Heffernan wrote:Advanced Mercantilism
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Unlocks at 500 Law & Lore
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- Changes Stall Taxes from 35% to 25%
Superior Mercantilism
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Unlocks at 750 Law & Lore
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- Changes Stall Taxes from 25% to 15%
Mastered Mercantilism
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Unlocks at 1000 Law & Lore
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- Changes Stall Taxes from 15% to 5%
His Majesty decides on what the taxes should be. Since JC and "His Majesty" is one and the same I think it is wise to assume that "His Majesty" is also stubborn therefore attempting to negotiate what % of stall revenue is given up for taxes is likely to result in you being sentenced a decade in prison.
On a serious note
1) A skill that reduces the amount of % tax you are forced to pay is simply retarded and illogical
2) Money made from taxes are distributed among the top 10 player towns in the game therefore if all players who own stalls manages to reduce the tax percentage a large majority of the money given to those towns would be gone. The drastic drop in money made from taxes means there would also be a drastic drop in money made by those top 10 towns. Should this drop in revenue made be so low that it isn't profitable the incentive to own a top 10 town would be gone. This means that the implementation of those skills would lead to the destruction of a mechanic already implemented as well as all mechanics built upon the top 10 towns mechanic (poop claim etc)
Heffernan wrote:Gold of the New World
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Unlocks at 500 Law & Lore
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Chance when washing Rusty Coins to unlock a Golden Coin worth 500s in the stalls (1/500 chance like all rares)
when Crafting Coin Collections 50% chance per coin to return to the Owner instead of being used
+ more uses on the inspirational when crafting coin collections
1) None of the other rare drops requires a skill to be found so why start now?
2) A drop so rare should definitely be wayy more expensive that 500s
3) Why would it be possible to smelt a gold bar but not a golden coin?
4) Logically a coin collection requires 1 of each coin to be completed, therefore, should the devs implement a golden coin then it would make sense that it is also required to make a coin collection and in that case coin collection would not be used anymore because golden coins are too rare and they are worth more when sold.
5) Logically a coin collection requires 1 of each coin to be completed so if I collect 1 of each coin (thus completing the collection) HOW THE ***** DO I HAVE A CHANCE TO GET A COIN BACK IF I ONLY HAVE ONE OF EACH? If I do manage to get a coin back at the end of crafting a coin collection then it means that the collection isn't complete.In which case the item gained should be an "Incomplete coin collection"
6) Additional uses when crafting is arguable however if its implemented then there should be a chance for all inspirationals and not just coin collections.
Heffernan wrote:Golden Shears
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Unlocks at 400 Thread & Needle
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-Unlocks a Golden Shear to Shear Sheeps that only wears off at 1% or 2% each use
- Costs 2 Gold Bars
1) Better to just add a store shear
Heffernan wrote:Magical Tailor
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Unlocks at 500 Thread & Needle
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- Upon Crafting 1% chance to craft 2 Clothing items instead
- Upon Cutting Clothes apart 1% additional chance to get items out
- Upon Slotting 1% additional slot chance
- Upon Slotting 1% chance when slotting succeeds to slot and also get the slotting item back
1) Makes 0 Sense. "Oh hey, there should be a chance to receive double the amount of my input out of thin air)
2) Why not? Makes VERY little difference.......is it even worth investing the time to implement this?
3) Profs determines slot chance not skills. It was designed like that for a reason so I don't see any reason to change it now so that a skill affects slot chance aswell.
4) You're basically asking for a chance to duplicate an item upon slotting. This suggestion literally makes no sense.