
In this case
Three draws or more
With management support
I’m going.
Okay.
!!Doton
Like that
A foolish story.
Is there?
Don’t mess with me!
Legal fees,
If you acknowledge it, there’s money.
“Take it off.”
I think.
It is.
peek
Hey!
That was a close call.
Turn it on a little.
Saying
The tax office is
Made to pay
Terumo
Huh? No.
Such a thing.
Is there?
Confirmation
I can do it.
Confirmed economy
It seems to wither.
Person in charge
Everyone is
Completely
Related to the protection of
Ze!
3,500,000 yen.
It is as if it were grass.
It’s not just him, you know!
Ya, Orimo.
What about putting in Ruza?
Reflection.
Management tax holding policy control
Year’s hand hand hand
You can get older.
The fee is
In this case
The fee is
Sternly…
Eru!
If I knew the fees
There is.
“Come on.”
This is Mr. Tai’s year.
Corresponding present
What is the real origin?
I don’t know about things like this!
Does the management gain anything by taking the crystal tax?
>>1
As the absolute amount decreases, users will start paying again.
Are you charged a fee in in-game currency!?
When I read the thread, I thought that taxes and pensions were a rip-off, even as a child.
>>4
Please don’t get angry.
Isn’t paying as you are told without using a tax haven something only the ignorant would do?
I don’t want to feel that unpleasant feeling even in the game…
There are many games with transaction fees, but 30%…
Visualization… or rather, won’t just implementing such a system lead to player dissatisfaction?
In-game currency? So isn’t it fine if we don’t display it?
Because it’s said that 80% of the work is done in the front, it feels like there’s a lot less.
Well, if we don’t collect it, it will keep increasing, right?
In the real economy, inflation is controlled by the circulation of currency, taxes, and policy interest rates.
If the circulation of currency cannot be controlled… then there’s no choice but to collect taxes.
It feels like the original RO is struggling to reduce the circulating zenies.
We can’t easily allow inflation, so we have to reduce it.
Areas with a high tax rate prohibiting PK for working adults
Let’s divide into a free-for-all slum.
Unlike real currency, in-game currency springs forth from nothing, so if you don’t prepare a constant method of collection, it will quickly lead to inflation.
Well, I think it’s less likely to cause dissatisfaction if people are made to consume something through some kind of content rather than being charged a fee.
>>15
If a system is established where a uniform fee like an admission charge for content is collected from all players at the same amount, then…
Well, naturally, it will become a regressive tax, so the poorer will suffer more, while the rich will be minimally affected, leading to an economy that is not friendly to newcomers.
So, well, a system that imposes higher taxes on those who make 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 produce from nothing.
>>111
You can increase it by running the printing press, but the people in charge have imposed restrictions.
I do recover from the content, but generally can’t keep up.
It is said that reducing through equipment enhancement is the least likely to cause complaints.
Is it not good to make the rewards based only on the amount drawn from the beginning without showing it?
>>18
If it is taxed, it can be reduced by the number of transactions.
Ah, so the withdrawal amount is optional.
In-game transactions are free between users, but if you set up a personal shop or list items in the market, there are fees involved.
The operators need to find a way to collect the resources existing in the game, or else they will continue to pile up endlessly and cause inflation.
If you don’t charge a fee, only certain players will make a profit, so it’s better to take one.
It’s easier to imitate the way things are done in reality to keep the balance.
You do understand that without this mechanism, inflation could go on infinitely, right?
>>24
Is it okay if I go all out?
Isn’t it better to create consumption destinations for other currencies?
>>32
That’s fine too, but…
You do have the idea of “other consumption destinations” that will continue to exist as a demand apart from transactions, right?
>>34
There are countless consumables and content entrance fees that can only be purchased with currency.
In the game I was playing, the cost of weapon upgrades increased as you progressed, which acted as a way to prevent addiction.
>>34
There are things like gacha.
At the New Year’s event, the demand on your side was so high that nothing was sold at the exchange…
I remembered the bank in Mabinogi.
