Are you suggesting larger taxes on the MB? Sell expensive items via trades. If you're suggesting taxing people based on total gil- spread it around alts using a private FC chest to avoid taxes. I really can't see a way this could work.Right I explained that people are over valuing there time. Just because you accumulate said wealth doesnt mean prices of things are relative to your wealth they are supposed to be relative to the economy. This is called gentrification. The *difference is* that in ff14 a credit card swipe can fix that problem and you can feed your impulsive need to own a item quickly and feed the over-valuation of peoples mind set. Thus I suggested a tax, tax the rich more and remove gil from the economy. This will lower prices across the board and give better access to to it themselves.
RMT is the problem and this isn't capitalism its neoliberal and is only made worse with the ability to inflate the market. In real life this isnt a huge problem because I cant buy more dollars or euros. I can only spend what I earn and thus companies price things as cheap and as affordable as possible. This is economic 101.
My solution is a Tax, tax those that cause inflation, bringing down overall prices and making RMT less of a allure. It's pretty simple economics and you can see the problem between haves and have nots and uncontrolled inflation, a point we are reaching in the game with no active gil sinks.
Another example of how over-inflated peoples self value is vendors. At release vendors where tuned to be able to sell to and make profit from and buy and have some actual impact. That is not the case, in fact it's almost worthless to sell to the vendor. This only solidifies my position on how badly we need to remove gil from the system and reign in peoples egos and perception of value. I would start with Taxing houses. A monthly tax to own the house that drastically increases for multiple houses across an account per server. Then I would suggest an increased sales and purchase tax that slides with MB sales. 5% for a certain price range, up to 90% after a certain amount. I will say as much as people like to draw comparisons between the real world and this games market, all my ideas are proposed ideas in real life and real economic policies that effectively would work on the 1%. I'm just applying known economics to curb RMT. Remove the pressure to purchase RMT by making items attainable by everyone.legacy wealth should really die.
Remove the ability to transfer money via personal trades over a certain amount, the game would automatically deny anything over a certain threshold just like in real life if I tried to move 100 million into your bank account everyone including the US Treasury would be notified and halted to make sure nothing illegal was going on. Limit personal trades to 50k, 50k for 20 million would be a huge deterrent. The only ways around this will only work for the rich thus forcing them underground and letting the rest of the world trade in a effective economy.



Awful.
Your solution is awful.
And wouldnt work in practice.
that nobody takes seriously.
that end up causing economies to death-spiral and result in eating rats.
that have been proven to fail.
Last edited by Barraind; 08-03-2019 at 09:09 AM.
RMT is popular because there is very little risk to the buyer if they are smart about it. I do know of many players that buy gil simply because for them it makes sense, they have limited time to play so they buy gil since it saves them time.
I mean I hear rumors of people getting hacked and stuff, whole not proof those that I personally known to buy gil have done so since HW to ShB and their account is still active, their credit card info has never been compromised nor account.
You're still missing the point. These expensive items get made because players such as myself can make a profit from it. The materials, whilst expensive (and quite rare), provide a solid income to gatherers, folk farming maps and even to people who just run roulettes and sell the goetia mats. Do you think these items would even be made if we couldn't get profit from it? For ourselves, yes. Maybe for friends. Certainly not for randoms at 10% of the profit.Remove the ability to transfer money via personal trades over a certain amount, the game would automatically deny anything over a certain threshold just like in real life if I tried to move 100 million into your bank account everyone including the US Treasury would be notified and halted to make sure nothing illegal was going on. Limit personal trades to 50k, 50k for 20 million would be a huge deterrent. The only ways around this will only work for the rich thus forcing them underground and letting the rest of the world trade in a effective economy.
Your posts demonstrate that you're ignoring economic principles as well as psychological/sociological ones.
The market decides value and acceptable prices.
If items are grossly overpriced, massive undercutting will occur until the price reaches what the market deems acceptable.
Legacy wealth is not the issue.
A new player can easily accumulate at least 20 million, over 4 - 6 months playing casually without even having crafters/gatherers leveled.
People who buy gil often fall into the instant gratification/don't want to put effort into making gil crowd.
You can still make a solid profit, instead of 100mil it would be 1million , because with reduced inflation 1 million effectively becomes the new 100mil. You wouldn't be poorer, or richer just less zeros and that would in return make your items more accessible to other thus increasing your profits more, but not to the point that taxes eat into your profits.You're still missing the point. These expensive items get made because players such as myself can make a profit from it. The materials, whilst expensive (and quite rare), provide a solid income to gatherers, folk farming maps and even to people who just run roulettes and sell the goetia mats. Do you think these items would even be made if we couldn't get profit from it? For ourselves, yes. Maybe for friends. Certainly not for randoms at 10% of the profit.
In a real world markets only support prices that people would pay for, but RMT literally screws that up. It clearly also screws up everyone's perception of what actual value is.Your posts demonstrate that you're ignoring economic principles as well as psychological/sociological ones.
The market decides value and acceptable prices.
If items are grossly overpriced, massive undercutting will occur until the price reaches what the market deems acceptable.
Legacy wealth is not the issue.
A new player can easily accumulate at least 20 million, over 4 - 6 months playing casually without even having crafters/gatherers leveled.
People who buy gil often fall into the instant gratification/don't want to put effort into making gil crowd.
Put it this way, a car in real life is 30k. Its priced that way because a majority of the working class can "only" attain that with their income. Imagine if your average person could just buy 30k from another country? Now everyone is buying these cars and the manufacturers bump the price to 60k now cars are 60k and increasing the gap from people who enter the market and who are established. Thus increasing the chances they will just go buy money from another country. Thus perpetuating the cycle.
Legacy wealth is, its akin to being born and getting a small loan of a million dollars from your father, it us *absolutely* a problem. It gives a huge advantage to older players versus new players. Unless your a boot straps kind of guy because those people are universally the worst.
* as an addendum 20 million in 6 months is absolutely not enough to be viable in this game, entire gathering or entry time raiding gear is in the 100 of millions when its said and done. So playing a game for six months and not be viable while everyone gets richer, the games prices inflate and not enough gil is removed from the system. Thus making RMT the perfect thing for new players to engage them, I dont see why they wouldn't.
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