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EC Cost Inflation in STO

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  • r9xchaosr9xchaos Member Posts: 249
    edited May 2014
    Just put a fleet join-tax.. the higher Tier a fleet is the more money you need to pay to get inside... that way people are encouraged to join new fleet aswell instead of just joining high-tier fleet to get the stuff fast....


    2 Million for Tier 1 , 4 Million for Tier 2 , Tier 3 is 6 Million , 4 is 8 and 5 is 10 Million EC ...


    Tier 0 is Free...


    atleast we have a smal money sink then


    Additional you could make the fleet earn resources or somethign for every joined member that has paid EC to join.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited May 2014
    Yeah, ship repair cost should be implemented. The cost should be one the number of damages to the ship and it's severity.

    Perhaps the type of repair should also be taken into consideration. For example, the cost of repairing a hull fracture should more expensive than severe damage to sickbay simply due to the fact that hull fracture repair should take longer and require more resources to repair, than the sickbay.

    Perhaps a "ship downtime" should be implemented to encourage players to be less reckless. Since repairs takes time to implement there should be a period of time the ship cannot be used while it is being repaired in a dry dock. Say each system that has minor damaged causes a 1 minute cool down before the ship can be flown again. As the severity of the damaged system increase the cool down time is doubled from the previous cool down time. I am not familiar with the degrees of ship damage in STO, so I will simply state the following for each damaged system:

    Minor - 1 minute cool down
    Mild - 2 minute cool down
    Major - 4 minute cool down
    Critical - 8 minute cool down

    Hull breach = 30 minute cool down

    I would think that minor and mild damage repair generally should not prevent most people from playing because when they are docked at a space station they can do other things once they put in a ship repair request. On the other hand repairing a severely damaged ship can mean a long cool down time. A way to get around this is to pay for "priority service". The repair cool down time can be cut in half by paying 3x the cost of a normal repair. A "high priority service" to reduce cool down time by 2/3rd would cost 5x the cost of a normal repair.

    This provides a small money sink in the game and it can also help to encourage people to become better players so that they can avoid unnecessary downtime and expenses. It should also increase the value of the various component drops used to repair ships.

    A similar system should be implemented for personal injuries.
  • grayfoxjamesgrayfoxjames Member Posts: 1,516 Arc User
    edited May 2014
    I like the idea of being charged EC for repairing my ship, healing myself, and my Boff's. I also think one should have to pay EC for dying (except in PvP) to be honest, then people would be forced to play a little smarter and be more tactful in their strategies and not just "Kirk" it every time.

    How about docking fees :P for entering any Starbase lol...there are so many things you can do to cause sink holes. Thing is I don't know if this will have the effect players are looking for...

    The problem is if something is listed for what you believe to be too much EC it's probably because people are constantly buying it at that rate or else the following week it's usually lower.

    I've seen common Mk X gear for millions of EC...I don't know if any new player is actually purchasing it...
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  • rakija879rakija879 Member Posts: 646 Arc User
    edited May 2014
    I don't think that there is a ec inflation. Rep gear and fleet gear are reducing the cost of normal loot gear so now you can buy more things with your ec. The only thing that gains in ec cost is the lockbox- key- lobi things and thats because there is always something new and shining there:P Are the keys too expensive now? Yes, but that's cryptics fault :) common players greed can't raise the price that much!
  • sqwishedsqwished Member Posts: 1,475 Bug Hunter
    edited May 2014
    I like the idea of being charged EC for repairing my ship, healing myself, and my Boff's. I also think one should have to pay EC for dying (except in PvP) to be honest, then people would be forced to play a little smarter and be more tactful in their strategies and not just "Kirk" it every time.

    How about docking fees :P for entering any Starbase lol...there are so many things you can do to cause sink holes. Thing is I don't know if this will have the effect players are looking for...

    The problem is if something is listed for what you believe to be too much EC it's probably because people are constantly buying it at that rate or else the following week it's usually lower.

