Sandsnake wrote:So instead of figuring on losing 10% of the money to tax, I just figure on losing 5%? This wouldn't actually change anything as it doesn't solve the problem you're suggesting exists. We'd still account for the lost credits in the pricing.
If anything, the suggestion should be to add an identifier to the payment command that allows the buy to pay all or a portion of the tax. It won't fix the "problem" of people upping prices for tax, but it will make it easier to execute if you openly negotiate tax into the payment.
My thinking is both parties might view a transaction, and prices more fairly if both players pay a fee vs. just the one. Diamonds are a pretty good example. I charge 110 because I want 100 for each of my diamonds. It doesn't have anything to do with the tax really. Yet if I know not only myself, but the buyer is paying an equal fee for the transaction I would probably lose that tendency to want to up the price because I'm getting worked over by the server and its fees.
And I really don't see how hyperinflation is a problem. Unless the server is destroying the credits when it gets them through taxes or wherever, that mens someone somewhere has those credits in one form or another. It's not like everything on the server isn't for the most part easily acquirable. Take taxes out and the only thing I see happening is more realms might get purchased, but that's it.