by Alistia » Wed Jun 30, 2021 9:01 pm
by Fauzjhia » Wed Jun 30, 2021 9:25 pm
by Coffin-Breathe » Thu Jul 01, 2021 4:10 am
by Alistia » Fri Jul 02, 2021 1:00 pm
Coffin-Breathe wrote:I am strongly against, because first this would tip the scales even more in favour of the big farmers (it is relatively easy for them to amass, let´s say, a hundred copies of some random epic or even rare and ultra-rare cards and inflate them), and second, because this does not adress the problem of inflating;
besides, season 1 low or single owner cards are very much harder to get, and therefore imo sometimes more worthy than all those over-hyped legendaries. So, if you want to install a MV-cap, it should be low enough to really make a difference and equal for every card, regardless of rarity.
by Flanderlion » Fri Jul 02, 2021 5:03 pm
by New Jacobland » Fri Jul 02, 2021 5:37 pm
Flanderlion wrote:Personally I think a 1% fee on sales over 10* junk value would be good, and if still an issue 10% on sales over 100* junk value.
by Flanderlion » Fri Jul 02, 2021 6:11 pm
by Coffin-Breathe » Fri Jul 02, 2021 11:34 pm
by Coffin-Breathe » Fri Jul 02, 2021 11:42 pm
Alistia wrote:For one it is the big farmers in the first place who inflate random commons/uncommons to a market value of 3000 to boost their worth in the first place.
by Coffin-Breathe » Fri Jul 02, 2021 11:51 pm
Alistia wrote:Second, I don't understand what you are trying to say about hoarding cards of other rarities.
by Giovanniland » Sat Jul 03, 2021 12:43 pm
Alistia wrote:Idea to effectively destroy (limit) artificial inflation of card values for ones personal International Artwork Stat gain:
Flanderlion wrote:Personally I think a 1% fee on sales over 10* junk value would be good, and if still an issue 10% on sales over 100* junk value.
by Ioavollr » Sat Jul 03, 2021 5:18 pm
Giovanniland wrote:I don't think anyone who regularly makes bank transfers (with the intent of actually moving bank, and not inflating) would like this idea. There's already the risk of someone finding it via TCALS and heisting, so this would end up not only discouraging inflation but also normal bank transfers.
by Flanderlion » Sat Jul 03, 2021 5:25 pm
Giovanniland wrote:Flanderlion wrote:Personally I think a 1% fee on sales over 10* junk value would be good, and if still an issue 10% on sales over 100* junk value.
I don't think anyone who regularly makes bank transfers (with the intent of actually moving bank, and not inflating) would like this idea. There's already the risk of someone finding it via TCALS and heisting, so this would end up not only discouraging inflation but also normal bank transfers.
by Benevolent 1 » Mon Jul 05, 2021 4:38 pm
by Giovanniland » Tue Jul 06, 2021 3:36 am
Ioavollr wrote:Giovanniland wrote:I don't think anyone who regularly makes bank transfers (with the intent of actually moving bank, and not inflating) would like this idea. There's already the risk of someone finding it via TCALS and heisting, so this would end up not only discouraging inflation but also normal bank transfers.
ehhh, there's already a gift tax on transfers. Seanat pays a ~2% tax by using an uncommon on 2.45 bank transfers, I pay %0.5 for using commons on 2.00 bank transfers. I'm not sure another percentage or two would affect do much other than be a minor annoyance.
Benevolent 1 wrote:I propose a possible fee on the selling price of the various cards at auction. The chart below sets up a progressive system with regressive factors and shows examples of how this would work. The fee is always paid by the buyer.
Giovanniland wrote:This is the wrong approach to the problem. If you think inflation is overpowered, a proposal to nerf it (like 9003's idea to change the market value formula) is better than making it nearly impossible, since inflation is a valid way of playing the game. It would be like effectively banning raiding, something I believe admins have said will not happen despite several complaints.
by Benevolent 1 » Tue Jul 06, 2021 7:10 am
Giovanniland wrote:Benevolent 1 wrote:I propose a possible fee on the selling price of the various cards at auction. The chart below sets up a progressive system with regressive factors and shows examples of how this would work. The fee is always paid by the buyer.
I don't think this is a suggestion that helps the game either, since the prohibitive taxes would drive everyone away from inflating. It's not good because it kills a valid way of playing the game, instead of just nerfing it if you think it's overpowered, much like the original proposal in this topic. Quoting my initial post opposing the OP's proposal, which pretty much applies to this alternative one:
by Ioavollr » Tue Jul 06, 2021 6:22 pm
Giovanniland wrote:Ioavollr wrote:
ehhh, there's already a gift tax on transfers. Seanat pays a ~2% tax by using an uncommon on 2.45 bank transfers, I pay %0.5 for using commons on 2.00 bank transfers. I'm not sure another percentage or two would affect do much other than be a minor annoyance.