    I've seen common Mk X gear for millions of EC...I don't know if any new player is actually purchasing it...

    You can't have it both ways. If you want to charge someone because they've died then its got to be across the board. Which includes PvP and not just PvE. And why should I theoretically be charged for having my ship repaired because Joe bloggs who fancies himself as tank can't actually tank for toffee?

    And fleet holdings already consume a vast quantity of resources without adding to it. One example is the tier five shipyard my fleet has just pushed through cost in the region of 1.5 mil in dilithium for the ship yard upgrade alone not to mention the rest of requirements.

    And to be honest if your struggling to earn ec in this game then your really doing something wrong.
    And then there's the little issue of supply and demand that's already been raised earlier in the posts one example being the tuffli class freighters. For people like me who earn ec in certain ways they are very useful in that they have unique abilities that other ships lack. A few months ago they were selling for 100+mil because of the limited numbers available.
    Then the reinforcements duty officer pack was made available which gave the chance to drop a tuffli freighter. So people started buying lock box keys hence less keys are now available so the price goes up. People open the doff packs and get the freighters hence the price of these drops to Tue point where I was buying what I wanted for my toons for under 50 mil.
    Oh, it's not broken? We can soon fix that!

  • admiralcarteradmiralcarter Member Posts: 19 Arc User
    edited May 2014
    I have a question for thoose that demanding fee's for everything.

    How do you raise up new characters that are constantly broke? I remember my early days, I had never enough EC to pay even tailor changes...

    They wont be able to repair, dock or join a fleet. It would pretty much TRIBBLE every new free player, that doesent have a rich alt.

    While I agree that Fleet Taxes would be nice to see (its brilliant for fund raising in EVE) it should be up to the Fleet Leaders how many percent tax from the players income they demand if any at all...
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  • aloishammeraloishammer Member Posts: 3,294 Arc User
    edited May 2014
    Maybe we could get Cryptic to do some insane "EC Stimulus" packages, then we could do an "Occupy Earth Spacedock" sit-in. :P
  • grayfoxjamesgrayfoxjames Member Posts: 1,516 Arc User
    edited May 2014
    I agree while I would be willing to pay repair fees, it wouldn't work for new players unless fees start at a certain level.

    Fleet level taxes might be an idea but I can already see potential problems in this if fleet leaders aren't responsible. Takes a fleet to get to Tier V...just one person to basically wreck it all.
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  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    edited May 2014
    I'm not sure how it's possible to argue reasonably that there is no inflation.

    In 1 month the plasmonic leech for example has gone up 9 million.

    The wells went up over 50 million in the past 2 months. Other ships even more.

    Keys have gone up around 1 million this year.

    These are very stable increases as well. Like gas prices, they will not be going back down ever.

    I generally don't have a problem with this. However, for a new player it can be a huge problem to get anything really good. Might be a turnoff for new players.
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  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    edited May 2014
    i dont think any of these ideas are on cryptics radar.
    they obviously cater to the uber-casuals anymore; meaning people with very little ec in most cases. just a few weeks ago they removed ec sinks hey
  • stoutesstoutes Member Posts: 4,219 Arc User
    edited May 2014
    However, for a new player it can be a huge problem to get anything really good. Might be a turnoff for new players.
    We all we're new players at a point, none of us got anything handed over on a gold platter. If someone really likes this game, they'll overcome it.

    Better to lose new players (who would probably leave in two months due to finding other mmo's) then to lose players who could actually buy items of a certain price.
    maxvitor wrote: »
    Nerf is OP, plz nerf
    That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.

    I call it, the Stoutes paradox.
  • dabelgravedabelgrave Member Posts: 979 Arc User
    edited May 2014
    I'm not sure how it's possible to argue reasonably that there is no inflation.

    In 1 month the plasmonic leech for example has gone up 9 million.

    The wells went up over 50 million in the past 2 months. Other ships even more.

    Keys have gone up around 1 million this year.

