RESPONSE: A "Mega Company" Perspective

You mentioned a gold sink would be removed with not allowing mega companies. Explain how. I would like to hear your logic because I want to hear you out on it. I want to give you a shot to explain yourself without just saying “No it wont!”. So please explain

Getting out of hand again like every other topic and everyone attacks each other :joy:

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Not allowing to what ? Company use gold from taxes to build city upgrades yep ? This gold is not going back to game just gone.

Yes and how would the removal of Mega companies stop this from occurring? That is what I was wanting to find out.

That was not a thing that guy wrote :sunglasses: He wrote about remove funding owners by casual players. Thats why I wrote that, PVE generates gold → building up cities and 50/50 taxes remove this gold.

From the OP:
97.7% of company “expenses” were wealth redistribution - gold still in the game.
2.3% (120,000g out of 5.1 million) were “town upkeep” gold sink.

Would turning current taxes into a straight up gold sink be far more effective?

Seems like you’re doing a good job at manipulating the numbers. I would never directly accuse any companies of RMT without solid proof. However, I’ve been in multiple companies, I have heard things from other companies, and I see the numbers. It would be very easy for someone, who has control over millions of coins, to RMT some. It’s been done before and it will continue, especially if the current system doesn’t change.

They can, and have done both. That’s the point. Of course, every company works differently. The first company I joined didn’t even do payouts or provide us with anything. The second company I joined provided gear to those who needed it the most. The last companies I’ve been in have done payouts depending on the number of events I participated in.

The screenshots you have below this are from different weeks too so maybe you want to clarify that.

I looked at each territory’s revenue across three servers earlier this month: Castle Of Steel, Marama, and Yggdrasil. All high pop servers at the time.

Castle Of Steel

Yggdrasil

Maramma

Just by owning the top three territories on the map, a company can earn between ~8-9 million PER WEEK. The upkeep for three fully maxed territories (39 upgrades) would be 190K per territory or 570K total per week. Most territories I’ve seen have around 35 upgrades so let’s call it 500K total per week to make it simple. At minimum then, a company is profiting ~7.5 million coins per week. You also listed war consumables, which is a fair fixed cost. However, there’s another revenue source you’re not showing: the wars themselves. Again, content only you or other companies that have pushed a territory have access to. Assuming you win, the max rewarded for the war is 720 coins, multiply that by 50 and you get 36K. Now you could say that all consumables are provided and that is just more incentive for company members. Well, then I could just add that to the total possible payouts at the end. Which one do you want? Anyways to the costs…

Typically, as a melee, I’d buy health and regen potions, honing stones, carrot cake, incense, oak flesh balms, and/or gemstone dust. The total costs for these would be around 6,600 coins at current prices, assuming 60 health & regen pots, and 20 powerful Oakflesh balms & gemstone dust. However, it’s unlikely you’d be buying the highest tier at the quantities I put so those costs are going to be inflated, to say the least. The messages show about 130K per war worth of consumables. Subtracting that by war rewards you get 94K per war. Let’s say you had 3 wars in one period, that’d be 282K but I’d round that up to 300K per territory, 900K total.

Now, after the “fixed costs,” we are down to ~6.6 million coins per week. At this point, it’s a matter of how many members you have. With the current system you technically only need 3, obviously, that’s not going to be the case, just something to laugh at really. I’d put the absolute minimum at 50, but again it’s more likely that you have between 100-200 members. Simple math, take out two zeros and that’s 66,000 per member per week, half of that for 200 members.

You said it yourself, you made 45K in a week. All you had to really do was show up for, at most, 9 war defense, averaging out to about an hour minimum spent in-game every day. Also: you don’t have to push territories when you own them.

What is this argument??? No, companies shouldn’t be rewarded with that amount of wealth simply by doing what they have chosen to do meanwhile being incredibly egotistical, and a lot of the time toxic to the rest of the player base. Not to mention how the current system excludes a large portion of the player base from wars by allowing shell companies to exist. You’re honestly going to tell me that you won’t be competitive because you got mad that AGS reduced the amount territories can make? If so, maybe that’ll be a good thing because AGS has to realize that if they want their game to have competitive PvP it can’t be gated by the players themselves.

Again, wars should not be where the most competitive PvP is taking place. It’s a 50v50. Do you honestly think individual skill makes a difference at that point? Depending on the role and how you’re playing it then maybe you have some influence on the war overall but ultimately individual skill is diluted in large-scale combat in New World.

