These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Market Discussions

 
  • Topic is locked indefinitely.
 

Does Eve need more Taxes?

Author
YuuKnow
The Scope
#41 - 2012-04-20 12:07:21 UTC  |  Edited by: YuuKnow
Lord Thingol wrote:
It works totally opposite. Don't get me wrong, I am against botting, but the mining bots kept the mineral prices low.

Problems are Hulkmageddon, PI instead of NPC POS fuel supply, reduced drop (which increases the mineral / module prices), removing the drone minerals (which will make miners to mine other ores, AND increase ISK supply from bounties).

If we consider this, we can see that CCP is making everything to increase inflation, as there is less and less ISK faucets... (the only two things they did was reducing bounties and removing insurance for suicide gankers).


My understanding of economics is limited, but I believe that this is more correctly 'supply and demand', not 'inflation'. Someone correct me if I'm wrong.

yk
Matrix Operator
#42 - 2012-04-20 12:45:30 UTC  |  Edited by: Matrix Operator
Pyotr Kamarovi wrote:
Why not just decrease the amount of raw ISK generated by missions, bounties and incursions, balancing it with an increase in salvage and/or item drops. Dropping them down to maybe a third and increasing the amount of items dropped on average to accommodate should do it, or even only halving it.


For reasons posted in post #34 bounty decreases will probably not happen, IMHO. Also, CCP just announced changes to make loot reprocessing less of a contributor to mineral supply to try to promote the miners. Increasing the number of salvaged items goes backward.
Mukuro Gravedigger
Republic University
Minmatar Republic
#43 - 2012-04-20 13:59:36 UTC
A subtle removal of ISK could be through money transfer fees. Your main is in one system, your alt is thirty systems away, so transfering ISK between the two could be 1% per jump. You are paying for the electronics to transfer from system to system.

A direct trade between two players could have a flat fee. Since you are not "physically" moving goods between each other, you are subtly paying dock workers or drones to do the work for you.

Quick buy or sell orders versus long term buy or sell orders on the market could have different fees too.
Wyke Mossari
Staner Industries
#44 - 2012-04-20 15:54:32 UTC

No more taxes,
Free floating Office, Factory and lab prices.
Moto Akimoto
Tengu and Cash
#45 - 2012-04-22 00:12:51 UTC  |  Edited by: Moto Akimoto
Taxes for trading transactions are too high as is, if anything CCP should add the skill "Tax Evasion" to reduce it to 0% for traders.

In the U.S, taxes on capital gains is on average about 30% which gets futher reduced by expenses like broker fees, interest, tax breaks, capital loses, etc. So the average tax percentage after deductions is about 10-20% per year.

In EVE, the lowest tax is 0.5% PER sell transactions. There are are no deductions, no tax breaks, no writeoffs for loses, nothing. So assuming you are a passive trader doing 1 trade per week on the same item, you are already paying 26% per 52 week period
If you are a more active trader, you probably pay 100%-300% per year just on taxes.

Add broker fees into the mix and things get ... fugly. P

Maybe my math is off or maybe trading in EVE is more like retailing instead, in that case I've been doing it all wrong since I started playing.


TLDR: Trading transaction fees are too high, focus should shift to the ISK faucets.
Reppyk
The Black Shell
#46 - 2012-04-22 00:29:29 UTC
Manufacturing/R&D NPC slots price x50 please.

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

Mars Theran
Foreign Interloper
#47 - 2012-04-22 05:42:19 UTC  |  Edited by: Mars Theran
Personally I thought the influx of ISK from bounties to be rather high. Something like 26 Trillion ISK per Annum

Taxes on sales are redundant as mentioned. If anything, it will just make profit from manufacturing harder and squeeze out the little guy a little more. Considering governemnt usage of taxes and the impact they have on economy, small business, and working individuals, you'd think someone would have thought of this

Bounties obviously aren't really that high, given the totals come from all over known space and are affected by a much larger portion of the player base than pretty much anything else

This leaves fees as the only remaining suggested means of dealing with it, and their is no reasonable way one can functionally impact the system with fees without bankrupting new players or even invested players, so that doesn't really work

Here is an option and it does involve taxes, just not the standard kind we are all used to. Tax the buyer. The seller isn't impacted and provided it is only on end products, neither is the manufacturer for the most part. Any complete ship or module sale would be taxed on the purchasers end through a new sales tax applied to end products. 10% or more should be sufficient

To avoid the workaround with contracts, all contracts would have a fee based on their value placed on them which would affect all contracts in the system, excluding direct item for item trades. This includes the possibility for fees applied to courier contracts, and would also affect Want to Buy contracts for the value of that contract.

PLEX would not be available for Trade Contracts of course and would be considered at ISK market value for purposes of fees. Fees could be around the 10% margin as well and paid by the purchaser. All existing taxes and fees would still apply of course

Side note based on one of the more recent posts I can see as I sit here and type: Current taxation where I live, including all taxes on purchases, freight, tariffs, and manufacturing, as well as inherited taxes from manufacturing and resource aquisition and employment before it reaches the consumer market, and income tax, property tax and all the rest is more than 62% of annual income.

