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Quenching the flames just a teensy bit


Shaman

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just a reminder to all of you that 1 mill is nothing in todays money. Constant inflation due to legion being so damn rich has led to a huge increase in market prices, (Territory scanners went from 1 mill to 6 mill), so the real tax is about 150k or so.

 

that being said, you'd better know what your doing if you are sitting on 50 tiles right now. better unclaim those quick.

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13 hours ago, Test said:

Territory taxes should be based on sustainable non-grindy income, not on market prices currently inflated by missions ran with 20 alt accounts.

 

if the market keeps inflating... 1mil tax per tile, per week- will seam like less of an issue. Though right now, as it stand- for many it will hurt them. 

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14 hours ago, Shaman said:

you'd better know what your doing if you are sitting on 50 tiles right now. better unclaim those quick.

No need for that NQ has friendly automated that task for us.

 

- Call To Action – Say NO to territory taxes -

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As long as every tile produces enough to pay the tax, I don't think there's a long term problem although it will kill PVP if no one can afford to field a combat ship. It will certainly kill territory combat if only players with the best tiles can afford to field combat units. Combat will be reduced to strong players bullying weak players for no gain... oh wait... that's what it is now lol. 

 

My short term worry is this: Will I have enough left after paying tile taxes to buy mining units after several weeks of waiting for mining units to make it to the market?

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20 hours ago, Shaman said:

that being said, you'd better know what your doing if you are sitting on 50 tiles right now. better unclaim those quick.

What's wrong with one person owning 50 tiles currently with such a low population player base?

The issue and non-issue of the tax rate is this. It would make sense if there were thousands of players vying for control of territories to have a high or any tax rate. But there aren't. I am more likely to have my only interaction in a day of flying around outside of Market 6 is if I decide to pipe into the PvP zone. So any tax rate should be low to non-existent.

Additionally, this is a subscription game. If you pay for your sub, you should not fear losing your work or assets. Example, an avid player lets say with 3 tiles. A Base, and a couple mining nodes. Said player keeps their sub going, but is deployed in the Military, or perhaps a natural disaster wipes out their ability to connect or have access to the internet and a working PC. NQ is still getting their money, but it is a real possibility that when said player returns, unless they had the funding in place to sustain everything until they get back, Their Tiles, Constructs, Ships, Industry, EVERYTHING could very well be gone and claimed by someone with 20 alts AFKing hauling missions, and for no other reason than "For the lulz". Do you think when that player is able to return, they are going to want to continue playing when everything they worked for is gone, while they still paid a subscription?

If someone's subscription lapses, and there is no money in their territory as a buffer, okay fine, after a couple months their stuff should be up for grabs, unless they resub and pay the "back" or "inactive" taxes. This gives the opportunity to reclaim tiles and resources from people who aren't actively playing, but also provides a buffer for someone who may be having financial stress for a couple months, but genuinely wants to come back to the game. 

Levying punishment's on the active player base of a game that is having issues retaining old players and attracting new ones is a death sentence for the game in the end. The change to mining in large part was due to NQ trying to cut back on the expense of running the game in costs of data and processing. While not paying out the extra money for all the extra data will lower their operating expenses, losing more players, again from an already dwindling player base, does nothing to help things in the long run. 

It's economics.

Lower Running Expenses is good, but paying those still comes out overall "pool" of available cash and or credit.

The available pool of cash, and the ability to borrow and pay back credit comes from income.

If income is reduced, the available pool becomes smaller and smaller until it is no longer enough to maintain the expense.

Look at how many great games, games that were once in a generation were ruined by bad development choices. By Developers and Executives who did not listen to the majority of their players, and instead catered to a select group of them. Best example, Star Wars Galaxies. You could be anyone, do anything, make anything, play how you wanted to play and not be punished for it. Then they took it all away for a more streamlined dumbed down version of the game. The game NEVER recovered. 

A game, and gaming company, only has so many chances to make what they are making a success until all except for a few die hard loyalists leave, which at that point, the game is no longer viable.

Dual Universe has more potential than any other game in a over generation to truly be player driven and creative universe. But unfortunately, the choices and changed being made against the opinion of the loyal players they still have, is making that dream look more like a dream, good while it lasts but fleeting, then a reality.
 
 

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