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How to Solve Inflation

Started by Halyangx [1867864] on in General Discussion.

63 replies · 1.34k views · thread synced · 5 days ago · View on torn.com
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Halyangx [1867864]

First of all, Inflation and Money Supply are very different thing.

  • If there is high Inflation, that means, prices of goods/items are going up - price of xanax in 2023 is 800k, in 2024 is 900k and 2025 is 1 million - That is inflation. 
  • Money Supply is, let's say there are 5 players in Torn City, each used to have 1b in 2023 which is a total of 5 Billion. In 2024, each have 2b, thus a total of 10 Billion - This is Increased in Money Supply. 

 

Afaik, the items we all players use such as Xanax/ Drugs, E-cans, Weapons/ Armours, Donator Packs, etc., they all have not gone up in Price... so wtf is Ched talking about when he mentions Inflation FFS!! 

 

Anyways, I assume it is the money supply problem he is talking about, and this, from my point of view, has increased in the past few years. This is no wonder due to high influx of money into the economy from stock market, rackets, flying and high DP sales. 

 

So how do we solve this "inflation" money supply problem? 

 

Ched had already nerfed stock markets, rackets, flying (via pawn shop not buying points), and increasing prices of DPs but that imo is so stupid. Income for players all across the board has dried up and with the boring RWs and TT wars, the game is STALE AF!

(Also, players are not getting richer yes, but they ain't geting poorer either, because they all are just hogging onto their cash which they already got).

 

Instead if Ched is really serious about this "inflation", there are a couple ways to do it. 

 

1. Sell Cesium-137 and Hazmat Suits (Lower requirements to construct the bomb). Let a few DBs fly, this ain't gonna stop new players from playing the game, and hinder DP sales. 

 

2. Lower the Cooldowns of Consuambles - such as drugs, E-cans, SEs, FHCs and Alcohols. Let the player base use up more item and spend more of their money. For this to work, there needs to be stats cap at the top where it makes it not worthwhile for the top players to train more stats. (Also, we can let them leave the game if they get bored, because they ain't buying the DPs)

 

  • Drugs - Lower cooldown to 180-240 minutes and increase rehab costs.
  • E-cans, SEs and FHCs - Lower the cooldowns. 
  • Alcohol - This is a good example. A player can have 200 NNB, but the only crimes that will come significant for having a high NNB is the PA. However, the players who have not reached PA level will consume more, decreasing the money supply in the economy. (PA money can be nerfed/ adjusted when there are a lot players that can do PA).

 

Thus, not creating a further increase of money supply by making players spend their money. This will be same for battle stats at the top where at one point, it is just not monetarily worth to spend more money to gain stats. However, the rest of the population will be spending a lot of their money on Cans, FHCs and SEs. 

 

Final point is, please buff Flying!! (and maybe Revives too). BUFF THE INCOME SOURCE OF NEW PLAYERS - can also be done by raising interest rates. Only through these new players, Ched can make more money, the game can survive and be more active. Obviously, we would not be making them mega rich but rich enough for them to catch up to older players (if they are active). The current game right now is, the old players who have already made money via all previous money making ways, remain rich, just hogging up the money, while the new players are just struggling to do make enough money to catch up to the oldies. 

 

  • Flying - Pawnshop buys points for 50,000 and slightly lower flight time. 
  • Revives - Lesser E requires for revives and increase success rates. 
  • Interest Rates -  Increase ROI but decrease the maximum limit from 2 Billion to maybe 1.5 Billion.
  • Introduce More Awards/ Honours - KIllstreak 1000, 2000 Defends, Do 69 Damage, aka things that could make the rich players buy defends.
  • Buy more from the NPCs - the above mentioned Cesium, Hazmut Suits, E-cans, etc. could be sold to random players. Most of the players are on the poorer side so this hopefully would also allow them to flip for profits (Also, increase 100 items limit to 200/300 items per day). 

 

(And FFS do something for the Points!! Instead of Energy Bar 30 points, have something like 300E = 100 points. Increase the cost but give out better rewards, but with a daily limit or maybe every 12 hours). 

 

P.S. MAKE TORN CITY GREAT AGAIN !!!