It's not a minor annoyance if there's a "10% tax on sales over 100 junk value" like Flanderlion said, though. If that were applied to commons, any transfer above 1.00 bank would be have to pay this tax, which is the vast majority of transfers. Some players regularly use mass transfers (with dozens of copies of a card) to move sums of bank well over the hundreds, would they like to pay 10 or 20 bank each time they did that? I don't think so.
Giovanniland wrote:Benevolent 1 wrote:I propose a possible fee on the selling price of the various cards at auction. The chart below sets up a progressive system with regressive factors and shows examples of how this would work. The fee is always paid by the buyer.
I don't think this is a suggestion that helps the game either, since the prohibitive taxes would drive everyone away from inflating. It's not good because it kills a valid way of playing the game, instead of just nerfing it if you think it's overpowered, much like the original proposal in this topic. Quoting my initial post opposing the OP's proposal, which pretty much applies to this alternative one:Giovanniland wrote:This is the wrong approach to the problem. If you think inflation is overpowered, a proposal to nerf it (like 9003's idea to change the market value formula) is better than making it nearly impossible, since inflation is a valid way of playing the game. It would be like effectively banning raiding, something I believe admins have said will not happen despite several complaints.
by The Seeker of Power » Mon Jul 12, 2021 4:11 pm
by Frisbeeteria » Thu Jul 15, 2021 9:12 am
Giovanniland wrote:not a moderator, but note that with suggestions to change the game like this, I believe it's better if each proposal has its own thread, instead of using an existing thread.
by Benevolent 1 » Fri Jul 16, 2021 12:09 pm
Frisbeeteria wrote:Giovanniland wrote:not a moderator, but note that with suggestions to change the game like this, I believe it's better if each proposal has its own thread, instead of using an existing thread.
I AM a moderator and the Dev Manager for this topic. Separate threads should be made for each idea, and linked in the Trading Card development ideas thread.
I'm all for doing something about removing the insane inflation (a situation where I personally contributed to the problem for quite some time). It doesn't have to be just one method - I like some of the ideas I've seen, like a progressive Gift fee, a progressive transfer tax, etc - but it needs to be balanced. New players can't be heavily penalized, which makes it that much harder to force an impact on card collecting puppets. I have no problem with the rich (either in Bank or Deck Value) paying more than the poor. We add to the money supply (Bank) every time a pack is drawn, but there's nothing that actually removes Bank from the game.
It also needs to be specific. While I think the fees in Benevolent 1's "Auction fee schedule" might be excessive, the clear definition makes it something I can easily take to the developers.
by Vylixan » Mon Aug 30, 2021 3:59 am
Benevolent 1 wrote:Frisbeeteria wrote:I AM a moderator and the Dev Manager for this topic. Separate threads should be made for each idea, and linked in the Trading Card development ideas thread.
I'm all for doing something about removing the insane inflation (a situation where I personally contributed to the problem for quite some time). It doesn't have to be just one method - I like some of the ideas I've seen, like a progressive Gift fee, a progressive transfer tax, etc - but it needs to be balanced. New players can't be heavily penalized, which makes it that much harder to force an impact on card collecting puppets. I have no problem with the rich (either in Bank or Deck Value) paying more than the poor. We add to the money supply (Bank) every time a pack is drawn, but there's nothing that actually removes Bank from the game.
It also needs to be specific. While I think the fees in Benevolent 1's "Auction fee schedule" might be excessive, the clear definition makes it something I can easily take to the developers.
I've scaled the regressive factor downward while keeping the original progressive fees. This is to address the excessive issue you've mentioned. The new regressive ratios correspond inversely to the current junk value ratios of the card rarity denominations. Thus, the Common Card through Legendary Card junk values with the new lower regressive factor in parenthesis ---> .01 (10) - .05 (2) - .10 (1) - .20 (.5) - .50 (0.2) - 1.00 (0.1)
Math changes from initial post are highlighted in red. Please continue feedback.
Auction fee schedule:
Progressive Fees (unchanged)
Cards auctioned between 0.01 to 1.00 Bank are free from fee. (most transactions)
Cards auctioned above 1.01 but < 10.00 Bank pay a flat 0.01 Bank fee.
Cards auctioned above 10.01 but < 100.00 Bank pay a 1% fee of selling price..
Cards auctioned above 100.01 but < 250.00 Bank pay a 2% fee of selling price.
Cards auctioned above 250.01 but < 500.00 Bank pay a 4% fee of selling price.
Cards auctioned above 500.01 but < 1000.00 Bank pay a 8% fee of selling price.
Cards auctioned above 1000.01 but < 2500.00 Bank pay a 16% fee of selling price.
Cards auctioned above 2500.01 but < 5000.00 Bank pay a 32% fee of selling price.
