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Sep 23, 2015 10 years ago
Kevin
is all-powerful
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Wuf

Uh no to increasing healing costs by 10x, it's fine for low hp pets but that would be 210k per heal if my main pet dies. There would need to be a reasonable cap on healing costs and sinks should not be placed exclusively on battlers when we probably get the least amount of content.

Sep 23, 2015 10 years ago
Mike
is unlucky
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Piety

Yeah, I don't mind fighting and losing to a boss 1k times at 20,30,40k per pop, but I'm not gonna spend 400m on healing, even if I win 1b in prizes...

Sep 24, 2015 10 years ago
DragonSlayer
is ZOMBIE LONG TIME
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Is it possible that the economy is simply just Zimbabwean in scope?

[tot=DragonSlayer]

Sep 24, 2015 10 years ago
Mike
is unlucky
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Piety

Well, it's slowly headed that way, time can only tell. One's thing for sure, we def need to print more money.

Sep 24, 2015 10 years ago
DragonSlayer
is ZOMBIE LONG TIME
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In that case let's just hope some more godweps come out to sink sP into :B

[tot=DragonSlayer]

Sep 24, 2015 10 years ago
Mike
is unlucky
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Piety

I just hope they increase quest payouts in time so that everyone can afford one so its fair.

Feb 23, 2016 10 years ago
Yukiko
is a SUPER USER!!!
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https://subeta.net/forums.php/read/838556/The-Economy-Is-Broken-Lets-Fix-It-Together/22

Quote by Yukiko
I have around 40mil sP in pure with a rank at 3,932 out of 102,810 (Top 3.82%).
Assuming the average user in the top (2%) of the economy owns an average of 50,000,000sP.
Assuming the top 5-20 billionaires collectively earn 100 billion (10.21% of economy, top 0.004%)
(50,000,000 * 3,750) + (30,716,419,278 + 25,000,000,000 + 20,000,000,000 + 15,000,000,000 + 5,000,000,000)
287,500,000 billion earned by top 3.5% of economy including billionaires (29.3% of economy)
187,500,000 billion earned by top 3.5% of economy excluding billionaires (19.1% of economy)
Rank 6000 to 4,000 ~ average 20mil : 40bil (3.43% of economy, top 4-6%)
Average of 7.15mil per person below rank 6,000 (lower 94%, 67.27% of economy)</p>
<p>While its true that inflation is happening, it should still be taken into consideration that there are a lot of inactive accounts.. if I could manage to get to this rank in one week with a lot of effort, it probably means theres at least 20,000 or more users just having their sP sitting there (effectively non-used, non-spent and be considered not in &quot;economy&quot; as so long as they don&;t buy anything).</p>
<p>Monthly inflation at 2.5%, economy doubles every 2.4 years, assuming current projections.

It's been 1,022 days since my last post and the estimated SP after 2.4 years would be 1.962 trillion or 1,962 billion. It's been 2.8 years, the estimated SP is 2.289 trillion, but it is currently at 2.075 trillion- representing a 10% reduction in inflation most likely due to staff's measures with the millionaire center, layers, decreased sP rewards, etc.

The average user had 9.6 million then, and 16 million now- representing a 66.7% increase in average savings. There were 102,810 users then and 139,631 now- representing a 35.8% increase in users.

For every 1%(+1396) increase in the amount of users, there is a 1.86%(+297,600) increase in average savings. For every 1% increase in the amount of users, there is a 12% fraction increase in average quest activity- assuming all quests are evenly distributed in income and the cap is 2.5 million. This is slightly lower as some people are gold users. ~ 11% For every 1% increase in the amount of users, there is an average increase in savings corresponding to 1 in 9 users doing quests daily.

Subeta caps at around 1600 users and slows down to 600 users during off-times. Assuming an average 35 minute session for active users, and a probable median user count of 1,000 at any given hour (more hours awake then sleep, skew to the right by 2/3), then 15,500 unique users login a day (dividing 1.55 from user overlap). If 1 in 9 unique users are doing quests a day, this corresponds to 1705 users doing quests; which correlates with the earlier statistic. If they all did quests up to 2 million (80% efficiency), then 3.4 billion is added per day. In the next year, 1.244 trillion would be added and a 4.3% monthly inflation rate (up 72% higher than the 2.5% rate in 2013q2-2016q1) would occur.

