running a service, aren’t you?
In PSO2, where transactions occur between the same users, there was a need to spend a significant amount of money solely on character and weapon enhancement elements.
Since the operation is not being enriched by taxes and just vanishes into nothing, it’s hard to expect any returns…
The management can increase money like this as much as they want.
The black desert is also taken at around 30%.
Isn’t this something that you have to pay for by buying event items or something like that to engage with the content, and then collect funds under that pretext?
?
Because it’s a game in a digital space where something is created from nothing, everything that is collected needs to disappear.
If the cash that exists in the game from the beginning is fixed and not increased by the management, then even if it is collected as tax, it would be refunded somewhere.
>>78
Understood.
In other words, we can make the consumed energy drink a currency.
>>81
In a way, there was something interesting about the Mobamas economy.
It’s troubling to mix discussions about the in-game economy with those about real operations…
Isn’t it a popular inflation control measure to recover through content as well as through transaction fees?
The groups that don’t spend much money tend to be the loudest, no matter the scene.
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 only on currency collection from consumables like recovery items isn’t enough.
Why not just change the in-game currency? You just don’t set the money changer’s rate to 1:1, and that’s it.
>>86
It’s a discussion about whether it’s better for something that resembles currency to be treated as trash or for taxes to be taken.
In Mobamas, the rate fluctuations of Staena were fun.
It would be great if you could use a lot of currency for high-end content.
You have to use currency like water to forge weapons.
>>88
Based on experience, it will lead to an inflation of wanting to generate content that can be spun around.
It seems like everyone is interested in MMOs.
Let’s wait for Ragnarok 3 together!
What I’m being told not to do is mostly what I’m doing.
Why not just handle it normally with cash…?
How is the Age of Discovery Online being suppressed?
Are taxes taken in the game…?
>>95
It’s being called a tax because it’s being taken unjustly by the management.
From a systemic perspective, it’s something like a fee…
They’re probably just calling it a tax, but it’s more like a listing fee or something like that.
In social games, event currencies can only be used within that specific event, and they often disappear once the period is over, so I think everyone is pretty used to it since you can definitely recover them.
>>99
The value of event points in social games and the currency that somewhat establishes the in-game economy is quite different.
>>105
Well, the image in the thread is a paid coin that rarely appears in the game.
>>105
How about switching the currency itself? If it’s already been announced like in TCG or DCG, there shouldn’t be any problems, right?
Returnees start from zero assets, so they have to keep swimming like a tuna, which means they will continue to spend money, right?
Listing fees are quite common in MMOs.
Isn’t it a design mistake to have a 30% fee…?
I liked that the premium subscribers were doing direct trades to avoid the initial fees in PSO2.
You can change the equipment status randomly, but it costs a lot of money.
This kind of advanced system for dedicated players can also be fairly effective in controlling inflation.
>>103
Tonio was suppressing inflation…
I still won’t forgive you.
In solo games, in-game currency is prone to collapse.
Progressive taxation should also be applied in games.
>>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 and then stockpiled in large amounts.
Is it true that the cola continues to waste something like currency?
>>107
It’s true that the ones in FF14 are regularly refreshed.
However, there are currencies that are renewed and those that are not, and the latter have never become worthless, so that is a lie.
The economy is one of the pleasures of MMOs, after all.
Let’s create a gacha that can be rolled with in-game currency.
There will be no skins that affect performance in any way.
>>112
It doesn’t seem like it will have a significant impact on the economy…
Eliminating the fees allows for hoarding and price manipulation.
Do we need to tax assets other than cash?
I’ve never seen a game where in-game transactions are taxed before.
>>121
You’ve just never played an MMO before, right?
If we’re talking about taxes, the guild maintenance fee feels more like a tax than the exchange fees.
Well, it’s like the fees on Mercari.
If you’re going to charge a fee, at least run it properly!
Maintaining the economy is proper management as well.
The wealthy have the choice of paying high taxes or becoming poor.
There are none for the poor.
>>130
Work.
>>130
Because I’m not working, I can’t even become part of the middle class, NEET.
Isn’t it uncommon to find exchanges in online games that don’t charge fees?
>>132
Older types of people who open their own shops don’t have that kind of thing.
It feels rare these days for games to allow transactions between individuals, because dealing with the assets of hardcore players is the most troublesome, so not allowing it is the most straightforward approach.