It was estimated at 62% more than a few years ago and is considered to increase by 2% per year on average. I'm sure we'd like to believe that is impossible and it couldn't possibly continue to increase in such a fashion and yet, it does.
zubzubzubzubzubzubzubzub
Mars Theran
Foreign Interloper
#48 - 2012-04-22 06:06:08 UTC
Another thought is tax on direct ISK transfers between characters. This could be in around the 7-8% margin and be applied to the sender when the ISK is transferred.
zubzubzubzubzubzubzubzub
Adunh Slavy
#49 - 2012-04-22 06:44:54 UTC
Mars Theran wrote:
Another thought is tax on direct ISK transfers between characters. This could be in around the 7-8% margin and be applied to the sender when the ISK is transferred.



Place odd ball item on market in isolated station, set price to X, pay less tax.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Caleb Ayrania
TarNec
Invisible Exchequer
#50 - 2012-04-22 11:14:58 UTC
A few already commented in here about the npc slot prices..

I would just like to suggest that ccp considered this as a grand scheme change and upgrade to game play..

POS and PI integrated into these services..

Especially player to player public renting of research and building slots..

Nerf npc back to the stoneage. 5 slots per station. Let the prices float and also link it to faction and corp standing and security.. These features seem to be half way done already. Consider making it a patty cake model.. So Average the 5 current prices and that will be price "tomorrow" when there is an empty slot for a day the average ofc goes down. Simple and effective. The same can be done with standing and security. To make this even more interesting make some stations have 5 slots (high sec) and 20 slots in low sec. If the low sec slots gets populated by high sec standing players the "demands" on security goes up. This mechanic could be beneficial in later floating security status of systems.

Just a few dreams..
Mars Theran
Foreign Interloper
#51 - 2012-04-22 23:35:51 UTC
Adunh Slavy wrote:
Mars Theran wrote:
Another thought is tax on direct ISK transfers between characters. This could be in around the 7-8% margin and be applied to the sender when the ISK is transferred.



Place odd ball item on market in isolated station, set price to X, pay less tax.


Doesn't surprise me that there are ways around it easily thought of, but I don't think that is really a concern. Tax evasion is possible in rl; why not in a game?
zubzubzubzubzubzubzubzub
Maxpie
MUSE LLP
#52 - 2012-04-22 23:56:50 UTC
Matrix Operator wrote:
Are taxes the sleeping giant when it comes to fixing the isk faucets?

More taxes are coming: Skip to 27:00 for more details.
http://www.youtube.com/watch?v=7MZD6-vGQms&feature=plcp&context=C4f10f15VDvjVQa1PpcFOEzQi5G2x0m0l32YE8I8CIMb3LQJfYC8w%3D

Question is... what's the best way the new taxes should be implemented? I for one would be in favor of

1. An increase in NPC corp taxes to 15% (from 11%)
2. A sales tax increase on all hi sec NPC stations to 8%.
3. A sales tax increase on all low sec NPC stations to 3%
4. A sales tax increase on all null sec NPC stations to 2%
3. Sales taxes at Alliance Outpost should be set by the alliance and goes into alliance/corp funds to motivate players to get out of highsec.

Never thought I'ld be proposing more taxess...Shocked. But its probably the easiest way to fix the sink/faucet imbalance in the game.


President Obama, you play Eve?

No good deed goes unpunished

Dr Silkworth
#53 - 2012-04-23 00:53:35 UTC  |  Edited by: Dr Silkworth
Taxes work weird when you start analyzing competition and growth. A flat taxi is what creates the diminishing returns phenomena. If you raise taxes, smaller corps have more of a chance because the larger corps cannot grow to monopoly size.

OP proposal is to tax high sec, home of the small corp. and put a loose reign on null and low. Presumably this is to encourage growth in null. It would kill the market too cause we would all go to contracts to avoid taxes.

We already have the largest corps/alliances in null. Op's proposal would further the rift. This works for the null move but kills small business incentives in the gamer sandbox versus the professional sandbox
Adunh Slavy
#54 - 2012-04-23 01:18:21 UTC
Lot of government employees in this thread I see.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Adunh Slavy
#55 - 2012-04-23 01:19:08 UTC
Mars Theran wrote:
Doesn't surprise me that there are ways around it easily thought of, but I don't think that is really a concern. Tax evasion is possible in rl; why not in a game?



Creating needless hoops and busy work for customers, is not a good idea.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Mars Theran
Foreign Interloper
#56 - 2012-04-23 02:56:09 UTC  |  Edited by: Mars Theran
Adunh Slavy wrote:
Mars Theran wrote:
Doesn't surprise me that there are ways around it easily thought of, but I don't think that is really a concern. Tax evasion is possible in rl; why not in a game?



Creating needless hoops and busy work for customers, is not a good idea.


Well, the point is most people won't bother to run around finding X station and putting up n transferable item to avoid a 7-8% tax on a transfer of ISK. For the ones that do, I wonder how much time they'll invest and whether it will be worth it. Obviously, transfers in excess of 10m will probably result in this infrequently, and transfers higher than that will be much more frequent.

