Pages: 1 2 3 4 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Matrix Operator
Imperial Academy Amarr Empire
6
|
Posted - 2012.04.17 14:24:00 -
[1] - Quote
Are taxes the sleeping giant when it comes to fixing the isk faucets?
More taxes are coming: Skip to 27:00 for more details. http://www.youtube.com/watch?v=7MZD6-vGQms&feature=plcp&context=C4f10f15VDvjVQa1PpcFOEzQi5G2x0m0l32YE8I8CIMb3LQJfYC8w%3D
Question is... what's the best way the new taxes should be implemented? I for one would be in favor of
1. An increase in NPC corp taxes to 15% (from 11%) 2. A sales tax increase on all hi sec NPC stations to 10%. 3. A sales tax increase on all low sec NPC stations to 5% 4. A sales tax increase on all null sec NPC stations to 2% 3. Sales taxes at Alliance Outpost should be set by the alliance and goes into alliance/corp funds to motivate players to get out of highsec.
Never thought I'ld be proposing more taxess... . But its probably the easiest way to fix the sink/faucet imbalance in the game. |

Barakach
R-ISK Shadow Operations.
45
|
Posted - 2012.04.17 15:29:00 -
[2] - Quote
Higher sales taxes would just result in less volume moving and increased prices. The reduced volume would make the increased taxes a moot issue.
We just need fewer isk faucets. More incentives to have player based mission type things, which causes isk to change hands but does not create it.
Reduce mission pay outs, but give me the option to have someone grind rep for me, or something. Just a random idea, probably not good, but an example. |

Matrix Operator
Imperial Academy Amarr Empire
6
|
Posted - 2012.04.17 15:52:00 -
[3] - Quote
Barakach wrote:Higher sales taxes would just result in less volume moving and increased prices. The reduced volume would make the increased taxes a moot issue.
Not true in many instances. A much of the games items have inelastic demand. |

Barakach
R-ISK Shadow Operations.
45
|
Posted - 2012.04.17 16:15:00 -
[4] - Quote
Matrix Operator wrote:Barakach wrote:Higher sales taxes would just result in less volume moving and increased prices. The reduced volume would make the increased taxes a moot issue. Not true in many instances. A much of the games items have inelastic demand.
Good point.
I wonder if more people would just run more incursions/etc, which would effectively just cause inflation. Higher prices to compensate for the increased taxes. I think the issue is a global tax increase on everything would just cause everything to become more expensive, which is inflation.
We need more player paid services and more sinks.
btw, I actually like responses like Matrix Operator. Like someone with food on their teeth, I appreciate being told when something is wrong, followed by some sort of reason/etc. eg "inelastic demand" |

Caleb Ayrania
TarNec
11
|
Posted - 2012.04.17 16:49:00 -
[5] - Quote
I think taxing is a boring game mechanic. It would be more interesting to place it in other things. One could be region to region tolls. Also a really usefull one would be per m3 pricing on hangar usage, both individuals and office spaces. Flat taxes wont create game content, things like those and maybe docking fees would..
Also I think when we get more services on players hands there will be really interesting options to create isk sinks.
One could be npc shares trade, while creating that bringing player corp shares trading on scc or contract markets.
Thus players payments to npc corp services could be a sort of player generated lottery, where dividends was paid from part of the profits..
Just some ideas..
|

Esan Vartesa
Samarkand Financial
216
|
Posted - 2012.04.17 17:01:00 -
[6] - Quote
In a word, God yes.
Ok, 2 words. |

Driftfire
Northern Star Enterprises
3
|
Posted - 2012.04.17 20:50:00 -
[7] - Quote
Any new taxes should not unduely effect new players.
Any tax must be activity based not passive based ( i.e. taxes must not be incurred whilst out of game )
Higher transactions taxes would hurt ( me a lot ), but would get rid of a lot of isk in game.
Another idea would be for faction ( and maybe officer ) drops to be encrypted BPCs rather than items. These items may de-coded at NPC station for a fee to made useable. [ hmmm this could be extend to all drops in an extreme case ].
A non tax way to get ISK out would be for clothing to be NPC sold rather than Aurium.
Maybe an ISK tax on refining rather than minerals tax.
|

Skydell
Space Mermaids Somethin Awfull Forums
220
|
Posted - 2012.04.17 21:21:00 -
[8] - Quote
Instead of sinking ISK in tax, a punishment for playing a video game, make ISK sinks relative to game play, key word, PLAY.
Speed up a build? Sure, that will cost you -this much- ISK. I want my blue print copies now? No probs, that will cost you.
There is more to sinking ISK than just adding to the time it takes to get something done in a video game. Especially one that sucks as much time out of us as EVE. |

DarthNefarius
Minmatar Heavy Industries
155
|
Posted - 2012.04.17 21:33:00 -
[9] - Quote
Matrix Operator wrote:Are taxes the sleeping giant when it comes to fixing the isk faucets? More taxes are coming: Skip to 27:00 for more details. http://www.youtube.com/watch?v=7MZD6-vGQms&feature=plcp&context=C4f10f15VDvjVQa1PpcFOEzQi5G2x0m0l32YE8I8CIMb3LQJfYC8w%3DQuestion is... what's the best way the new taxes should be implemented? I for one would be in favor of 1. An increase in NPC corp taxes to 15% (from 11%) 2. A sales tax increase on all hi sec NPC stations to 10%. 3. A sales tax increase on all low sec NPC stations to 5% 4. A sales tax increase on all null sec NPC stations to 2% 3. Sales taxes at Alliance Outpost should be set by the alliance and goes into alliance/corp funds to motivate players to get out of highsec. Never thought I'ld be proposing more taxess...  . But its probably the easiest way to fix the sink/faucet imbalance in the game.
NPC tax doesn't affect mining & with the new WarDeck system I won't be surprised to see a few miners move into more NPC corps & keep there bounty alts in a 1 man corp It'll be interesting to see how peeps start avoidingtaxes when it becomes too overbearing. Maybe anincrease in the use of contracts? To the whiners : CCP Soundwave "Incursions are not a big issue in terms of isk globally" |

Matrix Operator
Imperial Academy Amarr Empire
15
|
Posted - 2012.04.17 21:52:00 -
[10] - Quote
DarthNefarius wrote:NPC tax doesn't affect mining & with the new WarDeck system I won't be surprised to see a few miners move into more NPC corps & keep there bounty alts in a 1 man corp It'll be interesting to see how peeps start avoidingtaxes when it becomes too overbearing. Maybe anincrease in the use of contracts?
Mining is not an isk faucet. Actually NPC corps have the highest taxes already. |
|

Matrix Operator
Imperial Academy Amarr Empire
15
|
Posted - 2012.04.17 21:58:00 -
[11] - Quote
Driftfire wrote:Another idea would be for faction ( and maybe officer ) drops to be encrypted BPCs rather than items. These items may de-coded at NPC station for a fee to made useable. [ hmmm this could be extend to all drops in an extreme case ].
I don't know. Seems overly complex. Sales and profit taxes are pretty simple, straightforward, more predictable, and easier for CCP to regulate as needed. |

Adunh Slavy
Ammatar Trade Syndicate
653
|
Posted - 2012.04.17 21:59:00 -
[12] - Quote
Instead of more taxes, maybe more industries.
If productivity can keep pace with ISK, then the overall pricing should stay more or less the same. The more things there are to do, that can be profitable, that are not ISK generating activities, the less ISK generating there will be.
Ideas, some of them ancient and certainly not mine:
POS slot rental Clone making Implant making New unpopulated space with no rats and totally new materials (WH would have done this almost exactly, except for blue loot, which made sense at the time, now with PI done on planets, blue loot seems less a necessity.) High Sec POCO Mini POS/Personal POS/Homesteads (winter 2012?) Stocks/Bonds WiS related things Dust related things
More stuff to do, more stuff to spend ISK upon, more consumption - Spread player time out over a more broad economic landscape. Spread the ISK out upon a more broad economic landscape. |

Matrix Operator
Imperial Academy Amarr Empire
15
|
Posted - 2012.04.17 22:08:00 -
[13] - Quote
Adunh Slavy wrote:Instead of more taxes, maybe more industries.
If productivity can keep pace with ISK, then the overall pricing should stay more or less the same. The more things there are to do, that can be profitable, that are not ISK generating activities, the less ISK generating there will be.
Ideas, some of them ancient and certainly not mine:
POS slot rental Clone making Implant making New unpopulated space with no rats and totally new materials (WH would have done this almost exactly, except for blue loot, which made sense at the time, now with PI done on planets, blue loot seems less a necessity.) High Sec POCO Mini POS/Personal POS/Homesteads (winter 2012?) Stocks/Bonds WiS related things Dust related things
More stuff to do, more stuff to spend ISK upon, more consumption - Spread player time out over a more broad economic landscape. Spread the ISK out upon a more broad economic landscape.
Those really just seem like ways of diversifying wealth and investments. Not an isk sink. All the isk bounties and NPC payouts input into the game will still be stacking up. Just changing hands a few more times. The only way to remove isk from the game is to either pay an NPC, frozen in cancelled accounts, or deleted punatively by the gamemasters.
|