Cards auctioned above 5000.01 but < 10000.00 Bank pay a 64% fee of selling price.
Regressive Factors for Card Denominations:
Legendary Card = 0.1
Cost of card = (0.1 X progressive fee) + asking price of card
Epic Card = 0.2
Cost of card = (0.2 x progressive fee) + asking price of card
Ultra Rare Cards = 0.5
Cost of card = (0.5 x progressive fee) + asking price of card
Rare Card = 1
Cost of card = (1 x progressive fee) + asking price of card
Uncommon Card = 2
Cost of card = (2 x progressive fee) + asking price of card
Common Card = 10.
Cost of card = (10 x progressive fee) + asking price of card
Examples of application:
A Legendary Card selling for 100.00 bank would cost an extra 1.00 in fees times x 0.1 (regressive factor) = 100.10
A Legendary Card selling at 1000.00 bank would cost an extra 80.00 x 0.1 (regressive factor) =1008.00 This places a small fee on players greatly inflating the prices of Legendaries.
An Epic Card selling for 100.00 bank would cost an extra 1.00 in fees times x 0.2 (regressive factor) = 100.20
An Epic Card selling at 1000.00 bank would cost an extra 80.00 x 0.2 (regressive factor) =1016.00 This places a small fee on players greatly inflating the prices of Epics.
An Ultra Rare Card selling for 100.00 bank would cost an extra 1.00 in fees times x 0.5 (regressive factor) = 100.50
An Ultra Rare Card selling at 1000.00 bank would cost an extra 80.00 x 0.5 (regressive factor) =1040.00 This places a significant fee on players greatly inflating the prices of Ultra Rares.
A Rare Card selling for 100.00 bank would cost an extra 1.00 fees x 1 (regressive factor) = 101.00
A Rare Card selling at 1000.00 bank would cost an extra 80.00 in fees x 1 (regressive factor) = 1080.00 This places a stiff fee pressure on players greatly inflating the price of Rare Cards.
An Uncommon Card selling for 100.00 bank would cost an extra 1.00 fees x 2 (regressive factor) = 102.00
An Uncommon Card selling at 1000.00 bank would cost an extra 80.00 in fees x 2 (regressive factor) = 1160.00 This places a prohibitive fee on any player who greatly inflates the price of Uncommon Cards.
A Common Card selling for 100.00 bank would cost an extra 1.00 fees x 10 (regressive factor) = 110.00
A Common Card selling at 1000.00 bank would cost an extra 80.00 in fees x 10 (regressive factor) = 1800.00 This places a prohibitive fee on any player who greatly inflates the price of Common Cards.
by Vylixan » Mon Aug 30, 2021 4:11 am
Frisbeeteria wrote:Giovanniland wrote:not a moderator, but note that with suggestions to change the game like this, I believe it's better if each proposal has its own thread, instead of using an existing thread.
I AM a moderator and the Dev Manager for this topic. Separate threads should be made for each idea, and linked in the Trading Card development ideas thread.
I'm all for doing something about removing the insane inflation (a situation where I personally contributed to the problem for quite some time). It doesn't have to be just one method - I like some of the ideas I've seen, like a progressive Gift fee, a progressive transfer tax, etc - but it needs to be balanced. New players can't be heavily penalized, which makes it that much harder to force an impact on card collecting puppets. I have no problem with the rich (either in Bank or Deck Value) paying more than the poor. We add to the money supply (Bank) every time a pack is drawn, but there's nothing that actually removes Bank from the game.
It also needs to be specific. While I think the fees in Benevolent 1's "Auction fee schedule" might be excessive, the clear definition makes it something I can easily take to the developers.
by Benevolent 1 » Mon Aug 30, 2021 8:20 am
Vylixan wrote:Benevolent 1 wrote:
I've scaled the regressive factor downward while keeping the original progressive fees. This is to address the excessive issue you've mentioned. The new regressive ratios correspond inversely to the current junk value ratios of the card rarity denominations. Thus, the Common Card through Legendary Card junk values with the new lower regressive factor in parenthesis ---> .01 (10) - .05 (2) - .10 (1) - .20 (.5) - .50 (0.2) - 1.00 (0.1)
Math changes from initial post are highlighted in red. Please continue feedback.
Auction fee schedule:
Progressive Fees (unchanged)
Cards auctioned between 0.01 to 1.00 Bank are free from fee. (most transactions)
Cards auctioned above 1.01 but < 10.00 Bank pay a flat 0.01 Bank fee.
Cards auctioned above 10.01 but < 100.00 Bank pay a 1% fee of selling price..
Cards auctioned above 100.01 but < 250.00 Bank pay a 2% fee of selling price.
Cards auctioned above 250.01 but < 500.00 Bank pay a 4% fee of selling price.