    Inflation? No. Increased demand for decreasing supply? Yes.
  • sqwishedsqwished Member Posts: 1,475 Bug Hunter
    edited May 2014
    I'm not sure how it's possible to argue reasonably that there is no inflation.

    In 1 month the plasmonic leech for example has gone up 9 million.

    The wells went up over 50 million in the past 2 months. Other ships even more.

    Keys have gone up around 1 million this year.

    These are very stable increases as well. Like gas prices, they will not be going back down ever.

    I generally don't have a problem with this. However, for a new player it can be a huge problem to get anything really good. Might be a turnoff for new players.

    Plasmonic leech consoles have gone up in price because the lock box they dropped from is short supply and the fact is that it is THE most useful universal console for 99% of ship builds. Hence Supply and demand. The demand for them is high but the supply of them is low so people are willing to pay a premium to get them. But if your upset at the price then dont buy one and hope others do the same in which case the sellers would have to reduce the price.

    But from some of the posts that I've read on here it seems that some people want everything handed to them on a plate again.
    Oh, it's not broken? We can soon fix that!

  • spacebaronlinespacebaronline Member Posts: 1,103 Arc User
    edited May 2014
    dabelgrave wrote: »
    Inflation? No. Increased demand for decreasing supply? Yes.

    This is it really. There is not wide scale "inflation" - just a very limited supply of certain items.

    The current high prices of keys and Lock box items means that Cryptic will do NOTHING to change the situation. Why?

    1. Higher EC prices mean people may be more likely to buy keys via ZEN

    2. Higher EC prices mean people may grind more to get dilithium to convert to zen to buy keys.

    Etc Etc

    Hence there is no problem for Cryptic letting the price of Keys and related items going higher with in-game currency costs.

    Once the price gets too high and people stop buying them with EC, the supply will then start to build up and the price should drop back down a bit. Also a player can wait for key sales and lock-box re-runs which pushes all EC prices down.
  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    edited May 2014
    How is a lockbox itself in short supply?
    Less people opening it - maybe? But if it's so desirable (it is) this seems unlikely.

    Are keys and lobi somehow suddenly in less supply?

    I'm not asking for any gifts. These prices Have skyrocketed this year. Just like my groceries bill. Simple fact.
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  • sqwishedsqwished Member Posts: 1,475 Bug Hunter
    edited May 2014
    The plasmonic leech consoles came from the Tal Shiar lock box that is no longer available except during a particular event. And out of that particular box the only good to come out of them was the leech console. So people are looking to open other boxes that have better rewards. And as for Lobi it all depends on what people have an eye for from the Lobi store.
    Oh, it's not broken? We can soon fix that!

  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited May 2014
    I've seen common Mk X gear for millions of EC...I don't know if any new player is actually purchasing it...

    I sometime use the exchange for temporary storage so I sometime just put a high price on an item so that no one would buy it and it does not take up any room in my inventory.

    Apparently though one time I did not set the price high enough for a refugee and he/she was purchased by someone. I had though the price was high enough to discourage anyone from buying that Doff, but I guess I was wrong. Refugees that I put on the Exchange for temporary storage will now be listed in excess of 1 million ECs.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited May 2014
    I have a question for thoose that demanding fee's for everything.

    How do you raise up new characters that are constantly broke? I remember my early days, I had never enough EC to pay even tailor changes...

    They wont be able to repair, dock or join a fleet. It would pretty much TRIBBLE every new free player, that doesent have a rich alt.

    While I agree that Fleet Taxes would be nice to see (its brilliant for fund raising in EVE) it should be up to the Fleet Leaders how many percent tax from the players income they demand if any at all...

    Ship damage and personal injuries only applies when you are playing the game at higher than normal difficulty or when playing elite STFs.

    A newcomer would not or at least should not be affected. By the time you are able to queue up eSTFs you should have a decent bank account since you have to be what... level 46+? As for the difficulty level, that is an optional choice if you want to set the game to a higher difficulty level. As far as I am aware, it does not affect the value of any dropped loot you might get.