Kawaai
The Wyld Hunt
0
|
Posted - 2012.04.17 23:23:00 -
[14] - Quote
Taxes are dull, they are IRL they are ingame. If you figure increasing the taxes will fix the economy, think again. Those measures really only work when the money is genuinely going somewhere. Since we have one currency, one economy and also no government there is little use to implementing higher taxes but for only the sake of discouraging transactions.
I see little problem in the economy as it is going now, prices go up but wallets grow in size also. At some point, something will happen. What? Well there's the chance that the market will collapse and people will try to rid off items in mass to at least get a tiny bit of ISK out of em still.
On a small scale this happens all the time when people fix a specific market or when they drop a large amount in for a far lower price to just rid their stock.
I hardly see why anyone would worry, the most likely thing to happen when such a thing would occur (a crash) is that some people are going to lose lots of iSK invested. Well.. Is that not a risk you assume when you take upon for example trading? When you start mining a specific ore you will most likely know from research this is the best choice for you if you plan to sell it directly after refining or as the ore itself or use it for your own production lines. Chances are that once you have the ore prices have change and you could have saved lots of time by just buying the stuff in the first place. It happens.
If CCP would come in and change things by implementing taxes that go nowhere what is the point really? I personally would not see why it concerns them. In fact I can imagine some people licking their fingers at the economical display this 'experiment' might end up in.
If you care so much about your reserves you should reconsider the risks you take. When things go crazy you should be happy, because it makes things interesting again. I tell you, hills and mountains are far more interesting compared to planes.
Ever heard of those guys who made Trillions when something big went down? It could be you next time, just maybe if you play it well.
TL;RD: No. |

Ethilia
Freelance Excavation and Resistance United Outworlders
10
|
Posted - 2012.04.17 23:43:00 -
[15] - Quote
More sales and broker taxes are a really bad idea. All it will do is make small single step outfits totally unprofitable. Instead, you will have to take something all the way from gathering inputs to final product since every step along the way adds cost. When taxes are low the cumulative additional cost isn't so terrible for a 5 step process, but if taxes were say 10% at each step it would be a 46% increase in cost from inputs to final product. It is impossible to compete when your costs are so out of line from big outfits who don't pay those costs. |

Adunh Slavy
Ammatar Trade Syndicate
661
|
Posted - 2012.04.18 02:11:00 -
[16] - Quote
Matrix Operator wrote: Those really just seem like ways of diversifying wealth and investments. Not an isk sink. All the isk bounties and NPC payouts input into the game will still be stacking up. Just changing hands a few more times. The only way to remove isk from the game is to either pay an NPC, frozen in cancelled accounts, or deleted punatively by the gamemasters.
Correct, it is not a sink. ISK spread over more production, more things for players to do other than shoot little red + signs and produce ISK. More things to trade, more markets to enter, more money going into the market - more money being removed via existing taxes and fees.
Less people shooting rats. |

Adunh Slavy
Ammatar Trade Syndicate
661
|
Posted - 2012.04.18 02:17:00 -
[17] - Quote
Ethilia wrote:More sales and broker taxes are a really bad idea. All it will do is make small single step outfits totally unprofitable. Instead, you will have to take something all the way from gathering inputs to final product since every step along the way adds cost. When taxes are low the cumulative additional cost isn't so terrible for a 5 step process, but if taxes were say 10% at each step it would be a 46% increase in cost from inputs to final product. It is impossible to compete when your costs are so out of line from big outfits who don't pay those costs.
Very good point. Vertical industry is already too easy in Eve. Adding taxes just increases the incentive to go vertical.
|

Scrapyard Bob
EVE University Ivy League
872
|
Posted - 2012.04.18 03:08:00 -
[18] - Quote
CCP has already hinted at higher taxes and tariffs. Hopefully they don't do much more then add 0.5% to the existing taxes/fees.
Ideas for new taxes, or tax income:
1) Allow station slot fees to "float". If the number of slots (of a particular type) in the station is > 50%, then raise the rent between 0.0% and 1.0% (based on how full the slots are). If the number of slots in use is < 50%, then lower the rent each day by 0.0 to 0.5%.
Right now, even though a station like Hek BCF 8-12 is 100% busy, manuf slots are still 333 ISK/hr. The research slot fees seem to float, but not that much. Not enough to force players to change.
The primary effect there would be that POS array slot costs would become cost-competitive with NPC stations after about 6 months. And after about 12-18 months of heavy usage, the station slot would be a good bit more expensive then running a POS array slot. It would sink more ISK out of the game and drive more slot usage into the hands of players. Or players would spread out to the distant regions in order to get cheaper slot fees.
It may also be necessary to raise the minimum on slot fees to about 2500 ISK/hr.
2) Higher floor on station rental fees.
I can't remember whether station office rentals are price-capped or not. If they are, then raising the price cap to a much higher level would act as a bigger ISK sink. Corps will have to decide whether they really want that office in a busy location, whether the convenience outweighs the cost.
3) Add a 0.5% convenience tariff on everything sold in a major trade-hub system. Charge 0.25% in neighbor systems.
4) Raise the fee required to change a broker order. Maybe charge 1000 or 5000 ISK instead of only 100 ISK. Even a small change here might sink a lot of ISK.
5) Allow repair fees to float based on usage/day. Give a discount if you have standing with the corp that owns the station. You always have the option of fitting a local repper.
6) Other things. That's tricky because there not much else in the game where the player has to pay ISK in order to use a service. You can't charge for jumping or docking as those are required elements of game play. The medical clone prices is already a very touchy subject for the older pilots so you don't want to raise that. |

Kreeia Dgore
EntroPrelatial Industria EntroPraetorian Aegis
9
|
Posted - 2012.04.18 07:01:00 -
[19] - Quote
I am not sure it is taxes eve needs, but it sure does need more isk sinks. This can be done in many ways: Taxes (aparently) Fees (for example fees for trading, ejecting a can in space, more repair costs, perhaps even making LP stuff more costly when paying with isk) Decreasing drops from pvp wreckages (since ship has price in isk and the less it drops the less comes back into economy) increasing insurance prices A lottery (lets say, for every 1m you put in the jackpor increases by 500k or so) And so on.
Just pick your favourite. CCP stated it will do something about current isk overflow, what exactly and how far they will do, that remains to be seen. |

Vaal Erit
Science and Trade Institute Caldari State
161
|
Posted - 2012.04.18 10:54:00 -
[20] - Quote
Completely agree with the OP and Scrapyard Bob. Industry slot cost and market order change fees are scandalously low. Taxes and fees should generally be a lot high in high sec than in low or null.
It's just rebalancing the other taxes like they did with PI importing/exporting |
|

Matrix Operator
Imperial Academy Amarr Empire
17
|
Posted - 2012.04.18 11:58:00 -
[21] - Quote
Adunh Slavy wrote:Matrix Operator wrote: Those really just seem like ways of diversifying wealth and investments. Not an isk sink. All the isk bounties and NPC payouts input into the game will still be stacking up. Just changing hands a few more times. The only way to remove isk from the game is to either pay an NPC, frozen in cancelled accounts, or deleted punatively by the gamemasters.
Correct, it is not a sink. ISK spread over more production, more things for players to do other than shoot little red + signs and produce ISK. More things to trade, more markets to enter, more money going into the market - more money being removed via existing taxes and fees. Less people shooting rats.
Trying to entice players away from ratting to decrease the amount coming in from the bounty faucet? Probably not going to very effective. Taxes will be. |

Mookie Quantico
Science and Trade Institute Caldari State
19
|
Posted - 2012.04.18 12:09:00 -
[22] - Quote
Absolutely... peasants should always be taxed... repeatedly. 
As for what KIND of taxes.... DOCKING FEEs... scaled against the size of ship docking... modified downwards (or upwards) by the Standings of the pilot versus the owner of the station.
Mook |