I suppose it is a moot point though, considering it will also affect Character Bazaar trades and push the cost up on those for the buyer. That isn't something you can dodge around either. Still, I see what you mean. EVE players will often do anything to save a buck.

Of course, if there were a higher sales tax on everything, then it would be cheaper to just make a ISK transfer. If ISK transfers were cheaper people would buy and sell items through gift contracts, and ISK transfers, (More benefit to the buyer than the seller.), which would open up more opportunities to scam.

edit: obviously trade windows could still be taxed. /edit

So I guess we just increase taxes on manufacturing, let people reduce the impact by applying the tax to the sell order, and in the end it results in pretty much the same thing. It also doesn't do a thing to affect inflation-instead causing it-and affects all levels of market right down to the resources.

This does however make it potentially more profitable for start to finish manufacturing corporations, so maybe it is not a bad thing. It will unfortunately make it much harder on those who don't have corps to rely on however, and make it harder to sell intermediate materials and resources.

I'm not sure we're solving anything here, but it is dynamic, or promises to be for a short while.
zubzubzubzubzubzubzubzub
Bully Hedro
Imperial Shipment
Amarr Empire
#57 - 2012-04-23 04:55:54 UTC
Maxpie wrote:
Matrix Operator wrote:
Are taxes the sleeping giant when it comes to fixing the isk faucets?

More taxes are coming: Skip to 27:00 for more details.
http://www.youtube.com/watch?v=7MZD6-vGQms&feature=plcp&context=C4f10f15VDvjVQa1PpcFOEzQi5G2x0m0l32YE8I8CIMb3LQJfYC8w%3D

Question is... what's the best way the new taxes should be implemented? I for one would be in favor of

1. An increase in NPC corp taxes to 15% (from 11%)
2. A sales tax increase on all hi sec NPC stations to 8%.
3. A sales tax increase on all low sec NPC stations to 3%
4. A sales tax increase on all null sec NPC stations to 2%
3. Sales taxes at Alliance Outpost should be set by the alliance and goes into alliance/corp funds to motivate players to get out of highsec.

Never thought I'ld be proposing more taxess...Shocked. But its probably the easiest way to fix the sink/faucet imbalance in the game.


President Obama, you play Eve?


http://3.bp.blogspot.com/-yM3QXVpEpVY/T2oUNY0z99I/AAAAAAAAQb8/sHWmParVYn8/s1600/voting+GOP.jpg
Slavemaster
ICC - Information Control Corporation
#58 - 2012-04-23 05:04:09 UTC  |  Edited by: Slavemaster
.......

Oo

Scrapyard Bob
EVE University
Ivy League
#59 - 2012-04-23 05:09:02 UTC
Another possibility would be to charge a monthly fee for alliance / corporation registration with the authorities. Maybe even a per-member tariff and per-corp tariff. The problem with that is "how do you enforce it?". Do you require the monthly fee to be paid in order to keep your station offices open? What happens if the fee is not paid? Disbanding the corp/alliance?

Transaction taxes are tricky. If they are too high, then you encourage people to just vertically integrate to avoid sales taxes and broker fees. Which is exactly what you see happening with Planetary Interaction. Because the tariffs are so severe, people go to great lengths to avoid paying them.

PI was a multi-faceted problem:

- PI goods aren't worth all that much. CCP has failed to add additional demands for PI goods (such as implant BPCs, adding more PI goods to other recipes). No new item should have been introduced in the past few years which depend on a single material source (such as "only minerals" or "only PI inputs").

- The PG/CPU limits on command centers are so low that you can't setup a harvest colony that generates more then a few million ISK/day in low/null. If CCP were to increase the PG/CPU on the colonies, it would be easier to pay for POCOs from increased volume.

- Planets have such low re-spawn rates that you can easily run them dry if you have too many people working the same planet. Which discourages people from flocking to the same planets (it's better to see a world with few competitors).

- One-size-fits-all of the POCO, instead of giving us 3-4 sizes (like POS towers) so you could pick how much HP, office capacity you wanted to pay for.

- Because individual colonies don't produce that much income, you have to tax them at a high rate to pay off the POCO.

- The ability of a POCO owner to charge anywhere from 1/10th to 10x the rate of a hi-sec POCO is too variable on the upper-end.
Adunh Slavy
#60 - 2012-04-23 05:15:33 UTC
Scrapyard Bob wrote:
Another possibility would be to charge a monthly fee for alliance / corporation registration with the authorities. Maybe even a per-member tariff and per-corp tariff. The problem with that is "how do you enforce it?". Do you require the monthly fee to be paid in order to keep your station offices open? What happens if the fee is not paid? Disbanding the corp/alliance?



What purpose does this serve? It will discourage corp membership. Is that what Eve needs or wants?

Thiis next is not directed at you, Bob.

If the problem CCP wants to solve is monetary inflation, then solve that problem by whacking the problem at its source, the generation of ISK. Attempting to play all these other hidden tax and fee games is quite honestly foolish.

There are far too many unforseen consequences with taxes and fees and a lot more code than "Bounty = Bounty * 0.9"

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt