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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
How much should marketplace TAX be?
ArchivedUser
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Depending on how many items you place on it...
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https://www.ashesofcreation.com/node-series-part-2-metropolis/
Would be most profitable to put up to 5 items on each separate marketplace.
Therefore also further encouraging caravan travel.
For example if progressive tax was base tax, and it costs 5% more for each 5 next items, then government adds 5% fixed on top of that it would be 10%, 15%, 20%... and if government chooses to add no tax it would be 5%, 10%, 15%...
I would love for base tax to be progressive, so it encourages travel, and placing your stuff on several marketplaces.
Don't tread on me, down with the British!!!!
Sorry, American Reflex.
https://forums.ashesofcreation.com/discussion/comment/88629/#Comment_88629
I think 10% gold sink unusable tax is fine so a node can still add on 5 to 10% tax to use for development of the node.
Why so ever a bulk of items would be taxed higher I don't really understand. In my opinion it should be the other way around. People should travel to the node to get local ingredients. It should benefit the node first and a trade who wants to make a buck 2nd.
Heck I would even go for travel tax benefit to even out the scale a bit. The further away you sell the less gold node tax you have to pay (or not depending on what the node government decides)since it benefits the node in a different way. Taxing stacks of items higher feels as if it's working against how Ashes presents itself (local importance/markets/veins of metal and stuff).
If any such system, on top of the governmental tax was applied, would it not create more incentive to use if it was inverse progressive; ie the more items you put up for sale, the lesser tax you incurred.
Quantity should not ignore quality, someone who posts one expensive items vs someone who posts dozens of cheap items.
I personally voted on progressive rates to help fight AH bots, that would automatically want to buy and sell large amount of items.
This is why I would increase tax after certain threshold (amount of items currently on AH). It would fight AH bots, and encourage players to use various AHs instead of only single one, incentivizing travel, which adds to PvP environment with risk / profit.
"Number of item" threshold and % increase could be discussed, and this could be set as base for every AH, and then node governments could add its own fixed tax IF they wish, and how much they wish.
So there is no need to travel to the other nodes in your zone unless you go to another metropolis area which in turn might be one owned by hostiles.
And there COULD be (monetary) reason if tax was progressive. That's my point.
The tax on item sales tends to be just a gold sink for games. If the tax were to be progressive, the ranges for the number of items would need to be much larger. Many players will move above those ranges quickly, including crafters and those that run dungeons frequently, and could easily be at the max tax rate all the time. With the massive variations in the OP that would disincentivize many playstyles. Also, the numbers provided may reduce the use of caravans for finished items and increase the lot sizes for raw or processed goods. If my tax goes up for an amount of items that I could carry to an Auction House, why would I risk a caravan for my finished goods? If I have 5000 ingots to sell, why would I not sell them in lots of 1000 when 250 or 100 lot sizes may be the optimal amount for a player? Also tax would need to added on top of the sales price rather than included within it. If I want 1000 whatever for my item then the item goes to market at 1050 for the first five, 1100 for six through ten, etc. It is much easier for the system to calculate the end price with a progressive system than forcing the player to memorize the tax tables.
The other disadvantage to this is that the incentive to hide behaviour that would identify AH bots. Monitoring the Auction Houses will provide the information to identify bots more rapidly on a single AH rather than spread out over many of them. Although it probably is not that great a difference.
By increasing the number of items between tax levels and lowering the change in tax rates this may be a reasonable gold sink system
Maybe just dont pay them so much and not charge them tax ?
Kind of like a business charging its own staff a working tax for the company coffers.
Those who work for the node shoudl be tax exempt. Those 3rd party visitors should be taxed.
In an ideal world the node workers would create infrastructure and essential utilities and services.
3rd parties would rent space and pay for those essential services and be taxed on profits.
Those taxes, rates and rents would pay the node workers.
The 3rd parties would provide leisure, luxuries, entertainment and exotics.
Think of it as a public private symbiotic relationship.
I would expect that the shared AH is within the nodes zone of influence, think of it as a world with several countries, as one country grows by consuming others (node level up and increased ZoI) the AH would encompass that countries territory, you could still have a District of Columbia, or Monaco hanging out there just outside the giant Node's ZoI which would have it's own closed AH. Plus every other "country" out there would have their own AH as well.
IF we are talking a world with a possible 50-100 level 3 nodes, you are looking at 50-100 unique AHs, until a metro is created, which might encompass 5-20 smaller nodes within, granting a shared AH among them. I personally consider that a bonus instead of a negative (although it does mean you would have to travel farther to get to another unique AH...)
As far as taxes are concerned, most likely it will work like BDO, where it there is a 5% tax, and you sell ## of ore for 1000, then you would only receive 950, the tax is not on the buyer most often, but the seller. this is because the point of the tax is not to increase the item's cost, but to decrease the money earned from the sale.
We also have to consider the "Mayor" most likely will get a paycheck from the taxes, in addition to spending the taxes on node development and caravan protection. I doubt we will see anything under 10% until the nodes get MUCH larger.