Matrix Operator
Imperial Academy Amarr Empire
17
|
Posted - 2012.04.18 12:17:00 -
[23] - Quote
Ethilia wrote:More sales and broker taxes are a really bad idea. All it will do is make small single step outfits totally unprofitable. Instead, you will have to take something all the way from gathering inputs to final product since every step along the way adds cost. When taxes are low the cumulative additional cost isn't so terrible for a 5 step process, but if taxes were say 10% at each step it would be a 46% increase in cost from inputs to final product. It is impossible to compete when your costs are so out of line from big outfits who don't pay those costs.
As things are now:
-NPC corp taxes apply to NPC payouts like bounties. Increasing this tax will decrease the amount of isk coming in from NPC corp missioners. -Station taxes apply to sell orders.
There will be an initial price shift to as suppliers and manufacters adjust, but then so will the end price of the product that manufactures will sell to market (the cost will be handed down to the cusumer). Of course moving to lower sec space will have its advantages for manufactures (more incentive to move to low sec / null sec and reap the benefits). Also, having a unmitigated isk faucet by some theories of inflation is a major contributor to inflation which drives up the price of supplies as well (current inflation rates are completely out of control). Efforts to decrease the isk faucet/sink ration will potentially help stabilize prices, even if there is an initial price adjustment from the taxes. |

Arcan Winter
Hedion University Amarr Empire
3
|
Posted - 2012.04.18 12:57:00 -
[24] - Quote
What about some fees to use star gates. By some reasons they let us use them for free. Fee bases on ship size?
What about some kind of jump bride system in high sec owned my the factions or CONCORD. You can get 10-20 jumps in one goo, but you have to pay a premium isk prise. Should I jump 20 jump or pay x m isk to cut it down alot... ofc AP should me made slower to may it even less interesting to use. Increase warp into from 15km to 50 km... making afk traveling less common...hence more should sue premium travel services. Issue is how/if this should be integraded with low and nullsec traveling in any way. |

YuuKnow
204
|
Posted - 2012.04.18 19:32:00 -
[25] - Quote
One the things that would help the isk faucet is more aggressive Bot Bannings. Have you seen the stats on the Eve Presentation?
Skip to 18:45 for the proof http://www.youtube.com/watch?v=UG13u9KKtzE&feature=BFa&list=PLDDA989F65CD6E98A&lf=plpp_video
There was a 30% drop in isk bounties with each bot bannding!  Get these guys out of the game! |

Adunh Slavy
Ammatar Trade Syndicate
671
|
Posted - 2012.04.18 19:50:00 -
[26] - Quote
Matrix Operator wrote: Trying to entice ratters to become manufacturers to decrease the amount coming in from the bounty faucet? Probably not going to be very effective. They will just rat *and* have something on the side as well. Probably no effect on the net flow of the bounty faucets. Taxes will be more effective.
It's already being effective. |

DarthNefarius
Minmatar Heavy Industries
160
|
Posted - 2012.04.18 20:15:00 -
[27] - Quote
Mookie Quantico wrote:Absolutely... peasants should always be taxed... repeatedly.  As for what KIND of taxes.... DOCKING FEEs... scaled against the size of ship docking... modified downwards (or upwards) by the Standings of the pilot versus the owner of the station. Mook
Forget docking fees HOW ABOUT WARP GATE TOLLs!!!!
Arcan Winter wrote:What about some fees to use star gates. By some reasons they let us use them for free. Fee bases on ship size?
What about some kind of jump bride system in high sec owned my the factions or CONCORD.Issue is how/if this should be integraded with low and nullsec traveling in any way.
imho CONCORD SHOULD STILL OWN THE GATES just like they charge SOV fees. In NULL/LO anyways you can escape these fees with cyno's already To the whiners : CCP Soundwave "Incursions are not a big issue in terms of isk globally" |

Mookie Quantico
Science and Trade Institute Caldari State
19
|
Posted - 2012.04.18 20:23:00 -
[28] - Quote
Naw... DOCKING FEEs all the way, baby.
Some folks hardly ever leave a system... but they dock a hundred times because of the usual activities... mining, missioning, whatever.
And DOCKING FEEs may seem unfair, but they cheerfully screw botters, as well, being creatures also known to dock repeatedly.
Mook
|

Celeritas 5k
Connoisseurs of Candid Coitus
30
|
Posted - 2012.04.18 20:45:00 -
[29] - Quote
Read my lips: NO NEW TAXES. (Wait, what?)
All joking aside, I'd rather see ISK faucets reduced rather than ISK sinks increased. It sucks that some of the better moneymaking activities in the game boil down to printing money via rat bounty.
|

Debiru
Flashpoint Industries
3
|
Posted - 2012.04.18 20:45:00 -
[30] - Quote
I agree with everything Scrapyard Bob mentioned except #5, which would create an ISK sink, but also only increase prices while also stifling competiton. And stifling competition isn't a good idea. (Even when competition creates very annoying nubs selling their ships on Dixie market millions of ISK below all the other sell orders and making Hurricanes a profit of 250k/each instead of 3m each.. I'm really tempted to buy one, get who it is, and then put my main in my alt corp and wardec them for doing that...)
I do think higher sale taxes is a good idea though. Yes, this will increase ship and item costs, but that is made up for by the positives of creative an ISK faucets as well as allowing for standings and skills to create a more substantial effect on your ability to sell for profit. You'll find more industrialists putting some real effort into raising standings if you make the different between 2.0 and 7.0 standings change your taxes by a full 2%. (At 8.48% standings and level 3 Accounting and Broker Relations (training to 4 now, yeye), I'm getting an absolute total of 1.27% in taxes. Taxes should be a minimum of something around 2.5%, with maximum for an unskilled and no-standing character be around 15%. This also creates the possibility of mission runners hiring out standing services to industrialists. |
|

Immortis Vexx
Lupus Draconis Dragehund
8
|
Posted - 2012.04.18 20:50:00 -
[31] - Quote
I like the idea of taxing gate use and docking but sadly I do not think that is the answer. We must also think of our un-tenured brethren in this. In a game that is so massively large as EVE is, going from one end of the other would become expensive really quickly. Some of you shrug this off as being not a problem but what if you only had a few hundred thousand? Any tax/use fee would have to be truly insignificant to make it not horrible for our young players and at that point it would lose value entirely. Some would then argue that new players would be exempt from this. How long would it last? Based on a total number of jumps/docks? A system that has such a far reaching ability should also be kept fairly simple. I think a general sales tax/mfg tax increase is sadly the way to go.
Vexx |

Ethilia
Freelance Excavation and Resistance United Outworlders
12
|
Posted - 2012.04.18 22:04:00 -
[32] - Quote
Matrix Operator wrote:Ethilia wrote:More sales and broker taxes are a really bad idea. All it will do is make small single step outfits totally unprofitable. Instead, you will have to take something all the way from gathering inputs to final product since every step along the way adds cost. When taxes are low the cumulative additional cost isn't so terrible for a 5 step process, but if taxes were say 10% at each step it would be a 46% increase in cost from inputs to final product. It is impossible to compete when your costs are so out of line from big outfits who don't pay those costs. As things are now: -NPC corp taxes apply to NPC payouts like bounties. Increasing this tax will decrease the amount of isk coming in from NPC corp missioners. -Station taxes apply to sell orders. There will be an initial price shift to as suppliers and manufacters adjust, but then so will the end price of the product that manufactures will sell to market (the cost will be handed down to the cusumer). Of course moving to lower sec space will have its advantages for manufactures (more incentive to move to low sec / null sec and reap the benefits). Also, having a unmitigated isk faucet by some theories of inflation is a major contributor to inflation which drives up the price of supplies as well (current inflation rates are completely out of control). Efforts to decrease the isk faucet/sink ratio will potentially help stabilize prices, even if there is an initial price adjustment from the taxes.
If I understand you correctly you are saying station trade taxes will be passed on to the consumer. The whole point of my post was to point out that it will NOT be passed on. Instead, big operations will simply build things from top to bottom tax free (vertical integration) while the small guys will be forced out of the market due to loses from taxes.
I highly doubt NPC corp mission runners account for a large portion of the isk faucets from bounties. It seems much more likely that 0.0 bots, complexes, anomalies, and ratters are the ones who take the lions share of bounties.
The massive printing of isk is totally unbalanced and undoubtedly a major cause of inflation. However, station trade taxes are a terrible isk sink. The most obvious solution is to hack bounties and isk faucets in general across the board until they match isk sinks. The isk can be replace with materials or something else (monocles? ).
|

Adunh Slavy
Ammatar Trade Syndicate
676
|
Posted - 2012.04.18 23:23:00 -
[33] - Quote
Increasing the cost of doing anything other than shoot rats, is the wrong idea. |