Withdrawing and depositing cash incurs a fee of 5% to 10%, and I used to keep it in the form of a check.
The poor feel a sense of unfairness because they are taking away the little money they have.
In reality, the marginalized people are paying far more, and if we don’t curb inflation like that, everything will rise in price and the poor will be unable to buy anything.
Taxes exist precisely for the poor.
>>26
The ones who contribute to society in the real world are the high taxpayers.
Helping a large number of unspecified people is much more significant than doing small-scale volunteer work.
>>64
There are people who spend absurd amounts of money on social games, so even free or low spenders can enjoy the game for a long time.
>>64
The reality is that with progressive taxation, the wealthy pay a lot, while on the other hand, those who have no money do not pay taxes. However, if everyone is taxed equally, the burden on the poor would be significant.
>>125
Not everything is subject to progressive taxation, and there are countless ways to minimize taxes.
In-game currency should not have infinite drops just for defeating monsters.
If you’re paying 980 yen per month, wouldn’t it be possible to limit it to receiving up to 980,000 gold per month to control inflation?
>>28
I think such restrictions will seriously 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 possible, multiple accounts will be mass-produced.
>>28
The smartphone version had a fatigue level system.
If you exceed one day’s combat time, the drops and experience points will drastically decrease.
It looks troublesome.
Let’s play the original Ragnarok Online!
A system that is not uncommon in South Korea.
In Black Desert, you have to pay taxes, but you can mitigate it through purchases.
If we don’t suppress inflation, those who don’t engage in BOT and RMT will lose the right to shop…
In the past, it was said that “since recovery potions could only be bought from NPCs, money was collected during the process of merchants restocking recovery potions,” but…
In any online game with transactions, there is definitely some way for in-game currency to be collected by the system…
There must be other places to spend it.
First of all, it’s the way you speak.
There are also reinforcement costs, right?
Since the time of X, it’s been taken, and if you want to talk about it, mass takes about 17%.
Leak!?
Because we cannot control the issuance of currency.
Look at the value of the currency in the main house.
Boss, it’s become a huge amount!
>>46
Because there is a dream-like system where you can create money from nothing, buy rare items with that money, and then sell them for real money, it has become filled with bots…
>>49
How many years ago was the Chinese BOT around?
If you stop the infinite money drop, you can only earn money by selling items.
>>50
That’s Ragnarok.
If there’s no system where you can take a lot of in-game currency, that’s fine.
Don’t impose taxes on auctions even though they exist.
Ragnarok Next Generation came to Japan too late.
I played Ragnarok TrueLove because it was released on mobile first.
The graphics of the earlier release of Ragnarok Origin are better.
I’m getting tired of this kind of 3D polygon quest tap game.
>>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 period, but I guess I just did a little and then it ended…
It’s a bit tough without auto-move on map tapping.
Because items drop infinitely, it’s the same.
The value of money became unbelievable, and items with constant demand, like enhancement materials, became the standard of value.
Aren’t you going to come out with a toon render like Genshin Impact?
X feels so cheap in appearance that it’s hard to consider it Next Generation.
>>60
Ragnarok Masters 2 is in development.
>>62
“TrueLove2 sounds like an affair.”
>>63
It’s Eternal Love 2!
The Ragmas marketplace doesn’t let you set your own prices, and you’ll get hit hard with fees.
What can the in-game currency be backed by to control inflation?
Or is it a total quantity regulation?
In the case of online games, even if taxes are taken, the management doesn’t do anything with that money.
>>67
It’s suppressing inflation.
>>67
You are operating a service, aren’t you?
In PSO2, which has transactions between the same users, there was a strong need to spend money on character and weapon enhancement elements.
The operation is not thriving on taxes, but simply disappearing into nothing, so even if you ask for a return…
The administration can increase such money as much as they want.
About 30% is taken from the black desert, right?
Isn’t this something that you have to pay for to challenge the content or buy event items in order to recoup the costs under that pretext?
