Description
Hello to you. I would like to make a modest contribution to the admirable effort of reflection that TDN is making on the subject of money sinking.
Let's talk about what it is. In a server, gold and items tend over time to be abundant, because players farm a lot, and consume little.
The following consequences, among others, result from this:
- The amount of gold owned by the players is constantly increasing.
- Since this technical gold also has an RP value, rich PCs gain a strong RP power over the world. They can for example, bribe NPCs.
Money sinking is the creation of systems to decrease the amount of gold owned by PCs. On TDN, money sinking as I understood it, impacts equally the players. All are subject to the same taxes on buying/selling licenses, and real estate rentals.
The problem with this system that we could put forward, is that it pushes casual players to farm more than they would like, if they want to own things. For a farmer, this increased farming is not a problem. But for a casual, it can be a pain in the ass.
Suggestion
What if the principle of the XP pool system of TDN, was reused for money sinking?
I take the example of the current XP pool system. This system is for me a good example. The small player who has little time to farm, will earn a good amount of XP on one week. The big player won't be able to earn more XP than him, unless he spends a lot of time RPing and thus, getting tickets (and thus, participating in the life of a RP server).
The suggested idea is the following: the money sinking systems, see their maintenance cost increased by slice of wealth of the PC. For example, a PC with 1000 silver coins in his ban account, sees all its license fees, triple. A PC with 10 000 silver coins, sees them quintuple. This would make, say, three brackets: one for the poor, low taxed player, one for the average player and one for the rich player.
There are all sorts of RP reasons for such a system. Murann needs funding, so the city decided to tax the wealthy more than the poors commoners.
The benefits of this system would be to continue to implement money sinking, but without such a system being too burdensome for the more casual players.
Hello to you. I would like to make a modest contribution to the admirable effort of reflection that TDN is making on the subject of money sinking.
Let's talk about what it is. In a server, gold and items tend over time to be abundant, because players farm a lot, and consume little.
The following consequences, among others, result from this:
- The amount of gold owned by the players is constantly increasing.
- Since this technical gold also has an RP value, rich PCs gain a strong RP power over the world. They can for example, bribe NPCs.
Money sinking is the creation of systems to decrease the amount of gold owned by PCs. On TDN, money sinking as I understood it, impacts equally the players. All are subject to the same taxes on buying/selling licenses, and real estate rentals.
The problem with this system that we could put forward, is that it pushes casual players to farm more than they would like, if they want to own things. For a farmer, this increased farming is not a problem. But for a casual, it can be a pain in the ass.
Suggestion
What if the principle of the XP pool system of TDN, was reused for money sinking?
I take the example of the current XP pool system. This system is for me a good example. The small player who has little time to farm, will earn a good amount of XP on one week. The big player won't be able to earn more XP than him, unless he spends a lot of time RPing and thus, getting tickets (and thus, participating in the life of a RP server).
The suggested idea is the following: the money sinking systems, see their maintenance cost increased by slice of wealth of the PC. For example, a PC with 1000 silver coins in his ban account, sees all its license fees, triple. A PC with 10 000 silver coins, sees them quintuple. This would make, say, three brackets: one for the poor, low taxed player, one for the average player and one for the rich player.
There are all sorts of RP reasons for such a system. Murann needs funding, so the city decided to tax the wealthy more than the poors commoners.
The benefits of this system would be to continue to implement money sinking, but without such a system being too burdensome for the more casual players.