Matrix Operator
Imperial Academy Amarr Empire
20
|
Posted - 2012.04.19 17:36:00 -
[34] - Quote
Ethilia wrote:If I understand you correctly you are saying station trade taxes will be passed on to the consumer. The whole point of my post was to point out that it will NOT be passed on. Instead, big operations will simply build things from top to bottom tax free (vertical integration) while the small guys will be forced out of the market due to loses from taxes. I highly doubt NPC corp mission runners account for a large portion of the isk faucets from bounties. It seems much more likely that 0.0 bots, complexes, anomalies, and ratters are the ones who take the lions share of bounties. The massive printing of isk is totally unbalanced and undoubtedly a major cause of inflation. However, station trade taxes are a terrible isk sink. The most obvious solution is to hack bounties and isk faucets in general across the board until they match isk sinks. The isk can be replace with materials or something else (monocles?  ).
I say 'tough cookies' to that.
Here's the reality. CCP isn't going to touch either the null sec or the high sec bounty payouts and have made that obvious. Otherwise they would have done it a long time ago (this is a long term problem). The reason they will never touch the null sec payouts is that they have made it a core game design goal to make Null Sec more lucrative in all ways than any other region in order to balance the risk/reward ratio that null sec needs to attract players. Being constantly blown up makes the lossess of null sec pretty high and thus they will not make any changes to make change the isk potential of of the null sec regions any less.
Additionally, the hi sec missioners are a probably one of the more substantial groups in Eve in numbers (remember that 60-70 percent of players live in hi-sec), and CCP fears the rage quits and forum rage if they substantially nerf their income.... they likely fear the missioner group more than the industry group.
So no matter how much we want it (me included) decreaseing bounties isn't going to happen.
In regards to verticle intergration...tough. It is more important for CCP to successfully sink isk out the game to bring stability to the economy, than it is to protect 1man+alt corps. This is Eve, adapt. If taxes makes it hard for middile manufacturers to compete, they will just have to adjust by joining larger corps that *are* vertically integrating, or start vertically intergrating themselves. Bring on the Age of the Robber Barons!!!.... John D. Rockefeller would be proud. 
Of course if CCP wanted to throw the middle manufacturer a bone they could provide loopholes such as exempting private contracts (not public or course) from all taxes. Those adept enough to be able to forge established intercorprate deals with suppliers, manufacturers, and distributors would be able to survive... this is supposed to be a game of multiplayer corps and multiplayer cooperation right?
Higher taxes are coming. Its already been stated by CCP. They will probably wait until the mid-point between releases to do it in order not to make too many new changes to quickly, is my guess. But I'll bet my freighter that they will eventually be here before the Winter.
So for the question of verticle intergration, guess what my new corp name is going to be... Standard Oil. . This is Eve...survival of the fittest in PvP doesn't just pertain to pew-pew. Adapt... or give me all your stuff.
 |

Tomnio
Particle Men Industries Beyond-Repair
10
|
Posted - 2012.04.19 20:53:00 -
[35] - Quote
Well, to be the concerned citizen of New Eden that I am, what am I getting for my taxes being increased other than my hard worked for iskies taken away for no apparent reason?
Universe Health Care?????? |

Matrix Operator
Imperial Academy Amarr Empire
23
|
Posted - 2012.04.19 22:32:00 -
[36] - Quote
Tomnio wrote:Well, to be the concerned citizen of New Eden that I am, what am I getting for my taxes being increased other than my hard worked for iskies taken away for no apparent reason?
Universe Health Care??????
You get cookies... cookies which are tough ... oh, and a more stable game economy.
I guess we could have floormats for our clone vats. Would that count as universal healthcare? |

Brewlar Kuvakei
Adeptio Gloriae
50
|
Posted - 2012.04.19 23:40:00 -
[37] - Quote
Noob Corp tax should be set to 80% to 90% to discourage high sec farmers from war dodging inside them. |

Lord Thingol
Polish Mercenaries S.A. The Nameless Alliance
0
|
Posted - 2012.04.20 10:10:00 -
[38] - Quote
It works totally opposite. Don't get me wrong, I am against botting, but the mining bots kept the mineral prices low.
Problems are Hulkmageddon, PI instead of NPC POS fuel supply, reduced drop (which increases the mineral / module prices), removing the drone minerals (which will make miners to mine other ores, AND increase ISK supply from bounties).
If we consider this, we can see that CCP is making everything to increase inflation, as there is less and less ISK faucets... (the only two things they did was reducing bounties and removing insurance for suicide gankers).
|

Pyotr Kamarovi
CASCADE OF SPECTRES Comic Mischief
1
|
Posted - 2012.04.20 11:03:00 -
[39] - Quote
Why not just decrease the amount of raw ISK generated by missions, bounties and incursions, balancing it with an increase in salvage and/or item drops. Dropping them down to maybe a third and increasing the amount of items dropped on average to accommodate should do it, or even only halving it. |

Johnny Frecko
Fruidian Logic
13
|
Posted - 2012.04.20 11:45:00 -
[40] - Quote
Reading all the various posts and some people seem to post without reading what was said before them.
To the point, There's on average 24 Trillion isk spare every month, if i were them, my goal would be to cut that down slowly until it reachs a yearly growth of 1-3% relative to all the isk in the game(the inflation goal).
yes they added bounties, but they're making incursions last longer, drasticly lowering isk per hour. i think that a 1% tax/broker increase and setting the NPC tax to 15% will have a bigger impact than most of us realize, and it will significantly reduce the amount of ISK being printed monthly. maybe not enough, but that's a good way to start, you do not want to over-change something so that you'll have to fix it back.
johnny |
|

YuuKnow
209
|
Posted - 2012.04.20 12:07:00 -
[41] - Quote
Lord Thingol wrote:It works totally opposite. Don't get me wrong, I am against botting, but the mining bots kept the mineral prices low.
Problems are Hulkmageddon, PI instead of NPC POS fuel supply, reduced drop (which increases the mineral / module prices), removing the drone minerals (which will make miners to mine other ores, AND increase ISK supply from bounties).
If we consider this, we can see that CCP is making everything to increase inflation, as there is less and less ISK faucets... (the only two things they did was reducing bounties and removing insurance for suicide gankers).
My understanding of economics is limited, but I believe that this is more correctly 'supply and demand', not 'inflation'. Someone correct me if I'm wrong.
yk |

Matrix Operator
Imperial Academy Amarr Empire
24
|
Posted - 2012.04.20 12:45:00 -
[42] - Quote
Pyotr Kamarovi wrote:Why not just decrease the amount of raw ISK generated by missions, bounties and incursions, balancing it with an increase in salvage and/or item drops. Dropping them down to maybe a third and increasing the amount of items dropped on average to accommodate should do it, or even only halving it.
For reasons posted in post #34 bounty decreases will probably not happen, IMHO. Also, CCP just announced changes to make loot reprocessing less of a contributor to mineral supply to try to promote the miners. Increasing the number of salvaged items goes backward. |

Mukuro Gravedigger
Republic University Minmatar Republic
16
|
Posted - 2012.04.20 13:59:00 -
[43] - Quote
A subtle removal of ISK could be through money transfer fees. Your main is in one system, your alt is thirty systems away, so transfering ISK between the two could be 1% per jump. You are paying for the electronics to transfer from system to system.
A direct trade between two players could have a flat fee. Since you are not "physically" moving goods between each other, you are subtly paying dock workers or drones to do the work for you.
Quick buy or sell orders versus long term buy or sell orders on the market could have different fees too. |

Wyke Mossari
Staner Industries
191
|
Posted - 2012.04.20 15:54:00 -
[44] - Quote
No more taxes, Free floating Office, Factory and lab prices.
|

Moto Akimoto
Tengu and Cash
11
|
Posted - 2012.04.22 00:12:00 -
[45] - Quote
Taxes for trading transactions are too high as is, if anything CCP should add the skill "Tax Evasion" to reduce it to 0% for traders.
In the U.S, taxes on capital gains is on average about 30% which gets futher reduced by expenses like broker fees, interest, tax breaks, capital loses, etc. So the average tax percentage after deductions is about 10-20% per year.
In EVE, the lowest tax is 0.5% PER sell transactions. There are are no deductions, no tax breaks, no writeoffs for loses, nothing. So assuming you are a passive trader doing 1 trade per week on the same item, you are already paying 26% per 52 week period If you are a more active trader, you probably pay 100%-300% per year just on taxes.
Add broker fees into the mix and things get ... fugly. 
Maybe my math is off or maybe trading in EVE is more like retailing instead, in that case I've been doing it all wrong since I started playing.
TLDR: Trading transaction fees are too high, focus should shift to the ISK faucets. |

Reppyk
The Black Shell
101
|
Posted - 2012.04.22 00:29:00 -
[46] - Quote
Manufacturing/R&D NPC slots price x50 please. |