Khang2412 [2353835]

Out of all that brainstorming, only few lines is right. Everything else is just money exchange between players, using more items doesn't reduce inflation because you ain't buying cans or FHCs from the system, you are buying from other players which they get out of thin air (stock block, job perks, supply packs which is also stock block)
Tl;dr: ain't reading all that

Halyangx [1867864]

Buy more from the NPCs - the above mentioned Cesium, Hazmut Suits, E-cans, etc. could be sold to random players. Most of the players are on the poorer side so this hopefully would also allow them to flip for profits (Also, increase 100 items limit to 200/300 items per day). 

You have a point I guess! 

Ceb [68232] Committee Committee

Money Supply needs to be considered as a whole and per capita.

 

 

But, if we're just suggesting things, these are what i think:

 

-More consumables at flying locations such as 2n-3n alcs, crime materials, and 5e-15e cans

 

-Upgraded Ammo. +5 acc, +20% Dmg for price of ~100x standard ammo prices.

 

-Upgraded Weapon Mods. Boost weapon mods temporarily for Bunker Bucks & Cash.

 

-And a big one, change properties.

 

I can see a Properties 2.0 completely different from what we have now where housing is instead done through deeds acquired through AH. Properties would have different stats and many such as the semi-detached and Apartments would contain multiple domiciles, up to hundreds for new High-Rises. Housing upgrades would be done through new category of item: Furniture where you can use them to get buffs and allow for different builds depending on what you furnish your home with.

 

Such a system would allow for new sinks buying furniture, renter and owner's upkeep, and costs for changing out furniture. The deeds being in the AH would mean prices remain competitive no matter what the economy is doing, and Ched could increase or decrease the flow of new properties into the AH if needed.

FirstL15ht [2342206]

Most of your suggestions are related to the currency flow, not total money supply in the system/game.  Generally speaking, there are 2 ways to reduce total money supply in-game - reduce rate of money generation (cut off the source) and increase rate of money reduction (the sinks).  How changes of games mechanics to produce this effect, however, affects not only money supply but also how players play/spend time in the game. 

 

Flying, for example, is a passive game play/money generation, ie press a button, wait for a few hours and make some money.  New players can still make money this way albeit less than what they used to; instead, players are encouraged to make money through more active game plays.  In the long term, recent changes discourage AFK style of game play in favor of more active styles.  One can argue, those players who leave the game because of recent changes are already halfway out of the door and if new players are quitting after these changes, well, many of them may not have stayed long in the first place.  

Zanz [2830805]

I agree with the more consumables, ammo and mods being purchasable with in small quantities would help with money spend from players. Reworking the properties will be difficult from the current system where the meta is that if you're not in a PI or "better" (one of the unique ones) - you're doing it wrong. If properties was something that could generate passive income from "imaginary torn citizens" then absolutely, that sounds like a fun subsystem.

 

There's a lot one could do with a property system with deeds, renters, buyers and sellers that could engage people who are bored of the other subsystems like stocks, gambling and trading. I'd also like to see some more work on racing and other "useless" skills like hunting, and such overseas that could drain money for fun and status. 

 

This thing though;

Such a system would allow for new sinks buying furniture, renter and owner's upkeep, and costs for changing out furniture. 

 

This sounds like club penguin, I'd rather not have more useless items in the game, we have clothes that are nearly useless and worthless in the game already. 

 

The top OP seems to have googled some highschooler's economics project essay and ran it through a chatbot though.

Andyman [471591]

If you want to limit the money supply: target companies, uncap rehab, raise the price of ammo by 12x, and adjust the interest rate of the bank much lower.

 

If you want to target inflation: sell drug packs, six packs of energy drinks, and six packs of alcohol for real $ instead of donator packs and just do a verbatim Christmas Town event called "Easter Town" every April.

Halyangx [1867864]

You might as well tell the newer players to quit at this point. 

 

Need to think of the new generation and the DP Sales. 

Halyangx [1867864]

Good suggestion and yes, we are trying to do the same thing. But my suggestion targets the middle end players to spend more money/ sink money. That's what I hope it will achieve. 

 

Middle end - 20b to 60b NW

Gardrew [2429596]

What about increasing the upkeep for housing? Or taxing real estate ownership. If they do that together with buffing flying, low level players won't be as affected

Halyangx [1867864]

Keep upkeep the same, but add extra services. 

 

Hire a Personal Trainer for 1m a day, Gains 1% Passive Strength

Hire a Personal Nurse - Faster HP Regen by 10%

Hire a Hooker - Gains 1% Passive Dex