I don't know what economics model they've used to model these prices. There are obviously a few oversights and a few very clear winners even early on with incomplete data. In several cases they have larger buy-ins for less profit on already busy travel routes, and they didn't add in compelling alternatives to travel to some of the lesser designations, there being one or two notable exceptions. That's an example of higher buy-in/ higher risk but less reward, I don't know where that idea came from but okay.. But if they're wanting to fix the point market then you need to address the core problem, getting people to spend points. The vast majority of us are probably only spending points to energy refill after a big jump to squeeze a little bit more gains out, or during a war, eliminations, Halloween. Times that they can clearly see that points value fluctuates upward. So get us to spend more points. Maybe limit us to two energy refills a day as a contributor. You don't fix an economy by fixing prices, you fix an economy by fixing the valuation of what the economy is based on in this case...Points.
Taxes on Bazaars and Forever inventory on the Marketplace
Take a look around in the bazaars the marketplace. Packed floor to ceiling with junk, leading us to have these huge Player net-worth figures from utter useless inventory like the hoarders paradise of imaginary value. 100K receipts valued @ $2000 each, adding 200million to that players evaluation. That player has no incentive to sell ever, yet have your ever bought a receipt for 2000 bucks? Giant empires of imaginary wealth built on unicorn farts and mermaid tears just clogging the wheels of our economy. You think that bobble is worth that much, would you if you paid a quarterly tax on that inventory like a real business? How much of the Marketplace is littered with Ghost sellers, people long done with the game whose overpriced items set in perpetual Marketplace Purgatory? Pay the tax or have the items seized by the TORN CITY TAX BOARD, It will clear out the long absent sellers, and streamline the rest of the marketplace.
Inflated Net Worth: Players can artificially inflate their net worth by hoarding items that have no real market value. For instance, holding onto 200 million in receipts does not reflect actual wealth or trading capability.
Lack of Incentive to Sell: With such inflated valuations, players have no motivation to sell these items. Why would they part with something that boosts their perceived wealth, even if it’s just a facade?
Market Distortion: This hoarding creates a "hoarders paradise", where the economy is clogged with items that are not genuinely valuable.
Real-World Comparison: If Bazaar owners and people with junk filling the Marketplace for months on end were subject to a quarterly tax on their held inventory, similar to how businesses operate, it could encourage them to sell off these worthless items, or trash them like the rest of us do. This would lead to a more functional economy.
Encouraging Active Participation: Implementing a tax could motivate players to engage more actively in trading, clearing out the clutter of imaginary wealth and allowing for a healthier marketplace.
If this post angers you, ask yourself are you part of the problem and are you currently benefitting from the dysfunctional economy's current design? No one is arguing that medical packs, lube, sweaters, lint, toe nail clippers are not part of the valid economy, but if you have 7600 pair of toe nail clippers and you sold 10 pair in the last 12 months..Are they really? Sure having the items in the game inventory for future crimes has it's importance, but the longer these collections and have no doubt these are collections, they are not inventory, are allowed to swell the more wealth is pushed to these hoarders when the times comes that the items are truly useful.
Fair enough, the econ part of this post was clearly targeted at people wanting to have the econ discussions. It wasn't cleverly disguised. And I don't talk like a sixth grader to barely passed English I talk like somebody who has three degrees and talks differently than most people you know. Looking for other mathy spreadsheet econ conspiracies. If that's not you that's cool.
why not throw it all in the bank, I was recently attacked by a person who had been inactive for more than 10 years, just in case the itch ever returns, as a player returning after a long break with no access to my original account i can see it happening
Why dost thou persist with this absurd coconut bra nonsense, you trifling imbecile? Such tropical rags incite naught but ridicule! Head to Hawaii if that's what thou desireth; I dwell in a winter of despair!
Damn I forgot that restarts were a thing especially if you played for a long time then quit then couldn't remember your password to get in and restarted but no absolutely definitely gatekeep like you're the only one that understands this economy
True. That's a good point, do you see the correction factor up or down and being motivated or driven by what? They did add more sets tradable for points so that does increase potential points circulation vs is it more profitable to sell the items directly for cash instead of foregoing sets
Fair enough, the econ part of this post was clearly targeted at people wanting to have the econ discussions. It wasn't cleverly disguised. And I don't talk like a sixth grader to barely passed English I talk like somebody who has three degrees and talks differently than most people you know. Looking for other mathy spreadsheet econ conspiracies. If that's not you that's cool.
Sure but some of these are no middlemen direct sales back to the pharmacy, the sports shop, etc, they've set their buy prices, I'm not sure I've seen the prices fluctuate on how much the gun shop is willing to pay for flash bang grenades even when the market is paying something different.
I forgot there's no such thing as restarts, couldn't have possibly played previously stopped, lost my password started over but I forgot you know everything.
I don't know what economics model they've used to model these prices. There are obviously a few oversights and a few very clear winners even early on with incomplete data. In several cases they have larger buy-ins for less profit on already busy travel routes, and they didn't add in compelling alternatives to travel to some of the lesser designations, there being one or two notable exceptions. That's an example of higher buy-in/ higher risk but less reward, I don't know where that idea came from but okay.. But if they're wanting to fix the point market then you need to address the core problem, getting people to spend points. The vast majority of us are probably only spending points to energy refill after a big jump to squeeze a little bit more gains out, or during a war, eliminations, Halloween. Times that they can clearly see that points value fluctuates upward. So get us to spend more points. Maybe limit us to two energy refills a day as a contributor. You don't fix an economy by fixing prices, you fix an economy by fixing the valuation of what the economy is based on in this case...Points.
I'm currently posting this with TornTools enabled., but i have tried with torn tools off the graphics in the shops are all bad, the interface isnt working and it seems to be trying to load something
Congratulations that had to be very expensive and time consuming but glad you made it I'm sure if it takes me twice as long I'll still be happy with that