Mars Theran
EVE Rogues EVE Rogues Alliance
138
|
Posted - 2012.04.22 05:42:00 -
[47] - Quote
Personally I thought the influx of ISK from bounties to be rather high. Something like 26 Trillion ISK per Annum
Taxes on sales are redundant as mentioned. If anything, it will just make profit from manufacturing harder and squeeze out the little guy a little more. Considering governemnt usage of taxes and the impact they have on economy, small business, and working individuals, you'd think someone would have thought of this
Bounties obviously aren't really that high, given the totals come from all over known space and are affected by a much larger portion of the player base than pretty much anything else
This leaves fees as the only remaining suggested means of dealing with it, and their is no reasonable way one can functionally impact the system with fees without bankrupting new players or even invested players, so that doesn't really work
Here is an option and it does involve taxes, just not the standard kind we are all used to. Tax the buyer. The seller isn't impacted and provided it is only on end products, neither is the manufacturer for the most part. Any complete ship or module sale would be taxed on the purchasers end through a new sales tax applied to end products. 10% or more should be sufficient
To avoid the workaround with contracts, all contracts would have a fee based on their value placed on them which would affect all contracts in the system, excluding direct item for item trades. This includes the possibility for fees applied to courier contracts, and would also affect Want to Buy contracts for the value of that contract.
PLEX would not be available for Trade Contracts of course and would be considered at ISK market value for purposes of fees. Fees could be around the 10% margin as well and paid by the purchaser. All existing taxes and fees would still apply of course
Side note based on one of the more recent posts I can see as I sit here and type: Current taxation where I live, including all taxes on purchases, freight, tariffs, and manufacturing, as well as inherited taxes from manufacturing and resource aquisition and employment before it reaches the consumer market, and income tax, property tax and all the rest is more than 62% of annual income.
It was estimated at 62% more than a few years ago and is considered to increase by 2% per year on average. I'm sure we'd like to believe that is impossible and it couldn't possibly continue to increase in such a fashion and yet, it does. Turn WiS into wIN! ..make all the characters Nude. |

Mars Theran
EVE Rogues EVE Rogues Alliance
138
|
Posted - 2012.04.22 06:06:00 -
[48] - Quote
Another thought is tax on direct ISK transfers between characters. This could be in around the 7-8% margin and be applied to the sender when the ISK is transferred. Turn WiS into wIN! ..make all the characters Nude. |

Adunh Slavy
Ammatar Trade Syndicate
695
|
Posted - 2012.04.22 06:44:00 -
[49] - Quote
Mars Theran wrote:Another thought is tax on direct ISK transfers between characters. This could be in around the 7-8% margin and be applied to the sender when the ISK is transferred.
Place odd ball item on market in isolated station, set price to X, pay less tax. |

Caleb Ayrania
TarNec
17
|
Posted - 2012.04.22 11:14:00 -
[50] - Quote
A few already commented in here about the npc slot prices..
I would just like to suggest that ccp considered this as a grand scheme change and upgrade to game play..
POS and PI integrated into these services..
Especially player to player public renting of research and building slots..
Nerf npc back to the stoneage. 5 slots per station. Let the prices float and also link it to faction and corp standing and security.. These features seem to be half way done already. Consider making it a patty cake model.. So Average the 5 current prices and that will be price "tomorrow" when there is an empty slot for a day the average ofc goes down. Simple and effective. The same can be done with standing and security. To make this even more interesting make some stations have 5 slots (high sec) and 20 slots in low sec. If the low sec slots gets populated by high sec standing players the "demands" on security goes up. This mechanic could be beneficial in later floating security status of systems.
Just a few dreams..
|
|

Mars Theran
EVE Rogues EVE Rogues Alliance
140
|
Posted - 2012.04.22 23:35:00 -
[51] - Quote
Adunh Slavy wrote:Mars Theran wrote:Another thought is tax on direct ISK transfers between characters. This could be in around the 7-8% margin and be applied to the sender when the ISK is transferred. Place odd ball item on market in isolated station, set price to X, pay less tax.
Doesn't surprise me that there are ways around it easily thought of, but I don't think that is really a concern. Tax evasion is possible in rl; why not in a game? Turn WiS into wIN! ..make all the characters Nude. |

Maxpie
Metaphysical Utopian Society Explorations
66
|
Posted - 2012.04.22 23:56:00 -
[52] - Quote
Matrix Operator wrote:Are taxes the sleeping giant when it comes to fixing the isk faucets? More taxes are coming: Skip to 27:00 for more details. http://www.youtube.com/watch?v=7MZD6-vGQms&feature=plcp&context=C4f10f15VDvjVQa1PpcFOEzQi5G2x0m0l32YE8I8CIMb3LQJfYC8w%3DQuestion is... what's the best way the new taxes should be implemented? I for one would be in favor of 1. An increase in NPC corp taxes to 15% (from 11%) 2. A sales tax increase on all hi sec NPC stations to 8%. 3. A sales tax increase on all low sec NPC stations to 3% 4. A sales tax increase on all null sec NPC stations to 2% 3. Sales taxes at Alliance Outpost should be set by the alliance and goes into alliance/corp funds to motivate players to get out of highsec. Never thought I'ld be proposing more taxess...  . But its probably the easiest way to fix the sink/faucet imbalance in the game.
President Obama, you play Eve? |

Dr Silkworth
Two Geezers in Space
44
|
Posted - 2012.04.23 00:53:00 -
[53] - Quote
Taxes work weird when you start analyzing competition and growth. A flat taxi is what creates the diminishing returns phenomena. If you raise taxes, smaller corps have more of a chance because the larger corps cannot grow to monopoly size. It would kill the market too cause we would all go to contracts to avoid taxes.
OP proposal is to tax high sec, home of the small corp. and put a loose reigh on null and low. Presumably this is to encourage growth in null.
We already have the largest corps/alliances in null. Op's proposal would further the rift. This works for the null move but kills small business incentives in the gamer sandbox versus the professional sandbox |

Adunh Slavy
Ammatar Trade Syndicate
701
|
Posted - 2012.04.23 01:18:00 -
[54] - Quote
Lot of government employees in this thread I see. |

Adunh Slavy
Ammatar Trade Syndicate
701
|
Posted - 2012.04.23 01:19:00 -
[55] - Quote
Mars Theran wrote:Doesn't surprise me that there are ways around it easily thought of, but I don't think that is really a concern. Tax evasion is possible in rl; why not in a game?
Creating needless hoops and busy work for customers, is not a good idea. |

Mars Theran
EVE Rogues EVE Rogues Alliance
140
|
Posted - 2012.04.23 02:56:00 -
[56] - Quote
Adunh Slavy wrote:Mars Theran wrote:Doesn't surprise me that there are ways around it easily thought of, but I don't think that is really a concern. Tax evasion is possible in rl; why not in a game? Creating needless hoops and busy work for customers, is not a good idea.
Well, the point is most people won't bother to run around finding X station and putting up n transferable item to avoid a 7-8% tax on a transfer of ISK. For the ones that do, I wonder how much time they'll invest and whether it will be worth it. Obviously, transfers in excess of 10m will probably result in this infrequently, and transfers higher than that will be much more frequent.
I suppose it is a moot point though, considering it will also affect Character Bazaar trades and push the cost up on those for the buyer. That isn't something you can dodge around either. Still, I see what you mean. EVE players will often do anything to save a buck.
Of course, if there were a higher sales tax on everything, then it would be cheaper to just make a ISK transfer. If ISK transfers were cheaper people would buy and sell items through gift contracts, and ISK transfers, (More benefit to the buyer than the seller.), which would open up more opportunities to scam.
edit: obviously trade windows could still be taxed. /edit
So I guess we just increase taxes on manufacturing, let people reduce the impact by applying the tax to the sell order, and in the end it results in pretty much the same thing. It also doesn't do a thing to affect inflation-instead causing it-and affects all levels of market right down to the resources.
This does however make it potentially more profitable for start to finish manufacturing corporations, so maybe it is not a bad thing. It will unfortunately make it much harder on those who don't have corps to rely on however, and make it harder to sell intermediate materials and resources.
I'm not sure we're solving anything here, but it is dynamic, or promises to be for a short while. Turn WiS into wIN! ..make all the characters Nude. |

Bully Hedro
Imperial Academy Amarr Empire
9
|
Posted - 2012.04.23 04:55:00 -
[57] - Quote
Maxpie wrote:Matrix Operator wrote:Are taxes the sleeping giant when it comes to fixing the isk faucets? More taxes are coming: Skip to 27:00 for more details. http://www.youtube.com/watch?v=7MZD6-vGQms&feature=plcp&context=C4f10f15VDvjVQa1PpcFOEzQi5G2x0m0l32YE8I8CIMb3LQJfYC8w%3DQuestion is... what's the best way the new taxes should be implemented? I for one would be in favor of 1. An increase in NPC corp taxes to 15% (from 11%) 2. A sales tax increase on all hi sec NPC stations to 8%. 3. A sales tax increase on all low sec NPC stations to 3% 4. A sales tax increase on all null sec NPC stations to 2% 3. Sales taxes at Alliance Outpost should be set by the alliance and goes into alliance/corp funds to motivate players to get out of highsec. Never thought I'ld be proposing more taxess...  . But its probably the easiest way to fix the sink/faucet imbalance in the game. President Obama, you play Eve?
http://3.bp.blogspot.com/-yM3QXVpEpVY/T2oUNY0z99I/AAAAAAAAQb8/sHWmParVYn8/s1600/voting+GOP.jpg |

