Thanks all for commenting on the last post. This was really interesting and gave me some insights that I want to share here. I think the big learning here is that we want people to USE the money instead of just buying something with it (such as a lot) and then don’t do anything with it. The next learning is that I want to stay away from people buying things that affects everyone else too such as switching the weather, warps or similar stuff. These items should be otherwise extremely expensive since they really have a huge effect. The other topic is about who is rich and who is not. The cash is only one sign. you would have to add the purchase value of every kingdom lot and then what they bought from the market minus what they sold and on top of that all the diamonds etc they hoard in their chests. So a realistic picture here is very difficult to paint.
Let me group the different expenses one can have a bit:
- Lots: If someone buys a lot, be it in the Kingdom, Empire or a new world, the issue is that they buy a space, but not necessarily do something with it. We see that currently in the kingdom. It’s not about the one person that has 5 street lots. It’s about every user that has one lot and does not build or even only mines there. It’s dead land that only causes admin efforts and server space. So we have to make sure that people buy this only because there is nothing else better to spend money for and because they really want to build something big and will do so.
- Vanity goods ( = name titles, hats etc): This is something I like a LOT. Why? People can rent those. People can show off an achievement. If rented, the money is out of the system and people have a reason to vote again to get more. They use the money, it does not affect others and the economy or the game. I will most likely do those.
- Services ( = /home etc): We could sell services that otherwise are not available such as /tppos. You could be taxed Uncs for every block that you are transported for example.
- Virtual assets ( = lot members, homes etc): These would be charged only when set, so the impact is not really big.
- Taxes: Everyone likes to avoid taxes as we know. People feel taxes are generally unjust, and it simply breeds behavior. So if I charge people on cash, they will just buy lots, and then we are back to square one. Same goes for a cap in cash. Unless we find a tax that makes people do something we really want them to do, I would avoid those. One interesting tax could be on the ownership of a kingdom lot. Not too much, but if you do not vote regularly for example, one should not be able to keep a main lot. The question is what to do if someone runs out of money when they go on holiday? Reset a whole city? Does not seem fair. It would require a complex system so people do not keep one without paying and not too quickly lose everything…
- Consumables: The XP- market and other consumables can be interesting, but this is a sometimes a bit like “pay to win”. It can have very difficult dynamics, so I would have to think about how that can work and which blocks/items are good sellers. Player heads is one easy option here for example.
- New consumables: Lottery tickets is definitely something we can do. I am also working on a new skyblock system as soon as the lot manager is finished that will encourage spending.