Arenas are where the most competitive PvP should take place, just look at other MMOs, it’s quite common, and this is why AGS should (and potentially is) focus their time on providing incentives. It seems like they will with the addition of leaderboards.

TL;DR: Territories generate an excessive amount of wealth, far beyond what is needed to incentives players. Territories shouldn’t enable players to buy or craft a large amount of valuable gear in order to “maintain competitiveness”. This is what other players complain about, the gap in gear and wealth that territories create. Wars shouldn’t be where the most competitive PvP is taking place. Balancing out the territories’ income and reducing the amount they make is the best way to preserve competition.

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Unless you significantly decrease the tax amount, turning all taxes into a gold sink would cause a deflationary economy.

Ahh yes but you have to realize that he also linked what he considered to be slander against these mega companies. Which incorporates shell companies into the discussion due to one of the posts consisting of “Mega companies” that contain multiple “Shell companies” that completely control the server. This guy was just attempting to defend the mega companies by bringing gold into the discussion. I was pointing out that gold is not the biggest issue behind the mega companies and the influence and the ability to have shell companies that allow for the mega companies to completely suffocate the map is. He posted a link including the “Shell companies” which proves that he is also defending that. A company of the max people in a single company I do not consider to be a “Mega company” because they have a lot of influence but they don’t have the numbers of people to actually suffocate a map like the ones that include the shell companies. A company that uses shell companies to increase their influence and control over the map IS a “Mega Company” Otherwise it is just a company is it not?

Valid point and it has been discussed at one point or another.

For starters, my suggestion was to eliminate Crafting & Housing fees entirely and use TP Sales Tax as the gold sink - throttled to a point that still provides for direct gold rewards to War Participants (not to company banks) and still be an appropriate gold sink.

The trading post already has a gold sink: Listings. Millions of coins per server are being sunk just through that.

Agree. I’m just suggesting that the taxes that go to companies currently are changed to gold sink.

This is really educational - thanks so much for taking the time to put the data together!

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This is fascinating. On Castle of Steel, for instance, one MegaCompany owns the top 3 territories, generating nearly 10 Million Gold in revenue (71% of the entire server’s territory income).

Side note: No wonder OP’s Company was willing to forfeit Resless Shore, which brings in a paltry 1.4% of the server’s territory revenue lol

But nope, nothing to see here. Current system is awesome!

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To be fair I am not a big Vengg nor Para fan, but I think you underrestimate the hard work and time these people put into the game and outside of the game. Imo counting with a 100 member comp who is keeping the top 3 territories, 66k a week is way to less. As a coach myself I do alot of class training, vod reviews and Group Oprs for call improvement. So we stay competitive and push for progress. If I’d spend that time I invest in PVP Training and Progress in running my 25xM10 mutations, I’d have a lot and I mean a lot more money than 66k a week. I think leveling the gold output of the maincities compaired to the side areas is a mistake.
The toxic community a side, thats offtopic and another post.

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Its a drop in the bucket.

Ok so ive learned the following from this:

  1. Owning 8 territories is expensive

  2. Casual players dont respect pvp as something that makes the most money. They want it to be extra rewards, not a waterfall of in game currency.

  3. Casual players at least partially want benefits reduced because they dont like pvpers. Nearly every post here sounds like some Mothers Against Cyber Bullying brochure.

  4. Never audit yourself.

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Something i ask myself is why is EF and WW the economic centers to begin with?

This is consistent on all servers in all regions.
Is it herd behaviour?

WW i understand because the stations are conveniently placed and housing seems to offer T1s for affordability and its a starting zone for some.

EF has a terrible layout for accessibility for example and the cheapest property starts at 10k i believe.

With BW and MD maybe the best latout.

Every territory has the capability of being a main zone if players just used it as frequent as the centers, especially with azoth costs so dismal.

A neutral city would have solved this and is generally the solution other games have to counter balance player run cities. if the three outposts in the north all had various stations at max level. most of the playerbase would craft/refine from there.

it would have worked if storage and market were still regional but now w everything global that’s impossible to implemet.

ww/ef are also the geographic center of the playbale map and sees highest foot traffic. also WW had the best layout for econ so it’s the natural hub of the game on most servers.

I doubt even burning sands release will shift the pop toward ebonscale since travel costs are low enough to not have a need to shift out of WW/EF

So… im speculating here. It is entirely because of the central layout (why CK and FL miss out) and
because of the music… literally the ambience including city music, area music outside the city and overall warmth of asset colors used.

All other zones higher up sound depressing, oppressing and in no way enjoyable compared to the “starter zones”. /my opinion