Slavemaster
ICC - Information Control Corporation
33
|
Posted - 2012.04.23 05:04:00 -
[58] - Quote
Vaal Erit wrote:Completely agree with the OP and Scrapyard Bob. Industry slot cost and market order change fees are scandalously low. Taxes and fees should generally be a lot high in high sec than in low or null.
It's just rebalancing the other taxes like they did with PI importing/exporting
"market order change fees are scandalously low."
Ehh, so 1% is scandalously low? You know that if it gets any higher than this game, or channel will turn into a spam fest. Pfft, Tsk - tsk "Do not presume to address matters beyond your competence" |

Scrapyard Bob
EVE University Ivy League
885
|
Posted - 2012.04.23 05:09:00 -
[59] - Quote
Another possibility would be to charge a monthly fee for alliance / corporation registration with the authorities. Maybe even a per-member tariff and per-corp tariff. The problem with that is "how do you enforce it?". Do you require the monthly fee to be paid in order to keep your station offices open? What happens if the fee is not paid? Disbanding the corp/alliance?
Transaction taxes are tricky. If they are too high, then you encourage people to just vertically integrate to avoid sales taxes and broker fees. Which is exactly what you see happening with Planetary Interaction. Because the tariffs are so severe, people go to great lengths to avoid paying them.
PI was a multi-faceted problem:
- PI goods aren't worth all that much. CCP has failed to add additional demands for PI goods (such as implant BPCs, adding more PI goods to other recipes). No new item should have been introduced in the past few years which depend on a single material source (such as "only minerals" or "only PI inputs").
- The PG/CPU limits on command centers are so low that you can't setup a harvest colony that generates more then a few million ISK/day in low/null. If CCP were to increase the PG/CPU on the colonies, it would be easier to pay for POCOs from increased volume.
- Planets have such low re-spawn rates that you can easily run them dry if you have too many people working the same planet. Which discourages people from flocking to the same planets (it's better to see a world with few competitors).
- One-size-fits-all of the POCO, instead of giving us 3-4 sizes (like POS towers) so you could pick how much HP, office capacity you wanted to pay for.
- Because individual colonies don't produce that much income, you have to tax them at a high rate to pay off the POCO.
- The ability of a POCO owner to charge anywhere from 1/10th to 10x the rate of a hi-sec POCO is too variable on the upper-end.
|

Adunh Slavy
Ammatar Trade Syndicate
704
|
Posted - 2012.04.23 05:15:00 -
[60] - Quote
Scrapyard Bob wrote:Another possibility would be to charge a monthly fee for alliance / corporation registration with the authorities. Maybe even a per-member tariff and per-corp tariff. The problem with that is "how do you enforce it?". Do you require the monthly fee to be paid in order to keep your station offices open? What happens if the fee is not paid? Disbanding the corp/alliance?
What purpose does this serve? It will discourage corp membership. Is that what Eve needs or wants?
Thiis next is not directed at you, Bob.
If the problem CCP wants to solve is monetary inflation, then solve that problem by whacking the problem at its source, the generation of ISK. Attempting to play all these other hidden tax and fee games is quite honestly foolish.
There are far too many unforseen consequences with taxes and fees and a lot more code than "Bounty = Bounty * 0.9" |
|

Matrix Operator
Imperial Academy Amarr Empire
28
|
Posted - 2012.04.23 06:40:00 -
[61] - Quote
Scrapyard Bob wrote:No new item should have been introduced in the past few years which depend on a single material source (such as "only minerals" or "only PI inputs").
Much, Much truth here. I agree. Wonder if CCP has the gumption to fix it.
Adunh Slavy wrote:If the problem CCP wants to solve is monetary inflation, then solve that problem by whacking the problem at its source, the generation of ISK. Attempting to play all these other hidden tax and fee games is quite honestly foolish.
See post #34 |

Adunh Slavy
Ammatar Trade Syndicate
705
|
Posted - 2012.04.23 06:44:00 -
[62] - Quote
Matrix Operator wrote: See post #34
See post #33 |

papamike
Precipice Industries
22
|
Posted - 2012.04.23 06:52:00 -
[63] - Quote
I think we have a semantic problem here.
NPC 'taxation' isnt really taxation in the true sense of the word. A controlling organisation or group is not drawing wealth from the population (ie you) to then re-invest or redirect into government controlled ventures (usually employing the population in producing these endeavors).
Taxation in Eve is not as taxation in RL, so analogies from RL are somewhat flawed if taken too literally.
Taxation in Eve equates to taking money out of the system completely and essentially burning it.
It is true of course that the bounty system magically puts money into the system as well...
Perhaps bounty prices should be based on taxation amounts, otherwise a faction could well go bust?
|

Scrapyard Bob
EVE University Ivy League
885
|
Posted - 2012.04.23 13:04:00 -
[64] - Quote
Mmm, impact of corp/alliance bills on a monthly basis:
- A flat per-month fee per corp would ensure that long-dead corps get disbanded and their tickers get recycled. - A per-month fee for the alliance would do the same for alliance tickers. - It would act as an additional ISK sink.
Per-corp fees could be as low as 100-500k/mo. Alliance fees in the range of 10-20M/mo. Maybe alliances pay 2M ISK/mo per member corp. Maybe corps pay a fee of 1k ISK/member each month to buy membership capacity.
(shrugs) It's probably a horrid idea. |

Prophet Avater
Imperium Technologies F0RCEFUL ENTRY
0
|
Posted - 2012.04.23 13:10:00 -
[65] - Quote
Instead of having few large taxes it best to have smaller one, since the majority of the game live in high sec, high sec should be the main target, ccp can hit two birds with one stone, increasing the transition from high sec to low , null and wormhole space. |

Daniel Plain
Science and Trade Institute Caldari State
59
|
Posted - 2012.04.23 13:42:00 -
[66] - Quote
asi i already posted here, the best way to get ISK out of the system would be to introduce upkeep costs for mundane tasks such as docking, storing items etc. |

Johnny Frecko
Fruidian Logic
16
|
Posted - 2012.04.23 19:06:00 -
[67] - Quote
and ofcourse it's the best way because you said it is. |

Daniel Plain
Science and Trade Institute Caldari State
60
|
Posted - 2012.04.23 20:52:00 -
[68] - Quote
Johnny Frecko wrote:and ofcourse it's the best way because you said it is. yes. also because of the first rule of tautology club. |

Johnny Frecko
Fruidian Logic
17
|
Posted - 2012.04.23 22:03:00 -
[69] - Quote
i'm humbled by such logic |

Matrix Operator
Imperial Academy Amarr Empire
29
|
Posted - 2012.04.23 22:42:00 -
[70] - Quote
Scrapyard Bob wrote:Mmm, impact of corp/alliance bills on a monthly basis:
- A flat per-month fee per corp would ensure that long-dead corps get disbanded and their tickers get recycled. - A per-month fee for the alliance would do the same for alliance tickers. - It would act as an additional ISK sink.
Per-corp fees could be as low as 100-500k/mo. Alliance fees in the range of 10-20M/mo. Maybe alliances pay 2M ISK/mo per member corp. Maybe corps pay a fee of 1k ISK/member each month to buy membership capacity.
(shrugs) It's probably a horrid idea.
This is an interesting idea. Question is, how much isk will it be successful at sinking per month? We would need to know the total number of active corps and alliances to know. If an entire alliance is only paying 20mil per month then that the equilivent to the amount a single incursion runner 'faucets' into the game in 2 incursions.... would it make enough of a dent in the problem? |
|

Durin Sarga
Lionhearted Investment Services and Planning STORM.
2
|
Posted - 2012.04.23 22:53:00 -
[71] - Quote
Um... guys... alliances already pay 2M ISK/month/member corp. FYI. |

Fish Hunter
Blacksteel Mining and Manufacturing Renaissance Federation
9
|
Posted - 2012.04.24 00:43:00 -
[72] - Quote
Why is simply lowering the isk generation of ratting the wrong option. Lower the standard by 10-20 %.
Minerals rose up to prices that it is now as profitable to mine as run empire missions and have stopped increasing as of late. There were several forces that contributed to the low mineral prices up til now. bots, drone poo, rat loot. All of these have been diminished and thus mineral prices rose because ratting income has remained constant. For as long as i can remember the highend deadspace equipment which is rare enough has hovered around the same prices. If we were really having a runaway isk problem this stuff would be running up. Good officer stuff has run up so maybe that is the indicator.
Of course the current problem we have is there is so much isk in game that for many players a reduction in isk/hr income wouldn't be felt anytime in the forseable future but newer players & pvpers would feel it right away. |

