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Wahaha!
Overcharging is
It’s a hit!
What is ROX?
of
Newly
Added
It is.
A lot / very much / quite a bit
ROX is better.
Strong guys
It’s expensive.
I can’t reach it.
350,000 spiral
3 million crystals
Aim for it or something.
Say nothing.
3.5 million clams
Whether it exists or not
I understand.
ze
Oops
How about it?
Taxes are
It’s settled.
Huh?
Oh, that…
Dream money’s お
The transfer is
It’s wasteful!
Department Manager
Why?
Hyakuhyakku Crystal as well.
I have to pay!!
As I thought.
250,000 yen per month
I don’t want to pay for it!
The meeting has
I won’t be caught.
Nisuna.
Calm down!
Calm down!
I will hit it!
Increase the fees
If you don’t have enough legs
I know and I will do it.
Strictly
Commission fee.
ROX1
3 million
Counterattack
Pulled.
Oh!
Ro
In great abundance.
I feel like I’m being pulled.
Tsuu
Money
Good night.
It’s taxable!
Even if you say “eggplant,”
This is the best!! With ears attached.
It is being done.
Youth Management, Matsune!
It’s operational management!
Is that true?
That’s a different story.
What is ROX1?
I understand.
That dance.
thing
Don’t you know?
Three mouths
Commission Fee
This time’s construction video.
The fee is
Strictly
Tax marriage
Fee
This time’s
Sago’s
Lies.
Attach!!
Set transaction
Commission
1 absorption circular temperature 1 historical god
1・98, 00, 000: Young, what is it?
Without additional value, this place is 2 deep blue.
Teaching dance every country: 4 cars were issued at the hall.
Confirmed
Kirea liver nu 13-00, 299,000
I’m sorry, but the provided text does not appear to be coherent Japanese. It may contain errors or be nonsensical. Please provide a different text for translation.
The text seems to be jumbled and does not form a coherent sentence in Japanese. Therefore, it’s difficult to provide an accurate translation. Could you please check the text again?
The text appears to be nonsensical and does not convey a clear meaning in Japanese.
The provided text is not in Japanese. It appears to be in Filipino (Tagalog) and translates to “provides” in English.
The text provided is a mix of Japanese, Korean, Chinese, and possibly other languages. It seems to contain garbled characters and doesn’t form coherent sentences in Japanese. Therefore, I am unable to provide a meaningful translation.
The text is not in Japanese. It appears to be in Hindi and translates to “septic tank” in English.
//Moreover, the bow of the year.
The text appears to be a mix of multiple languages and may not convey a coherent meaning. If you have a specific Japanese text you would like to be translated, please provide that instead.
New!≈ wide importance does not face any techniques for finish.
Does the management gain anything from collecting crystal taxes?
>>1
The absolute amount decreases, so users will pay again.
Are you being charged a fee in in-game currency!?
Reading the thread, even as a child, I thought taxes and pensions were a rip-off…
>>4
Please don’t get angry.
Isn’t it something a fool would do to pay exactly as they are told without using a tax haven?
I don’t want to feel that unpleasant way even in the game…
There are many games with transaction fees, but 30%…
Visualization… or rather, even if you implement such a system, won’t it just accumulate player dissatisfaction?
In-game currency? So isn’t it okay not to display it?
It feels like it’s little because the front is 80%.
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 taxes or policy interest rates.
If the circulation of currency can’t be controlled… then there’s nothing left but to collect taxes.
It feels like the main version of RO is struggling to reduce the circulation of zeny.
We can’t just easily let inflation happen, so we have to reduce it.
A society area with a high tax rate prohibiting PK.
Let’s divide it into a free-for-all slum.
Unlike real currency, in-game currency spawns out of nowhere, so if you don’t prepare a constant means of collection, it will quickly become inflationary.
I think it’s less likely to cause dissatisfaction to make people consume something through content rather than collecting it as a fee.
>>15
If you implement a system where a uniform fee is collected from all players, like an entrance fee for content, then…
Well, of course, it will become a regressive tax, so the poorer will suffer more while the richer will only feel a negligible amount, leading to the construction of an economically unfriendly environment for newcomers.
So, I guess a system that imposes higher taxes on those who make high-value transactions is the least bad 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 operating the rotary press, but the people in charge are imposing restrictions.