?
What is created from nothing must disappear completely because it is a game on an electronic platform.
If the cash that exists in the game from the beginning is fixed and not increased by the operators, then even if it is collected as tax, it would probably be redistributed somewhere.
>>78
I understand.
In other words, it means we should turn the consumed energy drink into currency.
>>81
In a way, there was something interesting about the Mobamas economy.
It’s confusing when the discussion about in-game economics gets mixed up with the talk about real operations…
Isn’t it a popular inflation control measure to recover through content as well as through transaction fees?
It’s the same in every field that those who don’t spend much money tend to be the loudest.
It’s not the buyer who is taxed, but the seller who is taxed in this game.
>>83
It’s not direct selling; it’s done through an exchange.
Since the era of RO, the currency recovery through consumables like potions is no longer sufficient.
Why not just change the in-game currency itself? If you don’t set the money changer’s rate to 1:1, it’s fine.
>>86
It’s a discussion about whether it’s better for something like currency to be discarded regularly or to be taxed.
The rate fluctuations of Stamina in Mobamasu were enjoyable.
It would be great if we could use a lot of currency on high-end content.
You have to spend currency like it’s water to forge weapons.
>>88
Based on my experience, it will create an inflation where you can handle that content freely.
It seems like everyone is interested in MMOs.
Let’s wait for Ragnarok 3 together!
What they say isn’t true is usually what I’m doing.
Can’t we just do it in cash normally?
How is the Age of Exploration Online being suppressed?
Are taxes taken in the game…?
>>95
It’s considered taxation because it’s being taken unfairly by the management.
Systemically, it’s like a fee…
They’re probably just calling it a tax, but it’s likely just a listing fee or something like that.
In social games, event currencies can typically only be used within that event and disappear after the event period ends, so I think everyone is quite used to this; it ensures that they can definitely be collected.
>>99
The value of event points in social games and the currency that somewhat establishes an in-game economy is quite different.
>>105
Well, the image in the thread is a premium coin that hardly appears in the game.
>>105
How about switching the currency itself? If it’s been announced in advance like the standard rotation in TCGs or DCGs, then there shouldn’t be any problems, right?
Since returnees start with zero assets, they’ll have to keep swimming like a tuna, so they’ll continue to spend money, right?
Listing fees are common in MMOs.
Isn’t a 30% fee kind of a design mistake…?
I liked how the premium-paying players were doing direct trades to avoid the fees in the early days of PSO2.
You can randomly change the equipment’s status, but it costs a lot of money.
This kind of advanced system for dedicated players also has a fairly effective inflation control.
>>103
Tonio was keeping inflation in check…
I won’t forgive you anyway.
In solo games, in-game currency can easily collapse.
Progressive taxation should also be applied in games, 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 zero weight and stocked up in bulk.
Is it true that Korra keeps treating things like currency as garbage?
>>107
It’s true that the FF14 thing gets updated regularly.
However, there are currencies that are renewed and those that are not, and the latter has never become garbage, so that is a lie.
The economy is one of the pleasures of MMOs, after all.
Let’s create a gacha that can be spun with in-game currency.
There will be no skins that affect performance.
>>112
It doesn’t seem like it will have an impact on the economy…
Eliminating fees allows for hoarding and price manipulation.
Do we need to impose taxes 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 fee seems more like a tax than exchange fees.
Well, it’s like the fees on Mercari.
If you’re going to charge fees, manage it properly!
Maintaining the economy is also proper management.
The wealthy have the option to either pay high taxes or become impoverished.
There is no poverty.
>>130
Work.
>>130
Because you’re not working, you’ll never become part of the middle class, NEET.
Isn’t it rare to find a trading platform in online games that doesn’t charge fees?
>>132
The old type of direct store-opening individuals don’t have that.
It feels rare these days for games to allow transactions between individuals in the first place; preventing the flow of assets from hardcore players is the simplest and most straightforward solution.