Chiralos
Merchant Princes
4
|
Posted - 2012.04.25 13:48:00 -
[73] - Quote
I like the ideas of floating NPC service costs, and possibly size scaled docking and storage fees (also floating). This might really come into its own when eventually the starbase and outpost system gets revamp.
It might tackle insufficient ISK sinks, but I think that would be less important than making player industry more interesting. Note one of the other long term things from the Fanfest presentation was the desire to take things out of NPC control and put it into player hands.
More generally, I think highsec security and convienience should cost more. You can think of highsec as an NPC limit on the security market. In the same way that NPC shuttle sales once set a ceiling on the trit price, CONCORD sets a (low) upper limit on the price of security. While in theory alliances might compete and fight over nullsec economies, in practice everything tends to slide into highsec - who can compete with CONCORD protected NPC corp alts, fixed price manufacturing lines and unlimited free storage space ? This probably needs to be tackled on both ends: taxing hisec more as well as making nullsec more productive (not just more ISK productive).
|

Tobiaz
Spacerats
345
|
Posted - 2012.04.25 21:08:00 -
[74] - Quote
All the reprocessing should be done by reprocessing slots, requiring an ISK fee and time.
Then for all slots (industry, research and reprocessing) the fee goes up 5% if more then 75% of the slots are are occupied throughout the week. And every week less then 25% are occupied, the prices drop 5%. Then cut all fees according to standings, so excellent standings gets you a competitive edge.
Carebears will hate it, but it will improve the health of empire by a lot. POS also become more viable as alternatives. Operation WRITE DOWN ALL THE THINGS!!!-á Check out the list at http://bit.ly/wdatt
Collecting and compiling all fixes and ideas for EVE. Looking for more editors! |

Diomedes Calypso
Aetolian Armada
68
|
Posted - 2012.04.25 23:22:00 -
[75] - Quote
All they need is more items sold by NPC's for isk.
As the player driven economy is a huge part of game play the items need to be sort of detached from any in game utility other than vanity.
Special color limmited edition ships and colorful drones.
To keep pricing dynamic, the sales should not be unlimmited and the process should be done by a blind auction where they announce that 100 of an item will be sold to the 100 highest bidders at say 6pm server time each day or week or whatever.
"blind" means that people cannot see each others bids. Another wrinkle in a blind auction is not everyone pays the same. While its good if they disclose the threshold price, to be sure that you get an item you might have entered a price twice the threshold and you would still pay what you bid. The 101nth highest bidder would need to wait till the next auction.. or if it was a single issue.. never have a chance to buy it. |

Caleb Ayrania
TarNec
27
|
Posted - 2012.04.26 00:22:00 -
[76] - Quote
Tobiaz wrote:All the reprocessing should be done by reprocessing slots, requiring an ISK fee and time
Then for all slots (industry, research and reprocessing) the fee goes up 5% if more then 75% of the slots are are occupied throughout the week. And every week less then 25% are occupied, the prices drop 5%. Then cut all fees according to standings, so excellent standings gets you a competitive edge
Carebears will hate it, but it will improve the health of empire by a lot. POS also become more viable as alternatives.
This is really an awesome ideas.
Having slots on recycle, reprocess, and maybe even repairs. Would really be interesting. The floating price dynamic really needs to be introduced on a lot more of EVE game mechanics
I also would like a small idea I dabbled with. In any station the npc slots not only shifts up and down in price, but also corp standing demands and security status demands depending on history, So always using the average of the last days state. NPC facilities should all do this, and thus when player services got plugged into npc stations, the whole game mechanics would start being fixed. When npc rents services to players on behalf of players they would add tax/vat that was depending on your standing towards them
Example: So say you rent out a copying slot at high sec price 7904 per hour (highest price in Sinq Mirilene) public, you would ofc need to undercut that price. I would expect daily changes and 5% increments only on new bids. So you would go in with around 7500 per hour. TO this the npc station add 15% VAT -1% per standing point with corp
If the station services 40 research slots. a system with 20 moons and avg 2 slots per player owned POS. Slots for rent was set as Active perma running a print/voucher from the station corp. LP store item (isk sink) When all the slots are filled the average security status would be calculated and when a slot clears any new demands would have to be above that, or above npc corp standing.
Also the players would have the option to rent to other corp, alliance or ID player (not in npc corp) This would be considered a private rental, and not public. The station brokering this rental would get flat 10% tax on the rental and not adjustable.
A boost to slots might be needed. These services could also work as PI "Populated" installations. So the combo of POS and PI would grant enough slots according to demand. PI slots should be inferior to POS though, at least until DUST and integration of that functionality is more clear
Similar mechanic for all the mentioned mechanics would be preferable, to keep things close to simple. With this we might finally be able to get rid of the npc facility problem
Would also be nice if npc seeds of reports was nerfed a bit. Or all copying demanded an added player generated item. Something like maybe scientists, that could be generated on populated PI planets?! So say any type of population could be converted to other types? Using installations with preloaded/fixed schematics. (something for future visuals considered)...
|

Alabaster Ra
Stoic Assembly Lines Trade Federation Alliance
2
|
Posted - 2012.04.26 00:25:00 -
[77] - Quote
All right, I'll bite.
Why is inflation a problem here? If I follow: the argument assumes that we have a relatively fixed supply curve. However, the demand grows because people have greater disposable income. "ISK faucets" are giving out more than they have in the past for the same investment of time and effort
This isn't real life. Little old grandmothers don't rely on social security and other fixed incomes. As long as prices adjust in tune with the relative ease of acquiring isk, where is the problem? There would be a problem if price level was rising while the relative ease of acquiring isk was not. However, if this is the case, I missed the post which argued it.
If there is no problem, there is no reason to fix anything. |

Perramas
Pan Caldarian Ventures
40
|
Posted - 2012.04.26 02:54:00 -
[78] - Quote
Whatever the new taxes are they need to be progressive taxes. The more isk in your wallet the higher your tax rate. That way new players wont have to grind out even more crappy low level missions while they train the skills for more lucrative endeavors. |

papamike
Precipice Industries
23
|
Posted - 2012.04.26 03:58:00 -
[79] - Quote
Perramas wrote:Whatever the new taxes are they need to be progressive taxes. The more isk in your wallet the higher your tax rate. That way new players wont have to grind out even more crappy low level missions while they train the skills for more lucrative endeavors.
Thats going to be a hard sell. Surely it would be better to be a VAT/ GST sort of tax.
Plain speak: A tax on goods and services rendered by NPC corporations. Problem here of course is that it would effect high sec ALOT more then it would 0.0 alliances. Not necessarily a bad thing but considering the population demographic it again would be a hard sell, just for different reasons. |

Ireland VonVicious
Vicious Trading Company Assassin Confederacy
48
|
Posted - 2012.04.26 04:37:00 -
[80] - Quote
If inflation is high then indy is paying well. This will move more players to indy.
Which will bring back down prices a bit.
Also amount of isk in system being used toward taxes goes up as prices go up. It will find a balancing point.
If it is long term inflation then you do things to make indy more profitible but do so in a way that help produce more total product as to keep prices down and will in turn give players a bit more items/ships to get blown up.
The most important aspect of the isk faucets are how balanced are they between eachother.
The indy will always balance back out with the isk producing jobs. |
|

Scrapyard Bob
EVE University Ivy League
899
|
Posted - 2012.04.27 04:16:00 -
[81] - Quote
Perramas wrote:Whatever the new taxes are they need to be progressive taxes. The more isk in your wallet the higher your tax rate. That way new players wont have to grind out even more crappy low level missions while they train the skills for more lucrative endeavors.
Easily avoided.
I keep all ISK on my alt account, do all my purchase/sells/activity on my main account and only shoot over enough ISK from the alt account to cover immediate needs.
|

Caleb Ayrania
TarNec
27
|
Posted - 2012.04.27 11:13:00 -
[82] - Quote
One thing that really have not been mentioned much here..
The features of player to player taxing and billing. WE need this almost as much, if not more than npc taxing.
Ideally the features players got would be integrated better and floating price balanced on npc side.
There is a thread over in Features that also discuss the taxing issue.
https://forums.eveonline.com/default.aspx?g=posts&t=101426&find=unread
I mentioned the option of wealth tax at a maximum of 2%
Yes players could just move their money to alt accounts.. That is why statements of payment would be needed. Tax avoidance would be visible. Just sort table by taxed amount and start kicking those that paid to low tax. Say Scrapyard Bob here, that is a rather veteran player. Any amounts "claiming" he has less then 1B in his accounts, would be obvious avoidance. Also said veterans might be considered special enough to use a flat billing instead, since access to his amassed wealth would be "unfair".
The potential benefits from introducing these things first is staggering. Player to player bills. Unpaid.. Set standing to neutral. Third warning. Set to Bad.
Option on standing based limitation in public contracts. Suddenly paying your bills might make sense. Buying someones debt. If the bills could have a preset compounding interest generated.. Hmm suddenly we would get a better mechanic for handling player to player loans, and even trading such credit in a future update..
|

