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Incoming Sales Tax

Posted by Admin-Mat on 15 Aug 2016, 2:05 am

salestax.png

Furvilla is in the process of implementing a FurCash sales tax for the user shops. When a player sells an item to another player for FurCash, a sales tax of 5% will be removed from the purchase price, and the remainder will be deposited into the shop till as normal. The goal of this addition is to help sink small amounts of FurCash and ensure the strength of the currency. When calculating the tax, it will be 5% of the total, rounded down, with a minimum of 1 FurCash.

This change will be implemented in forty-eight hours or at 2:00 AM Furvilla Time on August 17th, so please be sure to alter your item prices if desired before that deadline.

In addition, the Moth Morphing Potion has been released into Olde Foxbury, and three new species colors are released -- Culpeo Fox, Long Eared Owl, and Osprey Raptor. We have also completed construction of the Trades page, which allows players to trade villagers, items, and currency freely. The link to the Trades page is located on the Town Hall.

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    • I've recently started pricing my items at least 15% higher depending on it and now you guys are starting this? FurVilla's economy is already shaky as it is now.


    • doe makes a bunch of brilliant points.

      Meanwhile, we STILL don't have a forum for suggestions and feedback, and a money sink ALREADY EXISTS! It's called "creation cost." You know, that 100-250FC that we're REQUIRED to spend in order to create our items?

      Stop it.


    • wow, didn't know I was on a furrier Gaia online. This is how you kill the economy dudes


    • ..wow
      stuff like this is probably gonna make people leave tbh :/ probably not the best idea seeing as the amount of active players is already going down


    • And are you going to overhaul how the shops work, too, so that when you price an item it tells you how much you'll actually be making? Flight Rising does that and it's a heck of a lot handier than expecting everyone to calculate it on their own. Sure, there are sites that do it for you if you suck at math (which I do) but that's an additional hassle. Or everything will just be priced higher. Not really against the tax implementation but I do feel like there are a lot more important things that could be done right now.


    • Um, wow. The sales tax is a really poorly thought out idea. There's no reason to make the market so much more complicated for very little to no gain for anyone involved. I'm not sure what I'll do on the 17th. I'm thinking I'll probably pull all my stock from the market and open up a forum based shop for anything i need to sell. This is really just going to hurt buyers and sellers and discourage commence.

      Not that it's really a good idea to begin with since it's pretty difficult to sell anything at a decent price anymore, but if this is implimented, a much better way of doing it would be to have the buyer pay the tax, so pricing items in the stall isn't a pain.


    • Spending time on trivial tweaks … While bugs and huge technical and usability issues exist? Is this really the best use of the developers' time during beta? Those of us who have reported issues never hear anything more about them, and issues remain unaddressed. Please fix the core game's issues. Otherwise the post beta users will scream bloody murder and run away, credit cards in tow.

      As for the efficacy of taxes of any percent, just as in the Real World, it will only results in higher pricing, temporarily. Prices are already illogical, with folks selling at below build price, just to remain viable vendors. Taxes will not change this. A week later prices will be illogical again because it's the only way to get out front with competing products. Taxes won't result in less profit when there was little to no profit to begin with!

      Folks grind Blacksmith / Doctor skill levels by producing lots of cheap products and sell the products at or below 'cost' until they hit Maximum Durability / Potency skill level. Then they're shocked to find lots of other vendors selling best quality goods from other maxxed skill villagers, and have to mark down their price to a minimum in order to get their products to move at all. Taxes will have NO EFFECT on this. Once again, "moving the chairs on the Lido Deck while the Titanic slowly sinks."

      If it weren't for the unnaturally cheap input of picking things up off the ground (explorers/warriors), this economy would collapse in days.



      You've rarely ever acknowledged any of the good ideas folks have posted in the forums, so will you read this? —— Please hire an Interface Design Specialist and have her play the game for several weeks or more, in order to see where to effect real changes that will benefit everyone immediately. An employee who you'll listen to.

      Please.

      We want Furvilla to succeed, but many of us have no idea if we are really helping at all, or wasting our breath here. No doubt some defensive White Knight will leap to you defense at this comment, but a thorough read of Furvilla Confessions will illuminate.



      BTW, folks will quickly turn to using the new Trades Page to bypass stall taxes for big ticket items. As in real life, folks will find a way. Consider ignoring this dark commerce … as the fed does with internet sales (and for the same reason.)


    • I'm not so happy about the taxes to be honest, losing 5% of my hard-earned money while selling for example a tabby flitten or anything like that, seems wrong to me. :(


    • Not quite sure about the taxes...but perhaps a higher priority is dealing with the thieves? You know, the people that steal other's hard work and claim their CSS coding? I've seen that happen a lot all of a sudden..


    • While a tax on the market is a good idea in the long run, I think you are implementing it WAY too soon. There are not a lot of players at the moment in this beta. The economy will flourish once more people flow into the site. I think this will also cause the stalls to be used even less frequently to avoid the tax.