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Another alternative to the economy. (Account Pool)

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Guest

Guest
EA can monitor where game money comes from. Why not put a percentage value on it.

I suggest EA makes a money pool that is tied to an account. The pool would be the amount of game money you can sell at the ATM. Lets say the pool collects 20% of the amount of game money you recieve from job or object payouts.
(The % would be determined by the devs.)

That means, you make 100,000 in the game only 20,000 could be sold through ATM's.

You can use 100% of your game money to trade, buy from stores, use as we do now.

Basically, your account monitors how much your account has earned through objects. You can only sell back 20% of that amount.

You can give as much game away as you want, or spend it on things in the game.

If a player has 50 billion units of game money, only 20% of the total that account has earned through objects can be sold to the ATM.

100% of the money bought from ATMs would go into the pool. If EA decided to give us a gift, they could add a monetary amount to the pool.

The only thing that makes the pool go up would be:

ATM buys 100%
EA gifts 100%
Payouts from jobs or money objects 20%
They could add cost of CC or other EA buys to the pool. (up to EA)

Who benefits??

Those of us who play for fun can make as much game money as we want, and spend it in the game on anything we want.

The developers, Its pretty damn easy to program. (They already can monitor the difference in game money, they do it with free accounts.)


Long term players, your pool could build into a decent amount of RL money in a few years. Least buy you dinner...


Who gets the shaft?

CC creators and stores who want to turn a RL profit, EA could figure out a way to add CC sales to the pool though.

Players who just want to make game money and sell it for RL income.

Feedback is appreciated.
 
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Guest

Guest
I'm for ideas like this. I saw the other thread first but I think we're coming onto a similar idea and it should definitely go on the wiki.

I think CC makers should be able to cash out any profit they make. At least above any in game earned funds used to upload. I do not think profits on sale of catalog items should be cashable. I also dont think profits of rare items should be cashable. Does this screw the store owner who does not upload their own content? You bet, but CC creators put alot of time and money on programs to bring these things to the game. The amount of content we can bring in compared to the amount of objects the devs can make is huge.

I think the cap should be on cashable amounts for money earned via in game jobs and objects. Half the monthy payment is reasonable. But I dont think this should be the first money we earn in a month. Maybe $1 cashable for every 50k earned in game. This would allow for an increase in payouts so that we can all feel free to make our simmy dreams come true. Botters probably wouldnt bother as much if they can only cash out $5. But they can still apply caps that we dont notice that would severely limit a botters income.

I also think EA should crack down on 3rd party simolean sales. As long as we have the ability to buy from EA we should not be allowed to buy them from anyone else.
 
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Guest

Guest
What a simple but good idea, I like it A LOT


It means that people can actually save for a plot of land or furnishings.
 
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Guest

Guest
<blockquote><hr>


I also think EA should crack down on 3rd party simolean sales. As long as we have the ability to buy from EA we should not be allowed to buy them from anyone else.

[/ QUOTE ]

Wouldn't this difficult to do? At first you would have to assume that everyone is a bot.

For example I have 1 main sim who owns a lot and 2 other sims. When there is something that I would like to buy, I save up by doing the factory or boards. When I have enough money between all the sims, I have the sims "transfer" the money to the main sim. Would the dev say that i'm selling simoleans?

There are lots and avatar bios that state that they are selling simoleans. What of them?
 
L

LeRoi

Guest
I think Niki meant buying simoleans from places like ebay.
That's what I took from it anyway.
Trading money between our own sims should never be wrong, in my opinion.

Edited to add:
Also, sounds like a good idea Aqua. Definitely better than what I've been hearing about the current system...
 
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imported_CherryBomb

Guest
Hey, now we are putting our thinking caps on, folks! The devs are not up to designing an economy, frankly, so we have to. If tracking the source of Simoleons (emus) is that easy, we could just make all job money non-cashable. The generated money is the main difficulty with cash-out. The devs have been trying to balance it, but I still insist that it *cannot* be balanced. If there is any possibility of farming the system, you can bet people will do it.

CherryBomb
 
G

Guest

Guest
<blockquote><hr>

EA can monitor where game money comes from. Why not put a percentage value on it.