Pres Crendraven
Blue Republic RvB - BLUE Republic
3
|
Posted - 2012.04.27 12:29:00 -
[83] - Quote
If we want to talk taxes, we must look at what we want to accomplish with them after taking the time to understand how different styles of tax cuts, levies and credit can affect gameplay. The current concern seems to be inflation. Reducing money supply is conventional wisdom. Total assets could be taxed, 2% as mentioned could temporarily turn the tide against monopolies which I suspect would be good for gameplay. I wish I knew the numbers for reactions. A lot wealth gravitates through them. This might also be a viable taxation vector if taxed with isk instead of product. Other areas that act like ISK wells or holding ponds need to be identified also. The current (refine) tax for poses is counter productive. Especially since we will be needing more minerals. T3, LP and faction modules are others that come to mind. It really depends on what you want to do with taxes though.
Do you want to decrease money supply to try to control inflation. Do you want to control the size of monopolies. Stimulate conflict and if so, financial or military just to name a few. Any taxation changes need to be projected out a few cycles to see their real effect. to often we only go out one layer deep. To stimulate conflict for instance, you need temporary rolling tax credits. Instead we don't tax much at all and end up with the monopolies and a repeated drift toward stagnancy. Meta34me |

Trollin
65
|
Posted - 2012.05.30 11:14:00 -
[84] - Quote
the best way to sink isk is to cause it not to be generated so much in the first place instead of taking it out of traders asses
reduce bounties or ramp up difficulty. ie. give belt rats sleeper AI/increased hps/dps reduce mission rewards or ramp up difficulty. ie give mission rats sleeper AI/increased hps/dps reduce incursion rewards or ramp up difficulty. << ccp already done this w/ vanguards . |

Nikodiemus
Jokulhlaup
25
|
Posted - 2012.05.30 16:20:00 -
[85] - Quote
Kawaai wrote:Taxes are dull, they are IRL they are ingame. If you figure increasing the taxes will fix the economy, think again. Those measures really only work when the money is genuinely going somewhere. Since we have one currency, one economy and also no government there is little use to implementing higher taxes but for only the sake of discouraging transactions.
TL;RD: No.
Aren't you forgetting that while this game has one currency, it is completely artificial and can undergo drastic changes over just a day whether through expansions or just market activity and that the faucets must be balanced with the sinks. I agree taxes are boring - at least in the way they are implemented now. I have trade skills pretty high to reduce taxes but those are mostly not needed because they are so low. Higher taxes would allow these skills to be more useful but then in the end all you have are more "essential" skills that everyone trains for and then once training is complete nothing else changes, back to square one. (remember our old learning skills that everyone trained and made new characters pointless for several months before CCP just removed them?)
One of the interesting things mentioned earlier was a transaction tax on regional gates or something of the like. Seems interesting, forces people to fine tune courier and transport to reduce costs. Not a great idea but it is a good example of a tax that can be implemented to affect gameplay in a more positive manner and encourage innovation and thinking outside the box instead of just flat taxing and forcing people to train skills to drop it.
Another "tax" that could be cool is a tax to fund some sort of consumer financial regulator group, probably would have to be NPC, that would manage the credit of pod pilots to make player corps have a reference for loans, stocks, investment, etc. which is something I know a lot of us tycoons want - more business flexibility. Or maybe a cost to hold inventory for homogeneous items (prevent someone stockpiling huge amounts of morphite or tech for instance and increase costs to hold in inventory, just like the real world)
All are half baked ideas that I just came up with here but the point I wanted to make was if you are going to tax or create sinks, do it in a way to encourage innovative gameplay and give the players something else to play with or work with, not just a flat tax sink. |

Kara Books
Deal with IT.
142
|
Posted - 2012.05.30 16:58:00 -
[86] - Quote
Nikodiemus wrote:Kawaai wrote:Taxes are dull, they are IRL they are ingame. If you figure increasing the taxes will fix the economy, think again. Those measures really only work when the money is genuinely going somewhere. Since we have one currency, one economy and also no government there is little use to implementing higher taxes but for only the sake of discouraging transactions.
TL;RD: No. Aren't you forgetting that while this game has one currency, it is completely artificial and can undergo drastic changes over just a day whether through expansions or just market activity and that the faucets must be balanced with the sinks. I agree taxes are boring - at least in the way they are implemented now. I have trade skills pretty high to reduce taxes but those are mostly not needed because they are so low. Higher taxes would allow these skills to be more useful but then in the end all you have are more "essential" skills that everyone trains for and then once training is complete nothing else changes, back to square one. (remember our old learning skills that everyone trained and made new characters pointless for several months before CCP just removed them?) One of the interesting things mentioned earlier was a transaction tax on regional gates or something of the like. Seems interesting, forces people to fine tune courier and transport to reduce costs. Not a great idea but it is a good example of a tax that can be implemented to affect gameplay in a more positive manner and encourage innovation and thinking outside the box instead of just flat taxing and forcing people to train skills to drop it. Another "tax" that could be cool is a tax to fund some sort of consumer financial regulator group, probably would have to be NPC, that would manage the credit of pod pilots to make player corps have a reference for loans, stocks, investment, etc. which is something I know a lot of us tycoons want - more business flexibility. Or maybe a cost to hold inventory for homogeneous items (prevent someone stockpiling huge amounts of morphite or tech for instance and increase costs to hold in inventory, just like the real world) All are half baked ideas that I just came up with here but the point I wanted to make was if you are going to tax or create sinks, do it in a way to encourage innovative gameplay and give the players something else to play with or work with, not just a flat tax sink.
thats what im saying, thoughtless careless dumbing down of a MAJOR game feature is utterly ******** to put it nicely.
What we need to focus on is ratting and plexing in goon space, lets get some statistics on that. |

Zelda Wei
New Horizon Trade Exchange
141
|
Posted - 2012.05.30 21:45:00 -
[87] - Quote
If you introduce artificial wealth 'taxes' then players will game the tax system, just like real life.
Recognise this and make the 'tax' rules promote the game vision.
The obvious example is extend the effects of standing on taxes and fees.
Gate & Docking fees based on Ship (+cargo) Mass * Security.
More Office with Rent based on standing.
Extend the contract system, e.g. Reverse Auctions for Courier contracts. |

Jih'dara
Survival Research Laboratories
3
|
Posted - 2012.06.24 04:45:00 -
[88] - Quote
Zelda Wei wrote:If you introduce artificial wealth 'taxes' then players will game the tax system, just like real life.
Recognise this and make the 'tax' rules promote the game vision.
The obvious example is extend the effects of standing on taxes and fees.
Gate & Docking fees based on Ship (+cargo) Mass * Security.
More Office with Rent based on standing.
Extend the contract system, e.g. Reverse Auctions for Courier contracts.
I think this is a good idea, to have fees increase or decrease with factional standing. Amarrians should have to pay more to buy things in Hek or Rens, and Gallente should have to pay more in Jita.
I had an idea once to make a security based transaction tax on a systems security status. 10% in a 1.0 system, %5 in a 0.5 system and so on. This would hopefully encourage more people to move business and trade into low and null sec areas.
This makes 'game world' sense if you think about it. Those NPC forces that keep the high security system safe are pod pilots too. Their ships cost money and they don't work for free. The amount of 'work' they are prepared to do depends on how well paid they are, so they are slower to respond in areas where they are paid less. |

forestwho
Foonfleet Investment Banking
1
|
Posted - 2012.06.24 20:19:00 -
[89] - Quote
we need more taxes to remove all the tech isk form the game. |

Steve Ronuken
Fuzzwork Enterprises
467
|
Posted - 2012.06.24 20:57:00 -
[90] - Quote
forestwho wrote:we need more taxes to remove all the tech isk form the game.
Tech doesn't create isk. It just moves it around. FuzzWork Enterprises http://www.fuzzwork.co.uk/ Blueprint calculator, invention chance calculator, isk/m3 Ore chart-á and other 'useful' utilities. |
|

Archdaimon
NorCorp Enterprise No Holes Barred
62
|
Posted - 2012.06.24 21:51:00 -
[91] - Quote
Making blue books from wh be a part of ship construction instead of an isk faucet. |
|
|
|
Pages: 1 2 3 4 :: [one page] |