View Single Post
  #195  
Old 08-14-2008, 10:41 PM
Sinkler Sinkler is offline
.
Sinkler's Avatar
Join Date: Jul 2004
Location: Washington, D.C.
Posts: 683
Sinkler is a jewel in the roughSinkler is a jewel in the rough
Send a message via AIM to Sinkler
Quote:
Originally Posted by Ningnong View Post
[/LIST]
I find a lot of games; jobs are introduced that are just plain boring. The game becomes more of a task. Remember: don't take the fun out of it. You want a system where its not taxing to log on every time and clean um... a window? for hours on end /then/ have fun.
[/LIST]
- Sometimes over-complicating things and trying to make a game /real/ never works in my opinion...
[/LIST]
- What kind of tax are you referring to, income? If so, that would be a simple formula based on the amount of cash they earn, and in the case you are referring to, items (type/quantity) they own...

Also, why not make it a bit more of a challenge to run a business. Not every business is 100% successful, how about the manager can set wages for his employees, take over heads into consideration, bigger premises = bigger payments to keep running, etc etc....


... By the way Hi, I have been out of Graal for some time, so I have no idea if this system is already in place, but this was a thought:

To get around the problem of players that are part of business that can easily make money, compared to relatively new players who find it hard to earn any sort of money why not implement a 'chance' system in terms of gun crafting.
For example, to create guns, or weapons, or anything for that matter, they need a kind of 'recipie' to be made, or manufactured. Each player could develop their skill in mining / any other system used to gather / find these materials, whereby obviously expensive 'high end' guns are harder to construct because the materials to make them are more rare (i.e. introduce a rarity system for the raw materials) this combinded with a skill + CHANCE system, chance giving the odd player, who may not have that /great/ a "gathering materials skill" on the rare occasion find a high value item in which they can sell to a business.

This doesn't indefinitely make people with few assets 'always poor' there is always that chance they may find an item to sell without going down the long road of cleaing for 20 hours a day / cooking or baking selling ginger bread men at $0.01 each..........

if you catch my drift, just a thought

-Ningnong
Hi Ning,

All right, the income tax is a good idea but here's what I want, I want to abolish player trading and have a set in selling market place where there is a set-in max prices for each gun and a set-in minimum price for each gun/item etc. I think this will actually stablize the economy. You can also set prices in between those two number.

The tax-system should be based on how much you have, monetarily and weapon-wise. You could call it income tax, but it's money that's taken away based on the maximum-price set in the market place. example formula (maximum price of item) times (set amount of percentage per weapon/item)
Example Let's say a Handgun's max price is 100 dollars, 100(0.05), this would be done to all your weapons and then added up to set an amount of tax.

For money, it would be taxing on deposits.
__________________
Hello!

If you need to get in contact with me, please send an e-mail to: [email protected]



"He who knows only his own side of the case knows little of that."

-John Stuart Mill
Reply With Quote