Cards auctioned above 500.01 but < 1000.00 Bank pay a 8% fee of selling price.
Cards auctioned above 1000.01 but < 2500.00 Bank pay a 16% fee of selling price.
Cards auctioned above 2500.01 but < 5000.00 Bank pay a 32% fee of selling price.
Cards auctioned above 5000.01 but < 10000.00 Bank pay a 64% fee of selling price.
Regressive Factors for Card Denominations:
Legendary Card = 0.1
Cost of card = (0.1 X progressive fee) + asking price of card
Epic Card = 0.2
Cost of card = (0.2 x progressive fee) + asking price of card
Ultra Rare Cards = 0.5
Cost of card = (0.5 x progressive fee) + asking price of card
Rare Card = 1
Cost of card = (1 x progressive fee) + asking price of card
Uncommon Card = 2
Cost of card = (2 x progressive fee) + asking price of card
Common Card = 10.
Cost of card = (10 x progressive fee) + asking price of card
Examples of application:
A Legendary Card selling for 100.00 bank would cost an extra 1.00 in fees times x 0.1 (regressive factor) = 100.10
A Legendary Card selling at 1000.00 bank would cost an extra 80.00 x 0.1 (regressive factor) =1008.00 This places a small fee on players greatly inflating the prices of Legendaries.
An Epic Card selling for 100.00 bank would cost an extra 1.00 in fees times x 0.2 (regressive factor) = 100.20
An Epic Card selling at 1000.00 bank would cost an extra 80.00 x 0.2 (regressive factor) =1016.00 This places a small fee on players greatly inflating the prices of Epics.
An Ultra Rare Card selling for 100.00 bank would cost an extra 1.00 in fees times x 0.5 (regressive factor) = 100.50
An Ultra Rare Card selling at 1000.00 bank would cost an extra 80.00 x 0.5 (regressive factor) =1040.00 This places a significant fee on players greatly inflating the prices of Ultra Rares.
A Rare Card selling for 100.00 bank would cost an extra 1.00 fees x 1 (regressive factor) = 101.00
A Rare Card selling at 1000.00 bank would cost an extra 80.00 in fees x 1 (regressive factor) = 1080.00 This places a stiff fee pressure on players greatly inflating the price of Rare Cards.
An Uncommon Card selling for 100.00 bank would cost an extra 1.00 fees x 2 (regressive factor) = 102.00
An Uncommon Card selling at 1000.00 bank would cost an extra 80.00 in fees x 2 (regressive factor) = 1160.00 This places a prohibitive fee on any player who greatly inflates the price of Uncommon Cards.
A Common Card selling for 100.00 bank would cost an extra 1.00 fees x 10 (regressive factor) = 110.00
A Common Card selling at 1000.00 bank would cost an extra 80.00 in fees x 10 (regressive factor) = 1800.00 This places a prohibitive fee on any player who greatly inflates the price of Common Cards.
So you want to tax people doing a simple bank transfer, or holding a community pull event?
by Benevolent 1 » Mon Aug 30, 2021 8:29 am
Vylixan wrote:Frisbeeteria wrote:I AM a moderator and the Dev Manager for this topic. Separate threads should be made for each idea, and linked in the Trading Card development ideas thread.
I'm all for doing something about removing the insane inflation (a situation where I personally contributed to the problem for quite some time). It doesn't have to be just one method - I like some of the ideas I've seen, like a progressive Gift fee, a progressive transfer tax, etc - but it needs to be balanced. New players can't be heavily penalized, which makes it that much harder to force an impact on card collecting puppets. I have no problem with the rich (either in Bank or Deck Value) paying more than the poor. We add to the money supply (Bank) every time a pack is drawn, but there's nothing that actually removes Bank from the game.
It also needs to be specific. While I think the fees in Benevolent 1's "Auction fee schedule" might be excessive, the clear definition makes it something I can easily take to the developers.
Can we make sure to not focus too much on the people that play for legendaries and/or high DV, these people are the most visible players, and also the most vocal. But there are lot's of players who have very different play styles and I feel they are under-represented right now. Lot's of the discussion and proposals lately focus heavily on the Legendary and MV/DV heavy play style, and I fear that ideas, proposals and discussion about other play styles gets snowed under in all this.
I would love more focus on managing collections, organizing card and collections, searching, finding, filtering cards on all kinds of places, improving card UI, adding display options, etc etc.
I will try to post more proposals concerning these, but I wanted to address this topic somewhere. Since this is the umpteenth discussion about the high MV/DV play styles and it starts to feel a bit like a stuck record player.
by Coffin-Breathe » Mon Aug 30, 2021 11:27 pm
Frisbeeteria wrote: I have no problem with the rich (either in Bank or Deck Value) paying more than the poor. We add to the money supply (Bank) every time a pack is drawn, but there's nothing that actually removes Bank from the game.
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