I’ll collect through the content, but I generally can’t catch up.
It is said that reducing through equipment enhancement is the least likely to provoke complaints.
Is it not good to make the reward only based on the amount drawn from the start without showing it?
>>18
You can reduce it by the number of transactions when it comes to taxes.
Ah, the withdrawal amount is optional.
In-game transactions are free between users, but if you open a personal shop or list items on the market, there are fees involved.
The management needs to find a way to collect the resources that exist 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 seems that mimicking the real way is easier even when trying to find a balance.
You’re saying this with the understanding that without this mechanism, it would lead to infinite inflation, right?
>>24
Is it okay if I make a big comment?
Isn’t it better to create consumption destinations for other currencies?
>>32
That’s okay either way.
You’re saying that you at least have the idea of “other consumption destinations” that will continuously exist outside of transactions, right?
>>34
There are all kinds of admission fees for consumables and content that can only be purchased with currency.
In the game I was playing, the cost of weapon upgrades increased as you progressed, which served to restrain addiction.
>>34
There are things like gacha.
Due to the high demand on your side for the New Year event, nothing could be sold on the exchange…
I remembered the bank in Mabinogi.
I was charged a fee of 5% or 10% just for withdrawing and depositing cash, and I carried it around in the form of a check.
The poor feel a sense of unfairness because they are being taken for even less money.
In reality, the disabled are paying much more, and if we don’t suppress inflation in that way, everything will become more expensive, and the poor won’t be able to buy anything.
Taxes exist for the sake of the poor.
>>26
The ones who are contributing to society in real life are the high taxpayers.
Helping a large number of unspecified people is much more effective than small-scale volunteer work.
>>64
There are people who spend ridiculous amounts of money on social games, so even those who play for free or spend very little can enjoy them for a long time.
>>64
In reality, the tax system is progressive, so rich people are paying a lot, while on the other hand, those without money are not paying taxes. However, if everyone pays the same rate, the burden on the poor will be significant.
>>125
Not everything is progressive taxation, and there are a mountain of ways to reduce taxes.
In-game currency should not be an infinite drop just from defeating monsters.
If you’re paying 980 yen per month, wouldn’t it be possible to limit the amount you can receive each month to 980,000 gold to control inflation?
>>28
I think such restrictions will seriously make people leave, 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 ones 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, taxes are imposed, but you can alleviate them through spending.
If we don’t control inflation, those who don’t engage in BOT and RMT will lose the right to go shopping…
In the past, it was okay because “you can only buy recovery potions from NPCs, so money is collected during the process of merchants restocking recovery potions,” but…
If it’s an MMO that has transactions, there will definitely be some way for the 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 normal enhancement costs, right?
Since the time of X, it’s taken from the masses, and if anything, the masses take about 17%.
Leak!?
Because we cannot control the issuance of currency.
Look at the value of the original currency.
Boss, it’s a huge amount!
>>46
Because there is a dream-like system where you can create money out of nothing, buy rare items with that money, and sell them for real money, it has become flooded with bots…
>>49
How many years ago was the Chinese BOT around?
If you stop the infinite money drop, you can only make money by selling items.
>>50
That’s Ragnarok.
If there’s no other system where you can take a lot of in-game currency, then that’s fine.
Don’t impose taxes on auctions if they already exist.
Ragnarok NextGeneration came to Japan too late, didn’t it?
I played Ragnarok TrueLove because it was released on smartphones first.
The graphics of Ragnarok Origin’s earlier release are better.
I’m getting tired of these 3D polygon quest tap games.
>>52
Aren’t they all the same?
I want to see it inflate infinitely just once.
I want to see what will happen.
>>53
Let’s play the original Ragnarok together!
>>55
I tried it a bit during the free trial, but I guess I just played for a little while and then stopped…
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 unbelievable, and items that are always in demand, like enhancement materials, have become the standard of value.
Aren’t they going to come out with a toon render like Genshin Impact?
X looks so cheap that it’s hard to see how it’s Next Generation.
>>60
Ragnarok Masters 2 is in development.
>>62
TrueLove2 sounds like an affair.
>>63
It’s Eternal Love2!
