My point was rather in the sense of my misread part - what if guilds could actually change the tax price.
Oh. ......can they actually do that in BDO? If so, then yea, lots of players will move if it'll save them silver and it's not too much a hassle to move around. Then the guild could just lower the tax rate until the players trade in their towns again.
I can't think of many games that give players that much power though. I think maybe Archeage did, possibly because moving your house to a different place that wasn't taxed to high hell wasn't always an option, but that had more to do with housing land tax than trading tax.
Oh. ......can they actually do that in BDO? If so, then yea, lots of players will move if it'll save them silver and it's not too much a hassle to move around. Then the guild could just lower the tax rate until the players trade in their towns again.
I can't think of many games that give players that much power though. I think maybe Archeage did, possibly because moving your house to a different place that wasn't taxed to high hell wasn't always an option, but that had more to do with housing land tax than trading tax.
Nope, you can't do that in BDO. The guild only gets 5% of market transactions but the AH tax is fixed.
I think Camelot Unchained has some sort of mechanics where players might own cities and setup different levels of benefits. But I do not follow those indy projects much.
EVE does have some benevolence in charging different taxes and fees for Outpost services but that is exclusively 0.0 content so it is pretty much moot and still limited. Altough CCP is preparing supposedly big revamp of Outposts/Stations and I do not know how much this will expand the utility of Outpost/Stations. I think this will include high-sec stations too, so it could be potentionally interesting.
Similar concepts are "awesome" from amusement point of view and sound nice on paper but they are very difficult to execute and this difficulty is imo not worth the risk and effort, thus we don't get any of that.
Similar concepts are "awesome" from amusement point of view and sound nice on paper but they are very difficult to execute and this difficulty is imo not worth the risk and effort, thus we don't get any of that.
Yea, that's why most games don't give players that much power. BDO included, it seems.
TiamatRoar said:
Yea, that's why most (pretty much all, really) games don't give players that much power. BDO included, it seems.
Like I said before, BDO is very difficult to read for me.
One one hand, they seem to promote non-combat activities and PVE but on the other, only "meaningful" content is PVP.
The game certainly devoted lots of resources to non-combat activities but they are shallow. The economy is lacking a driving force - there are very limited resource sinks, best gear is obtained and enchanted via loot.
PVE part of the game consist of very dull and badly made quests(the game would be better without those cutscenes) and the game does not sport any sort of "challenging" agro mechanics, there are no instances and you have to fight over mob spawns to level up in OWPVP - very unsatisfying PVE experience.
The only "consistent" and reasonably made part of the game is PVP.
The game seems more like a luckluster than anything else.
Comments
I can't think of many games that give players that much power though. I think maybe Archeage did, possibly because moving your house to a different place that wasn't taxed to high hell wasn't always an option, but that had more to do with housing land tax than trading tax.
I think Camelot Unchained has some sort of mechanics where players might own cities and setup different levels of benefits. But I do not follow those indy projects much.
EVE does have some benevolence in charging different taxes and fees for Outpost services but that is exclusively 0.0 content so it is pretty much moot and still limited. Altough CCP is preparing supposedly big revamp of Outposts/Stations and I do not know how much this will expand the utility of Outpost/Stations. I think this will include high-sec stations too, so it could be potentionally interesting.
Here is some link what CCP is up to with player owned structure and what you can do with them:
https://community.eveonline.com/news/dev-blogs/back-into-the-structure/
Some more overview on topic with more links:
https://community.eveonline.com/news/dev-blogs/i-feel-safe-in-citadel-city/?_ga=1.66100718.1737267210.1458883718
Similar concepts are "awesome" from amusement point of view and sound nice on paper but they are very difficult to execute and this difficulty is imo not worth the risk and effort, thus we don't get any of that.
PS: EVE still rocks
One one hand, they seem to promote non-combat activities and PVE but on the other, only "meaningful" content is PVP.
The game certainly devoted lots of resources to non-combat activities but they are shallow. The economy is lacking a driving force - there are very limited resource sinks, best gear is obtained and enchanted via loot.
PVE part of the game consist of very dull and badly made quests(the game would be better without those cutscenes) and the game does not sport any sort of "challenging" agro mechanics, there are no instances and you have to fight over mob spawns to level up in OWPVP - very unsatisfying PVE experience.
The only "consistent" and reasonably made part of the game is PVP.
The game seems more like a luckluster than anything else.