    I am not part of a fleet, nor do I have any desire to join one at this point in time so at least for me a "Fleet Tax" is a non-issue. If there is a Fleet Tax though it should not be something the Fleet should have control over because the tax should not be going to the fleet, instead it can be considered a "Federal" or "Federation" tax which means that amount would be deducted from the player's account and then disappear into oblivion.

    A "Fleet Tax" would not totally lockout a player from joining a fleet. If the player really does want to join a fleet then that person will find ways to save up for it. However, the "Fleet Tax" should not be so high that it discourages players from joining a fleet.

    Fleets should be able to set monthly membership fees though (unless it is already on option). This fee would automatically deduct a specified amount of ECs every 30 days from all Fleet members and it gets added to the Fleet's bank account which can then be used for Fleet Projects. It can be set to as low (Zero) or as high (within reason) as the Fleet Masters want it to be.
  • anazondaanazonda Member Posts: 8,399 Arc User
    edited May 2014
    Fleet taxes are even stupider (I know thats not a word) than Exchange taxes.
    Don't look silly... Don't call it the "Z-Store/Zen Store"...
    Let me put the rumors to rest: it's definitely still the C-Store (Cryptic Store) It just takes ZEN.
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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited May 2014
    jbmonroe wrote: »
    For the sake of sanity, let's look at this from the perspective of actual economics (based on a posting by John T. Harvey, an economics professor at Texan Christian University):

    Money growth (that is, increase in the EC supply) does not cause inflation.

    Inflation comes from four sources:
    1. Market Power (the ability to avoid competitive forces in the marketplace)
    2. Demand Pull (the increase in demand versus supply)
    3. Asset Market Boom (essentially market speculation on the future price of goods)
    4. Supply Shock (sudden decrease in the available supply of a commodity)

    We can dispense with #3 because there's no spec market in STO (unless you count the high-end prices on some Exchange items--and I suspect those are mailed back to the posters in due course). I suppose a case could be made for those who buy lower-priced assets and then attempt to resell them at a higher price, but the best they can do is resell at the lowest modal price, and the markup generally isn't that high. There's pressure, but it's not overwhelming.

    (And, before I go on, remember that EC is a fiat currency, backed only by time and effort on the part of the players. It's not backed by a commodity, so you can't base its value against a measurable store of assets.)

    #1 doesn't apply to those selling in the Exchange. They can't avoid competitive forces, because anyone with the same asset to sell can always offer that asset at a lower price. Where it does apply is with in-game NPC vendors, whose buying price remains remarkably consistent over time, regardless of the perceived markey value of the item as expressed in the exchange. The selling price of something no one wants to buy in the Exchange (a green Tachyon deflector dish, for example) remains more or less fixed over time, since none of the vendors can attempt to entice me by offering a better buying price.

    The net effect is that a player's ability to generate revenue outside the Exchange for so-called vendor trash remains fixed over the long term. (This is true regardless of the 'Admiral Bobo'-style missions because STO limits their viability--for good reason.)

    #2 applies to the extent that some things are more rare than others (Jem'Hadar attack ships, for example) and demand a higher price; the fewer there are in the marketplace, the higher the price goes. It also applies in that some new ship (or other asset) may suddenly catch the market's fancy, and so increased demand also raises prices. Inflation occurs here because there's no corresponding net increase in the ability to generate currency in the economy; the EC paid to buy any of these items generally comes from currency already in play, but held in reserve.

    #4 happens when a Lockbox leaves the economy, thus reducing the ability to introduce the rare item for sale.

    The complaint here isn't really about inflation per se--it's about a loss of buying power. When prices and wages rise in concert, no one complains much about inflation because buying power remains at parity. (This is why you hear complaints about how wages [or entitlements] aren't keeping up with the cost of living; a fixed pension implies a loss of buying power as inflation occurs.)

    If NPC vendors could buy goods for a higher price, that would increase buying power because a player's ability to generate revenue per unit time would increase. Rolling back the time restrictions on EC-farming missions would also increase buying power even if vendor prices didn't change.

