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April 25, 2024, 08:13:08 PM

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TIGSource ForumsDeveloperDesignjust a monetization idea for mmo's
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Miziziziz
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« on: March 31, 2015, 04:36:38 PM »

real world trading, it's like taking drugs; people do it no matter what the government does. So why not make like Colorado and tax it instead?
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ProgramGamer
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« Reply #1 on: April 01, 2015, 03:24:43 PM »

So, every time I want to trade something with someone, I have to pay?
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Miziziziz
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« Reply #2 on: April 02, 2015, 09:02:58 AM »

every time somebody wants to trade real world money for an ingame item, they pay a small tax.
the other player gets real money, the first player gets the item.
It means all items were obtained legitimately at some point.
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Joh
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« Reply #3 on: April 02, 2015, 09:22:20 PM »

isnt real world trade (in-game item/char for real money) always illegal?
How do you even tax somthing that is done behind your back?
And if you "allow" it, aren't you better off directly selling the items yourself? (the dev)
its then pay to win.

the only thing I can think of is creating an official way to real world trade (moderated by moderator) and get a cut of the trade (tax) but that would be legitimatizing the trade, leave them responsible and just be open to trouble.

perhaps im just not understanding what you mean.
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Schoq
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« Reply #4 on: April 03, 2015, 04:06:11 AM »

this belongs in business not design
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ProgramGamer
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« Reply #5 on: April 03, 2015, 04:06:53 AM »

this belongs in business not design

Well, both kinda.
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Miziziziz
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« Reply #6 on: April 03, 2015, 04:32:03 AM »

Heh, just a dumb idea I wanted to talk about (dumb since I doubt any of us will ever make an mmo)

Just have a simple thing where you pay, say, $1.05 to get a special coin. Then anyone who has that in their account can withdraw at get $1 in the real world. Every coin bought therefore has a $0.05 tax, and can't be sold to vendors, so they're only valuable to other players.
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honeybadger_jay
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« Reply #7 on: April 25, 2015, 12:54:47 AM »

I believe that Diablo 3 and the Real Money Auction House has shown this business model to be very flawed. Once players get wind of the tax, they will immediately assume that everything you do is designed to create the most transactions and generate $$$.

If you want to create a link between real money and in-game items, then do what other games have done and sell "bond" or membership months as in-game items. This creates a concrete and defined exchange rate between real money and in game currency but in a way that has already been accepted by the market (subscription fees). The most important thing is that the bonds can be freely traded for other in game items (including in-game currency). This essentially allows the in-game rich to swap currency with the real-life rich and both parties are happy.

Meanwhile the de-facto trading currency is sold in your shop and you get all the $$$. Plus no worries of inflation - people use the bonds every month to maintain their subscription and therefore supply is constantly decreasing.
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Miziziziz
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« Reply #8 on: April 25, 2015, 03:05:34 PM »

oh, that's a good point.
Also, what games use that bonds system? that's a pretty cool idea
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Mittens
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« Reply #9 on: April 26, 2015, 06:08:22 AM »

didn't blizzard already monetize account trading with the diablo 3 market?
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s0
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« Reply #10 on: April 26, 2015, 08:45:38 AM »

didn't blizzard already monetize account trading with the diablo 3 market?

which ended up being patched out of the game
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Chromanoid
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« Reply #11 on: April 26, 2015, 09:22:44 AM »

Second Life has a huge marketplace: https://marketplace.secondlife.com/ You can prototype your game ideas there.
Current official rate:
$10   -> L$2480
L$2480 -> ~$9.30

Planet Calypso (unlike SL a game) also has real money trading: http://www.planetcalypso.com/guides/business-trade/
« Last Edit: April 26, 2015, 12:24:25 PM by Chromanoid » Logged
Landshark RAWR
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« Reply #12 on: April 30, 2015, 06:57:38 AM »

warframe lets you buy real money funbucks which you can use to trade in game items
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