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Prohibit players from flipping brand new properties after two weeks


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2 hours ago, DanneBRE said:

Support, the two week rule is useless. People buy places, make no changes to it and then flip the apartments/houses for a lot more. No roleplay, no nothing. Bad roleplay. 

 

Make it 3 months before you can sell a property. House flipping works irl, yes. But it will be abused and the owner does not roleplay anything.

This could work, actually. 3 months is a pretty substantial amount of time and it can deter someone from buying a property with the intentions of two week flipping it.

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Agree the time period needs to be extended significantly or the profits within a certain time period paid to charity.

 

However this is looked at this it is just another form of grinding and a RP quality issue.  If real market dynamics were applied to this then the value of the house would be inflated on the server in the first instance, hence no profit would be available on a like for like sale in such a short time period,

 

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Just now, VisioningHail said:

I don't think that raising the time to sell a property would do a lot more harm than good. There will be a lot less supply of housing and that'll just lead to an even bigger increase in pricing.

For the initial period but then it would level out 

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Who maintains the system is not the seller but the buyer. House flipping is a real and existing way of making money in real-life and should be a legitimate way to make money in-game as well. What we miss is education and some pressure from the buyer's side. You really cannot blame the seller for anything if he flips an $80k house for $500k if someone is silly enough to buy it. 

 

How we can solve this, in my opinion, is giving maximum value to the prices you can flip houses for. Let's say market price x3. For example, you buy a house for the market price of $250,000, the maximum you can sell the house is $750,000. This way you can make sure the house flippers can earn money (even if they make a custom interior for every apartment before selling hahaha) but we ensure that the market cannot inflate over a certain limit.

 

What we need is barriers, not new rules to make their life harder. House flipping can be good, let them be. Just force them to not rip off people.

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29 minutes ago, liafriuli said:

Who maintains the system is not the seller but the buyer. House flipping is a real and existing way of making money in real-life and should be a legitimate way to make money in-game as well. What we miss is education and some pressure from the buyer's side. You really cannot blame the seller for anything if he flips an $80k house for $500k if someone is silly enough to buy it. 

 

How we can solve this, in my opinion, is giving maximum value to the prices you can flip houses for. Let's say market price x3. For example, you buy a house for the market price of $250,000, the maximum you can sell the house is $750,000. This way you can make sure the house flippers can earn money (even if they make a custom interior for every apartment before selling hahaha) but we ensure that the market cannot inflate over a certain limit.

 

What we need is barriers, not new rules to make their life harder. House flipping can be good, let them be. Just force them to not rip off people.

But a price control would shift the allocation problem elsewhere. Now properties won't be allocated via who has the most money, they'll be traded in-between friends and cliques, or worse, hoarded by the first person to be able to buy at that price. Trying to fight the market in real life has serious implications, in game, not so much. However its still more sensible to try to dis-incentivise certain behaviors as opposed to using a hammer.

 

1 hour ago, Jankara said:

For the initial period but then it would level out 

Also, I disagree. If as soon as a house is bought its unavailable for three months (and some characters don't even live three months) and this happens to enough houses the area becomes very rare and will lead to it being artificially even MORE desirable. The two week period is good enough but to curb price inflation we should do other things.

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51 minutes ago, VisioningHail said:

But a price control would shift the allocation problem elsewhere. Now properties won't be allocated via who has the most money, they'll be traded in-between friends and cliques, or worse, hoarded by the first person to be able to buy at that price. Trying to fight the market in real life has serious implications, in game, not so much. However its still more sensible to try to dis-incentivise certain behaviors as opposed to using a hammer.

Have to mention though, our biggest problem currently is simply the number of houses available. Giving the players a few hundred more houses would somewhat fix the problem for a while. Of course, it is just first aid and not a real solution but for a few months, everyone would be happy with let's say 200 new houses. Especially with a few new interiors where people can realistically share a bigger apartment because of the number of bedrooms. I would love to see rentable 3-4-5 bedroom apartments with a shared kitchen. For younger characters, it would be a lovely thing in my opinion. 

 

Mapping something like this is not a big challenge but you can fit a smaller group of people in without much hassle: 

426797ceac3bf215d7e5554c742fdc1a.jpg

Edited by liafriuli
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