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All posts created by Bob

Bob
The auction timer is now based on the Auction House's upgrades. NPC auction houses act like a +0 and provide the same 30 day timer as before. Every plus gets you an extra 10 days.
Bob
Bringslite
We are still supposed to want more players to join "our group" or at least "ally" to "our group" aren't we?

Absolutely, though there should also be mechanics pushing ambitious/ideologically-opposed characters to coalesce into oppositional groups, which should also want to grow in size. If too many benefits accrue from large alliances, then we'll wind up with one huge alliance ruling the map and not enough incentive/ability for anyone to break away.
Bob
NightmareSr
Bob
We also wanted to set the NPC rates high enough to nudge players toward player settlements, but low enough to not be exasperating for new players who don't have tons of money.
This is the part that makes little to no sense to me, since it is not costing any player coin from their pocket to sell something, it just lessens the amount that the new player receives from the sale.

Very true, the cost is indirect and only hits the seller. In that respect, it nudges sellers to offer their goods at player settlements with lower tax rates, though only if they notice that the rates are better elsewhere. Player settlements can of course publicize those lower rates on the forums, in their founding company descriptions, or at their town criers. We'd also like to add other in-game ways to make it easier to see the advantages of traveling to other Auction Houses eventually, but not sure when we'll be able to get to that kind of thing.

NightmareSr
Bob
We do need coin sinks, and sales fees are a generally effective one.
That is the biggest thing that I do not understand. It isn't really a coin sink since it just means I need to sell a bit more to get the same coin. It isn't taking coin away but I suppose it is slightly reducing the rate at which I gain coin.

It's a coin sink in the sense that it takes some coin out of the game entirely, not necessarily away from any character in particular. It's true that the seller winds up with more coin than they started with and thus doesn't necessarily register it as a "loss," but the important thing is that the seller and the settlement wind up with less coin in total than the buyer actually paid, so some coin from the transaction is just plain gone. That helps keep the overall money supply from getting out of hand.
Bob
Azure_Zero
Bob can you give out the Tax Equations so I can confirm the Tax Rates of Talonguard, as I don't think their is a base 5% tax, just the Rate of WHAT is set in the setting.

The total Sale Fee is the base 5% plus the settlement tax rate. When you put an item up for sale, the UI shows that broken down as in the following example:

Sale fee is 10% (including settlement tax of 5%).

Azure_Zero
Also can you print out into the OP the Current Tax rates of NPC settlements?

Done.
Bob
NightmareSr
Azure_Zero
NightmareSr
….
I personally hate the 5% sales tax minimum (coin sink) due to the fact that it encourages us all to do individual trades outside of the AHs. However if the 5% remains in NPC AHs, then each Settlement really gets to set a range of 0-5% instead of the 0-10% due to competition with NPC AHs.
….

Actually I believe NPC Auction Houses and Taxes are Higher then 10%
To encourage PC settlement Auction Houses and facilities.
My actual complaint is that the AH sales tax range is 5-15% due to the 5% base being applied to all AHs.
Thornkeep is 10% total (5% base + 5% applied)
Carpe Noctem for allied is 9% total (5% base + 4% applied to allies)
I thought I saw that Caer Coedwig was 20% but I must be mistaken (I was tired) but it is over the 10% of Thornkeep for unallied sellers.
So I guess that makes me wonder if you have Talonguard set to 8% meaning a 13% sales tax for unallied or if it is set to 3% to result in the 8% total sales tax?
The AH is convenient and nice but even if I sell in a settlement that is getting zero coin from my sales it still costs me 5% coin for my sales. Which really encourages me to trade with players for coin instead of us any AH, and I don't think that is good for the game.
I would be fine with the 5% mandatory base sales tax if it went towards settlement upkeep or something but having it just disappear seems like a waste to me.

We do need coin sinks, and sales fees are a generally effective one. It's true that you can avoid them easily by making personal trades, and that's something we always want to allow. The trick is for us to set the sales fee low enough that it reflects the value in being able to make sales when you're not logged in, and for not having to manually handle each transaction, while still leaving room for player settlements to put additional sales taxes on top of that. It's possible that 5% is too high, or that we need more granularity (like the ability to handle tenths of percentage points, rather than just full percentage points). It's certainly worth looking into at some point.
Bob
NightmareSr
Is there a reason that NPC settlements are at "reasonable" tax rates, instead of the max taxation?

Part of the intention was to leave some room for player settlements to set "unreasonable" tax rates for non-members if they didn't want to be particularly welcoming, but still wanted to let non-members use their facilities for a price.

We also wanted to set the NPC rates high enough to nudge players toward player settlements, but low enough to not be exasperating for new players who don't have tons of money.

Also, player settlements can offer better facilities than NPC settlements, so they may be able to get away with higher rates in some cases. There are upgraded, higher-tier items you can only sell at player auction houses, so you could theoretically have higher sales taxes there. Since crafting taxes are based on crafting time, better (i.e. faster) crafting facilities can charge a higher crafting rate and still wind up charging the same or less in actual taxes for a given project. If you specialize in training higher-tier feats, you could charge a higher training tax knowing that players have limited choices available for training those feats.

Fortunately, those NPC values are also easy to adjust as we see how players react to different rates.
Bob
With Enchanting, it's looking like there will be just over 100 new gatherable mats, the vast majority assigned to a unique stock. My current plan is to place them only in monster/home hexes, with T1 stocks generally available in up to 4 nearby hexes, T2's in up to 3 nearby hexes, and T3's in up to 2 nearby hexes. That will make monster/home hexes special for all tiers of gatherers, and will spread these new stocks out across the map in a reasonably straight-forward manner. Most importantly, every small cluster of monster/home hexes should be the only chunk of the map for mats required by at least one widely-desirable enchantment, and every widely-desirable enchantment should require mats from a fairly small chunk of the map.
Bob
We'll certainly have a conversation about pricing options after enchanting ships, since out of all the things on Lisa's list from Gen Con it's the one most in need of discussion before we can decide where to prioritize it. But yeah, it's complicated to get that right, so we're holding off until we can really focus on that conversation.
Bob
NightmareSr
Along the targeting mechanics, is it intentional to be able to hit Tab key to target some objects but need to click on others? Mainly how hitting the tab key will target and harvesting kit but won't target a party member or another player?
I like how hitting tab will cycle through the mobs and any clear enemy so wouldn't want to adversely affect that but when nothing "red" is in range it would be nice to be able to just hit tab to target anything else within range. Although this might just be a bad idea.

Largely intentional, but tab-targeting definitely needs more work. In particular, we do want it to target enemy players/guards. Just haven't had a chance to get to it yet.
Bob
This can get a little tricky, because some feats that are largely beneficial and self-targeting have a portion of their effects focused on the target and thus shouldn't work unless the target can be hit. However, tokens are pretty much entirely self-directed, so they shouldn't care about any targets. That said, the code for checking valid targets (and knowing when not to bother checking for valid targets) is pretty complicated, so it wouldn't be too surprising to find some weird cases like this. I've filed a bug to take a closer look when we have a chance.