    The idea of turning Fleet projects into greater EC sinks is interesting--until you remember that you can't ask for a raise, and you can't change jobs to get a raise. No matter what, a player's ability to generate EC as a function of time is still fixed, particularly after reaching level 50. This is one reason fleets recruit new players and eliminate inactive players--to get more productive "workers" for Fleet projects.

    The one way that STO's economy varies from a real economy is that no one player has bills to pay. Starships operate without needing to be refueled (and only rarely need repairs). Crews don't eat or pay rent. Captains don't pay docking fees. We don't even stock up on quantum torpedoes. Fleets require upkeep--but that's different than the day-to-day experience of a player, and a player can technically remain in a fleet without paying for it at all. (At the discretion of the fleet, of course.)

    So, without real economic pressures, it's hard to speculate on what the actual answer might be to this perceived issue of "inflation."

    Nevertheless, there is one thing we can do as a community to keep prices down--don't pay outrageous prices for items. When sellers can't get their asking prices, they'll lower those prices. When under-educated consumers pay ridiculous prices, it just encourages sellers to keep charging those prices. (This is why--and I apologize in advance for the outrage this will cause in some quarters--advertisers like to target teens: high percentage of disposable income, very little sense of value for money, and highly influenced by peer pressure. In short: willing to buy utter TRIBBLE, and prepared to pay any amount to get it. Eventually experience teaches them where and when to spend their money--but at first, they're not really good at it, right?)

    So, forego that new Magic Special ship, console, or weapon until the price comes down. Even question whether or not you really need it. Maybe you just want it. Wants are expensive--so you should be prepared to pay the asking price.

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  • aarons9aarons9 Member Posts: 961
    edited May 2014
    jaguarskx wrote: »
    Yeah, ship repair cost should be implemented. The cost should be one the number of damages to the ship and it's severity.

    Perhaps the type of repair should also be taken into consideration. For example, the cost of repairing a hull fracture should more expensive than severe damage to sickbay simply due to the fact that hull fracture repair should take longer and require more resources to repair, than the sickbay.

    Perhaps a "ship downtime" should be implemented to encourage players to be less reckless. Since repairs takes time to implement there should be a period of time the ship cannot be used while it is being repaired in a dry dock. Say each system that has minor damaged causes a 1 minute cool down before the ship can be flown again. As the severity of the damaged system increase the cool down time is doubled from the previous cool down time. I am not familiar with the degrees of ship damage in STO, so I will simply state the following for each damaged system:

    Minor - 1 minute cool down
    Mild - 2 minute cool down
    Major - 4 minute cool down
    Critical - 8 minute cool down

    Hull breach = 30 minute cool down

    I would think that minor and mild damage repair generally should not prevent most people from playing because when they are docked at a space station they can do other things once they put in a ship repair request. On the other hand repairing a severely damaged ship can mean a long cool down time. A way to get around this is to pay for "priority service". The repair cool down time can be cut in half by paying 3x the cost of a normal repair. A "high priority service" to reduce cool down time by 2/3rd would cost 5x the cost of a normal repair.

    This provides a small money sink in the game and it can also help to encourage people to become better players so that they can avoid unnecessary downtime and expenses. It should also increase the value of the various component drops used to repair ships.

    A similar system should be implemented for personal injuries.

    i love this idea..
    plus it would encourage people to have more the one ship. as one is being repaired they could fly another..

    ontop of this, it would also take care of most of the AFK players. as they never repair their ships and the queue would lock them out.
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  • cidjackcidjack Member Posts: 2,017 Arc User
    edited May 2014
    [QUOTE=jbmonroe;16911851
    Nevertheless, there is one thing we can do as a community to keep prices down--don't pay outrageous prices for items. When sellers can't get their asking prices, they'll lower those prices. When under-educated consumers pay ridiculous prices, it just encourages sellers to keep charging those prices. (This is why--and I apologize in advance for the outrage this will cause in some quarters--advertisers like to target teens: high percentage of disposable income, very little sense of value for money, and highly influenced by peer pressure. In short: willing to buy utter TRIBBLE, and prepared to pay any amount to get it. Eventually experience teaches them where and when to spend their money--but at first, they're not really good at it, right?)