The user base can be abstracted into multiple components; collection-collectors, battlers, soloers, clothes-collectors. Soloers do not participate in the economy (just login to the site to make SP, customize their pets, play games). Clothes-collectors are biased towards newly released clothes and seen clothes- it's less likely they will WL an item they haven't come across or exhaustively search for every matching piece in subetalodge or a CW from a long lost artist. They'll generate SP. Battlers will also generate SP. Collection-collectors will too. Restockers-SP savers are SP sinks in themselves- especially if they don't spend, so they will take 1,000,000 sP out over 35 minutes if they spend an average of 15 seconds per

Given there are so many items, and only a fraction of the user base are collectors, most items will become devalued overtime and more SP floating around means it is cheaper. More items around at a cheaper price means anyone can buy them. New players won't have the SP anyways to be buying high-ticket 6-10-20m items, so the effects of inflation on them is negligible. High-ticket items have a constant supply slope as people leave them in their shops for months or years. They only get more expensive over the years as the proportion of items increases, exposure to old items decreases, more users occasionally buy up these items and hog them. The SP till of these high-ticket item shops are usually in accounts where SP flux is low anyways.

CSC and price rate ratios constantly go up because (a) active users will have more SP velocity by probability (b) new items are constantly introduced, the rate at which items are wanted versus CSC is generated is in favour of more items; this can be treated as a foreign-currency exchange problem with an increase in quantity CSC demanded decreases the quantity of SP demanded (c) only a fraction of the active users (q<1/5) will convert and spend, and a larger fraction (q>1/5) will want

and (d) changing SP gains won't do anything if the cloth-loving CSC people still do quests (e) changing SP drains won't do anything if the cloth-loving CSC people are not collectors, prefer not to buy high-ticket SP items

Either (a) decrease CSC item prices retroactively on everything to increase the marginal propensity to spend on CSC

  • more users rather spend $5 on multiple $1 items than a $30 once
  • this leads to higher quantity of CSC supplied and demanded

(b) discount future CSC purchases by x% using a SP voucher (50m-5%,125m-10%, 250m-20%, 400m-30%)

  • this promotes the maximum value of spending on CSC to get the most out of the discount after the fact of dumping SP
  • there is no CSC to SP fixed ratio as the amount saved is a percentage

(c) have an events-feature portal with multiple input formats that costs SP to host integrated into the site i.e. put 1m to host, 0-10m sp, set sp gains for winning/etc ~ quiz X / O, fixed SP prizes for participation ~ mystery pic ~ contest

(d) double the cost of restocking items; it will double the real value of all items so that people can profit ~ make an item blender that you can put 999 items in of various types and it spews out a random rare piece of clothing or whatever equal to the usershop price(x0.8) of the sum of the items you put in to re-valuate items and make restocking more worthwhile

(e) decommission low-selling CSC features/clothing into SP-based

(f) add a 1% withdraw/trade tax on everything

  • new users are exempt for 90 days or if they have less than 1m
  • this tax won't really be noticed; people have 30-60% off sales in advertising, people do rounding errors on purpose to get 50k or 100k SP more or they haggle, etc. A 5k difference on 500k item won't make much difference- most people would rather sell it for 495k than have it sit in the shop for 2 years if they want CSC

(g) donate SP feature to donation center with achievement; tax it at 10% and allow people to put bundles. ex, 100 bundles of 10k. (minimum 10k SP bundles) costs 1100000. Whenever someone spends 1m+ on this feature, there can be an opt-in alert like the free shop or whatever.

I am the 240th user to have 1,308,079,837 sP! It's likely there are 400 billionaires, a proportion of 1 in 340 users. The top collective 0.25% of users own at least 28-31% of the economy or more.

Distributing 1455 billion to the rest of the users yields 11.6 million (if the top own 500b). This means most people can afford 8-9 high cost items or 100 CSC(1/3 of a CW).

Feb 23, 2016 10 years ago
Kevin
is all-powerful
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Wuf

maybe move this to S&I so it doesn't need to be locked because of the necro?

Feb 23, 2016 10 years ago
Mike
is unlucky
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Piety

Speaking of this, hey where's that shop tax that no one wants but we need. you did the retiring sebastian phoenix tax random part, so where's the good stuff now :D?

Feb 24, 2016 10 years ago Official
There's snow stopping
twocents
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Please do not necro threads that have not been posted in more than three months. You are welcome to recreate your post as a new thread in the appropriate forum.

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