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Please Reconsider "Tax Receipts"

How is a citizen's tax burden calculated? Why do they exist at all? Why can they not simply be paid in currency rather than needing to convert a drop item into another item?

Too many layers of abstraction between a player and a goal can make even basic gameplay cumbersome. Instituting a flat rate of gold (or copper/silver) that is paid per period (by whatever method it's calculated) would be far easier on players and facilitate multiple types of play, including those who do not want to grind mobs for glint and are instead content to make their money with crafting, via the auction house, etc.

Comments

  • IustinusShivaIustinusShiva Member, Alpha Two
    They've said it's intentional. Making taxes tied to glint makes it impossible to RMT.
    A little more transparency would be nice on how many receipts are needed. I need 3 and others in my guild need 15 (I think it's based on how many people are already citizens)
  • dokendoken Member, Alpha Two
    edited November 12
    I agree that it's somewhat weird but it's obvious that they made it this way specifically because glint is untradeable. Don't know the exact reasons, maybe it's just RMT related like @IustinusShiva says.
  • VexedVirtuosoVexedVirtuoso Member, Alpha Two
    They've said it's intentional. Making taxes tied to glint makes it impossible to RMT.
    A little more transparency would be nice on how many receipts are needed. I need 3 and others in my guild need 15 (I think it's based on how many people are already citizens)

    I didn't realize Glint was untradeable, but this won't prevent RMT in any way, it just removes one advantage that could be gained at the cost of inconveniencing the entire player base. If they think that's worth it, that's certainly one of the thoughts of all time.
  • redherringredherring Member, Alpha Two
    If you have to get glint (which is really easy to even get 15 glint as you are higher level), you do so by participating in activities in an MMO. It isn't that hard, so I am not sure if this is really an inconvenience. At least it isn't tied to region/node-specific glint to ensure you are contributing to THAT node. :)

    I apologize, but how often do you need to pay the glint at this point?
  • VexedVirtuosoVexedVirtuoso Member, Alpha Two
    redherring wrote: »
    If you have to get glint (which is really easy to even get 15 glint as you are higher level), you do so by participating in activities in an MMO. It isn't that hard, so I am not sure if this is really an inconvenience. At least it isn't tied to region/node-specific glint to ensure you are contributing to THAT node. :)

    I apologize, but how often do you need to pay the glint at this point?

    When I looked at the interface late last night (becoming a citizen of a node in the last 30 minutes because I had no idea it was going to demand that I immediately engage with this inane system), it was time for dues, with the next due date in two days. I don't know if that's representative or because of my timing.

    It's unnecessarily complex and an ineffective Band-Aid of a solution which is, indeed, inconvenient. On top of that, expecting a fresh level 10 character to have a stack of ~100 Glint on-demand so they don't immediately lose their storage in the new node they were excited to join (when reasonably they will have been selling it all to make the scraps of currency necessary to upgrade their gear) is just bad design.
  • wakkytabbakywakkytabbaky Member, Alpha Two
    Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[8][9][10][11][12

    the earlier you join a node the less taxes you pay each time, this is the soft cap on citizen limit, eventually it will become to expensive for everyone to just funnel into one metro so forces people to spread out or pay insane taxes
  • snowmannumbertwosnowmannumbertwo Member, Alpha Two
    How is a citizen's tax burden calculated? Why do they exist at all? Why can they not simply be paid in currency rather than needing to convert a drop item into another item?

    Too many layers of abstraction between a player and a goal can make even basic gameplay cumbersome. Instituting a flat rate of gold (or copper/silver) that is paid per period (by whatever method it's calculated) would be far easier on players and facilitate multiple types of play, including those who do not want to grind mobs for glint and are instead content to make their money with crafting, via the auction house, etc.

    there are gathering and crafting contracts that reward glint. so there is in game mechanics for non combat people to make tax payments.
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