In the Ragmus marketplace, you can’t set your own prices, and a hefty fee is taken as well.
What can be used as collateral for in-game currency to control inflation?
Or is it a total volume regulation?
In the case of online games, even if taxes are taken, the management doesn’t do anything with that money, right?
>>67
It is controlling inflation.
>>67
You’re running a service, right?
In PSO2, where there are transactions between the same users, players had to spend a lot of money on character and weapon enhancement elements.
The management isn’t thriving off taxes; it’s just disappearing into nothing, so even if you ask for a return, it’s not possible…
The management can increase this money as much as they want.
Even the black desert takes about 30%.
Isn’t this something that you have to pay for by purchasing event items or something like a fee for engaging with the content, and then it’s collected under that pretext…?
?
Since it is a game on the electronic level, anything collected must completely disappear because something is created from nothing.
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 likely be redistributed somewhere.
>>78
I understand.
In other words, it means that we should make the consumed energy drinks a form of currency.
>>81
In a way, the Mobamas economy was interesting.
It would be problematic if the discussion about the in-game economy and the real-life operation gets mixed together…
It’s a popular inflation control measure to collect through content as well as through transaction fees, isn’t it?
It’s the same in every field that those who don’t spend much money tend to be the loudest.
In this game, it’s not the buyer who is taxed, but the seller.
>>83
It’s in the form of going through an exchange rather than direct sales.
Since the RO era, recovering currency from consumables like potions alone has not been enough.
If you change the currency itself, it’s fine. You just don’t have to set the exchange rate of the money changer to 1:1.
>>86
It’s a discussion about whether it’s better for something like currency to be thrown away regularly or to be taxed.
In Mobamas, the fluctuation of the stamina rate was enjoyable.
You can just make it so that a lot of currency is spent on high-end content.
You have to spend currency like water to forge weapons.
>>88
From experience, it seems that there will be inflation that allows you to spin that content around.
It seems like everyone is interested in MMOs.
Let’s wait for Ragnarok 3 together!
What people say I’m not doing is usually what I’m doing.
Why not just do it with cash normally?
How does the Age of Exploration Online suppress that?
Are taxes taken in the game…?
>>95
It’s called a tax because it’s being taken unfairly by the management.
It’s a matter of fees systemically…
They’re just calling it a tax, but it’s probably just a listing fee or something like that.
In social games, event currency usually can only be used within that event and disappears after the period ends, so I think most people are quite used to it, especially since they can definitely collect it.
>>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 about in-game currency that hardly occurs.
>>105
How about switching the currency itself? If it’s been announced in advance, like in TCG or DCG rotation, there shouldn’t be any problem.
Returnees start from zero assets, so they have to keep swimming like a tuna, which means they’ll continue to spend money, right?
Listing fees are common in MMOs.
Charging 30% in fees seems like a design mistake, doesn’t it…?
I liked how the premium players were doing direct trades to avoid fees in the early days of PSO2.
You can randomly change the status of your equipment, but it costs a lot of money.
This kind of system for advanced players has a fairly effective inflation control as well.
>>103
Tony was suppressing inflation…
I still won’t forgive you.
In solo games, in-game currency is also prone to collapsing easily.
We should implement progressive taxation in games too, right?
>>106
Items that can be sold for a high price at the store or transformed into physical goods that can be held in large quantities at zero weight for mass stockpiling.
Is it true that Kollas keep treating something like currency as garbage?
>>107
It’s true that the updates for FF14 are refreshed regularly.
However, there are currencies that are renewed and those that are not, and the latter has never turned to garbage, so that is a lie.
The economy is one of the delights of MMOs, after all.
Let’s create a gacha that can be played 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 fees allows for stockpiling and price manipulation.
Do we have to tax 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 feel more like a tax than the exchange fees.
Well, it’s kind of like the fees on Mercari.
If you’re going to charge fees, then run it properly!
Maintaining the economy is also proper management.
Wealthy individuals have the option to either pay high taxes or become impoverished.
Not 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 exchanges in online games that don’t charge fees?
>>132
There isn’t that kind of thing for the old type of directly opening a shop.
I feel that it’s rare nowadays for games to allow transactions between individuals; it’s the most troublesome when the assets of hardcore players circulate, so it’s best not to allow it at all.