There has been much talk about taxes and suggestions made and although I was happy with them initially, the implementation is far from ideal and they just don't make sense at the moment. I've suggested in the past that the tax rate be based on income and that seemed to be fairly well received. It would help alleviate losses of lower income due to lower TPS. There was some change made to only tax people based on active croppers but it appears that croppers are still contributing fully to the tax rate even when they contribute very little to income. That is to say, a cropper that is active for a very short time, earning very little still, increases the tax rate for the entire Minecraft day. Below are two consecutive tax messages. In the first one I earned $23,258.92 and was taxed at a rate of 28% (28 croppers at one farm) In the second one, I earned $23,260.86. Not even $2.00 more than the previous period, however I was taxed at 32%. [09:28:07] You just paid taxes for all of your active Crop Hoppers: -$6512.5 | Recent revenue: $23258.92 [09:53:36] You just paid taxes for all of your active Crop Hoppers: -$7443.48 | Recent revenue: $23260.86 Clearly, my other farm was activated for a very brief instance and this bumped the tax rate up to the maximum. This is not a one off instance, it happens very often. Clearly it makes no sense that an extra $2.00 income should result in an increase of $931.00 taxes being paid so hopefully something can be done to make the taxes make a bit more sense.
This is interesting, there is obviously room for improvement, as the situation you have described is a bit silly. Do you mean to suggest a marginalized tax rate? Or just a flat percentage for everyone irrespective of income? I think incentivizing efficient use of croppers is also something that needs to be considered with regard to server resource allocation.
This! I barely like playing eco these days besides as a side income for /skyblock because I can NOT tell how much im making, I've tried to calculate it but it seems to be too varied to estimate these days. I still love eco and love playing from time to time but like Its hard to know how much im even making honestly...
The tax system was brought in to add a bonus to the raffle. This no longer happens so I have to ask, why the tax. Personally it doesn't cause me problems but some players have had croppers suspended as they couldn't pay the tax. This could cause them to leave the server frustrated and upset. The recent change in simulation difference has also dropped incomes for a number of players. There is a lag spike when the tax announcement comes through. Add the issue Drogo and a few other players are having with massively varying taxation. Solution: Keep the simulation at 7x7 as there has been a marked improvement in TPS but get rid of the taxes. A lot of players on ECO have to deal with taxes irl and play this game to get away from irl. Result will be smaller farms. Everyone knows where they stand regarding simulation and less newer players will leave because of suspended croppers. I hope the powers that be can agree with this.
What I'd previously suggested can be seen at the link below. It would mean no is tax paid on the first $3,655 and then the tax percentage incrementally increases as they earned more. https://skyblock.net/threads/tax-calculations-to-be-tweaked-please.143370/#post-1612240
Taxes makes no sense in this game, just remove them entirely, and up the sell price of manually farming.
I mean, I personally don't want to be involved with gambling; subsequently, I do not participate in the lottery / raffle. Why can't we put the taxes to something more universally prosocial? A pot that gets distributed with /vote rewards feels more fair, and less gamble-y for those of us that are against that. In terms of the mechanics, yes, Drogo, your original post with the marginalized rate makes some sense. Adding to a pot in which everyone irrespective of views on gambling could benefit might be nice, rather than just deleting those taxes from the economy might be nice and fair. I think combating wild eco-flation has its merits but there must be some benefit, eh? Perhaps the plugin used is not tweakable? Who knows. Little changes would be nice, though.
Personally I don't really see the problem, this doesn't really affect new/average players. That's not true, the tax system has been added since crop hoppers auto sell now which heavily increased the efficiency of farms also giving players more options to actually do something while their farm is running. We still track the collected taxes though and might use them for something else at a later point. Currently collected taxes: $1.002.404.525
It affect's all players who might have a croppers active only for a short time, such as when they are building their island out. Unless they confine themselves to the central chunk on their farm.
However without a second farm that actually makes a lot of money they also won't have to pay much if they only collected for a few seconds.
I never said it was an issue for all. But there are bugs/issues that do affect all and addressing those will be better use of your time. I can fix this issue for myself just by adding a few more chunks of farm to my main farm such that I'm always at 32% tax anyway. I'm assuming that cropper farm size will remain at 7x7 as a minimum.