I suggest EA makes a money pool that is tied to an account. The pool would be the amount of game money you can sell at the ATM. Lets say the pool collects 20% of the amount of game money you recieve from job or object payouts.
(The % would be determined by the devs.)

That means, you make 100,000 in the game only 20,000 could be sold through ATM's.

You can use 100% of your game money to trade, buy from stores, use as we do now.

Basically, your account monitors how much your account has earned through objects. You can only sell back 20% of that amount.

You can give as much game away as you want, or spend it on things in the game.

If a player has 50 billion units of game money, only 20% of the total that account has earned through objects can be sold to the ATM.

100% of the money bought from ATMs would go into the pool. If EA decided to give us a gift, they could add a monetary amount to the pool.

The only thing that makes the pool go up would be:

ATM buys 100%
EA gifts 100%
Payouts from jobs or money objects 20%
They could add cost of CC or other EA buys to the pool. (up to EA)

Who benefits??

Those of us who play for fun can make as much game money as we want, and spend it in the game on anything we want.

The developers, Its pretty damn easy to program. (They already can monitor the difference in game money, they do it with free accounts.)


Long term players, your pool could build into a decent amount of RL money in a few years. Least buy you dinner...


Who gets the shaft?

CC creators and stores who want to turn a RL profit, EA could figure out a way to add CC sales to the pool though.

Players who just want to make game money and sell it for RL income.

Feedback is appreciated.

[/ QUOTE ]
I don't know why you think this would be easy to code.
It would require a new dimension to the database, and probably a whole new database entirely.
Then there's the code to differentiate between money made in one way and money made in another.
The issue of CC complicates the issue as well, and EA does not want that.

EA is committed to what they have in game - the have planned it for a long time, as evidenced by the fact they have been monitoring since EALand opened.
They are not about to make a major shift.
Better to tell them the effects of the current system so they can tweak it into proper shape.
 
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imported_CherryBomb

Guest
I didn't think it would be that easy either, Donavan, but I was hoping. Like I said in my other post, any scheme that combines money objects and cash-out is gonna be kludged, and not very pretty to look at. But instead of just repeating "it's impossible", I've decided to use my powers for good instead of evil. I figure coming up with any workable solution at all would be a major accomplishment.

CherryBomb
 
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Guest

Guest
they can tweak it into proper shape

Sorry, the economy can't be tweaked into proper shape. It's like saying tweaking the price of RL food so no one goes hungry but stores make a profit.

We could have a dual system of currencies. Simoleans from payouts and jobs would buy properties and standard objects. Customeans would buy custom content, vehicles, and clothes. No cash out for Simoleans but cash out for Customeans. Of course, this would entail too much programming effort to be feasible.

The suits at EA must have seen the success of SL which has an element of cashout and dictated to the dev's that EAL also have cashout. Without considering that SL doesn't have money objects.
 
G

Guest

Guest
<blockquote><hr>

I don't know why you think this would be easy to code.
It would require a new dimension to the database, and probably a whole new database entirely.
Then there's the code to differentiate between money made in one way and money made in another.
The issue of CC complicates the issue as well, and EA does not want that.

EA is committed to what they have in game - the have planned it for a long time, as evidenced by the fact they have been monitoring since EALand opened.
They are not about to make a major shift.
Better to tell them the effects of the current system so they can tweak it into proper shape.

[/ QUOTE ]

It is already in the game.

Open a free account. It tells you you can buy game money or have money given to you, but only sell back what you buy. Quote from EA:

<blockquote><hr>

When cash-out is enabled, Free players will be able to cash-out has much money than they cash-in, but to be able to cash-out more, they will need to be subscribers. (sic)

[/ QUOTE ]


They can differentiate between the source of game money. The cap thing also proves it. People have reported that different methods of spending will give credits at different %.

The coding is not the issue.

The issue is: Do they want to get rid of botting? A botter would not make any money from the ATM with this method.

They have to figure out a way that makes people want to buy from the ATM and not a player.

The best way to do that is in your post, Bypass buying game money and go straight to spendng RL money on objects.

Or make money bought from the ATM have more purchasing power than money already in the game.

Since they can differentiate on a free account they can do it on all of them.
 
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