One thing that is particularly loosing it's value with passing second in Rise is the in Game money.
There are several ways to earn enough cash but to spend it in practical case is only two Pokeballs and Revives (not as prevalent as pokeballs). One may argue that safari also costs 10k but that is easily reimbursed by selling to the low IV pokemons that is caught during the safari's 10 min.
With the easy availability of money and no means to spend it Rise has entered an age of extreme inflation where there is a net addition of millions of cash everyday and the newer players face the worst situation in paying the ever rising prices in the non retail market.
Its high time to think of reforms that could bring down the inflation in Rise and control the overall money supply.
I am listing a few below
1. Tax on Trade - two method of applying this -- I. put a fixed price for trade (say 10,000)
II. put a % of cash that is transferred (say 15% of the money involved in trade) and for a situation of a pokemon transfer charge a multiple of it's value that Aspens pays for it (say 2.5 times of the pokemon value at Aspen) similarly for item as well.
Arguably Trade is most used (rather abused) feature in Rise where people may engage over 100 trades per day putting a tax on it only ensure that there is a means for the built up cash of the game a way out. In the interest of new players not being able to afford a trade it is better for themselves since they won't be able to engage in trade till they have earned certain amount of money in game and will have a lesser chance of getting into unbalanced trades by value and would also reduce the complaint regarding the same meanwhile it doesn't affect the wealthy in any negative way they can afford to pay a premium to get what they want. (anyway the tax can be adjusted at any point in future)
2. Guild Tax - based on the level of guild lay down a tax (say 10% of the upgrade price to that level) charged per day from the guild bank
The other ever present feature in Rise is the guild (Who doesn't want a colorful tag before their name). Since it is a feature in demand why not charge for the same?, why not use this as a chance to get money supply in check?
people will still form guilds and most of them will consolidate into a few making it important to have active players or loose money. This will give new players a chance of getting into these guilds and support as well for their journey ahead.
3. Decrease the money gain from killing pokemons in wild
simply decreases the amount (say 1/5th of what it is now) of money that enters the game. To make sure that beginners still make easy money for first few days I also suggest to introduce easy quests like number of steps which will reward money for few steps traveled (say 5k for 1k steps, 10k for 5k steps, 20k for 10k steps), other than this also a beginner's only boost that will allow them to earn twice or thrice the amount of money from wild pokemon kills. There are gyms for badges anyway that offer coins and can be done once so that also adds easy money in the beginning.
There are several ways to earn enough cash but to spend it in practical case is only two Pokeballs and Revives (not as prevalent as pokeballs). One may argue that safari also costs 10k but that is easily reimbursed by selling to the low IV pokemons that is caught during the safari's 10 min.
With the easy availability of money and no means to spend it Rise has entered an age of extreme inflation where there is a net addition of millions of cash everyday and the newer players face the worst situation in paying the ever rising prices in the non retail market.
Its high time to think of reforms that could bring down the inflation in Rise and control the overall money supply.
I am listing a few below
1. Tax on Trade - two method of applying this -- I. put a fixed price for trade (say 10,000)
II. put a % of cash that is transferred (say 15% of the money involved in trade) and for a situation of a pokemon transfer charge a multiple of it's value that Aspens pays for it (say 2.5 times of the pokemon value at Aspen) similarly for item as well.
Arguably Trade is most used (rather abused) feature in Rise where people may engage over 100 trades per day putting a tax on it only ensure that there is a means for the built up cash of the game a way out. In the interest of new players not being able to afford a trade it is better for themselves since they won't be able to engage in trade till they have earned certain amount of money in game and will have a lesser chance of getting into unbalanced trades by value and would also reduce the complaint regarding the same meanwhile it doesn't affect the wealthy in any negative way they can afford to pay a premium to get what they want. (anyway the tax can be adjusted at any point in future)
2. Guild Tax - based on the level of guild lay down a tax (say 10% of the upgrade price to that level) charged per day from the guild bank
The other ever present feature in Rise is the guild (Who doesn't want a colorful tag before their name). Since it is a feature in demand why not charge for the same?, why not use this as a chance to get money supply in check?
people will still form guilds and most of them will consolidate into a few making it important to have active players or loose money. This will give new players a chance of getting into these guilds and support as well for their journey ahead.
3. Decrease the money gain from killing pokemons in wild
simply decreases the amount (say 1/5th of what it is now) of money that enters the game. To make sure that beginners still make easy money for first few days I also suggest to introduce easy quests like number of steps which will reward money for few steps traveled (say 5k for 1k steps, 10k for 5k steps, 20k for 10k steps), other than this also a beginner's only boost that will allow them to earn twice or thrice the amount of money from wild pokemon kills. There are gyms for badges anyway that offer coins and can be done once so that also adds easy money in the beginning.
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