    So, forego that new Magic Special ship, console, or weapon until the price comes down. Even question whether or not you really need it. Maybe you just want it. Wants are expensive--so you should be prepared to pay the asking price.[/QUOTE]

    This is the best part of your reply. I hear players in the game saying they can play without the expensive items. A number of people I know refuse to buy keys any price over 2 million, but even at 2.7 mil they fly off the exchange.
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  • akanaroakanaro Member Posts: 72 Arc User
    edited May 2014
    In my opinion the influx of EC is simply due to more people joining the game recently and the fact that EC is the easiest currency to get in STO. Heck, you can make 300 to 400K in 10 minutes just doing a farming foundry mission.

    I do not think a EC sink would necessarily reduce inflation simply because it would have to be optional. You can't really force people to dump large amounts of EC and therein lies the problem.

    However there are a few things that could help somewhat I guess.

    1. Instead of an exchange tax you could have a listing fee of say 10% of the sell value. This "fee" would be returned to you in the event that the item sells or if the sale expires you'd maybe lose a 2% portion. Should you cancel the listing however, the fee would be forfeit. This would reduce over inflated listings as people would post their items with more sensible prices or risk tying up their EC for the duration of the sale.

    2. Something I would personally welcome would be the removal of EC as a currency all together as far as the Exchange goes. How practical this would be I don't know but make the Exchange currency refined Di-lithium. This would give it a real world value reference and reduce inflation by a lot. Neverwinter operates on this principle and it works very well. This would make grinding a lot less painful as rare items could be directly traded for Di-lithium which in turn can be used to buy Zen. The bonus for Cryptic would be that more people would buy Zen to turn into Dilithium (I think).

    3. Rework the Dabo system and add more items to buy with Latinum. Add some good permanent items like clothing, hair and what not that can only be bought this way. Make it attractive for people to "convert" EC to Latinum.

    Just some random ideas that may or may not be worth while.
  • stoutesstoutes Member Posts: 4,219 Arc User
    edited May 2014
    1) That isn't a sink. The money is still in the game. A sink removes money from the game, like when you buy something from a vendor.

    2) no one deserves a given quantity of money more than the person who already has it.

    property = deserts.
    You would have to take a look at this...
    maxvitor wrote: »
    Nerf is OP, plz nerf
    That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.

    I call it, the Stoutes paradox.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited May 2014
    There are EC sinks in the game: the rep system and the fleet holding system.

    They ruined the rep system in S9 and the big fleets have been done with all their holdings a long time ago. Result.
  • farmallmfarmallm Member Posts: 4,630 Arc User
    edited May 2014
    I rarely buy from the Exchange. Only time I do is for the lock box ships or weapons. If they are something I want. That usually takes a chunk of my EC. So I have yet to hit the standard cap. Other than that, I find it easier to farm/grind the Dil to get the gear from the Dil store.

    For a EC sink, try the Reps. They take a big chunk of your ECs.
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  • notapwefannotapwefan Member Posts: 1,138 Arc User
    edited May 2014
    we need a mechanism which can bailout fleet banks if necessary.

    It worked as intended in real life
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  • schneemann83schneemann83 Member Posts: 0 Arc User
    edited May 2014
    Some baseline inflation might be caused by the general ec influx vs sinks discrepancies, but the most rampant cases of inflation are due to speculation. Solution: Make anything you buy off the exchange bound to account. That way, exchange prices are once again set by those generating items, and not in the hands of a bunch of greedy billionaires.
  • nccmarknccmark Member Posts: 1,084 Arc User
    edited May 2014
    Exchange tax? That'll just drive up chat spam as people attempt to sell even more stuff off-exchange. No thanks.
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