I hope that they don't hate me. That point aside, I think you're both totally right.
The change doesn't have much effect on the super wealthy. But let's look at both sides:
1. Say it HURTS the wealthy to have a tax. Why should they be taxed more? In the real world, there are plenty of arguments for this (mostly boiling down to wealth-distribution across society). That doesn't exist here. Nobody starves because someone else feasts in cRPG.
2. Say it HELPS the wealthy. I think this is closer to accurate. It pushes out the small-market players but with more lavish reserves, the wealthy get a tighter grip on an already small market. Small markets are FAR more easily manipulated and subject to wild variations. Predictable markets are a sign of a healthy economy. This is why you can't (and don't need to) barter at an American Walgreens, but if you're paying the asking prices in Cairo markets you're a moron.
More importantly, this is a game. It's supposed to be fun. The harder it is to get into the market, to wield it effectively and efficiently, the less fun it is.
Sidebar: More market information, such as what we've been provided recently, are very good additions. Keep them coming!
Gazda, that sounds more complicated than I think it needs to be. Making quick money as a new player isn't too hard, and cheapening the challenge of gaining game resources by giving out free gold has a sort of opposite effect than what we want- decreasing the sum of gold held by all players.
You're totally right about inflation though. Taxes just inflate the cost of goods.
I don't like when people complain without clear solutions to their complaints. So here's my recommendations, step by step:
Okay, so what's my big plan to get the same result without this TURRRRRIBLE implementation?
First, remove the tax.
Second, create persistent gold sink barriers, market and non-market related. Example? Limit players to 2 sales and 1 auction, with "buyable" slots with exponentially increasing cost.
-- Side note: They've been doing fantastic things with this recently- retrain, titles, blacksmith, so forth. These are great ways to reduce gold. What about more mini-games, like the lottery?
---- Example minigame: Fantasy Soldiers - Think Fantasy Football/Baseball/etc. but you pick ten players and some formula (just K/D ratios?) determines who gets the most points. Winners names are recorded, but prizes are nominal or non-existent.
---- Example minigame: Poker, gambling games; there are plenty of flash scripts out there.
Third, synchronize Strat and cRPG gold. Saaay WHAAAT? Dead serious. You want people to start spending gold, give them something substantial with it, like armies and equipment. THEN you'll see one hell of a competitive market. Gold will mean a whole lot more. Although the super wealthy would gain a big boost, it's not like it will last forever. Plus, this is ALREADY happening. Might as well make the process open and easy.
So, there you have it. Creative gold sinks trumps arbitrary taxes.