Architect Archive
Thread: solution to the economy
darthtut wrote:
at the very least the devs need to slow the flow of credits into the economy.
Fixing the credit duping would help here an awful lot.
IMHO, of course
ha ha,.I like the idea of Taxing missions. To make it interest'in though,..have it flucuate constantly depend'in on the town faction balance,..kinda like the kingdom point thing that that 'nightmare of an interface game' FinalFantasyOnline has ; ) Then people would be really rooting for good cities, heh.
What if yer neutral? Well,.figure out some equation fer that 'tween the factions. Heck, ya'll think if America's and Europes economy hits the cr4pper, "neutrals" won't feel the sting? Ok, enough typ'in ,.time ta play the game,.peace out.
Speaking from a Master Weaponsmith and Armorsmith's POV (Yay me, =P), it's not that a full suit of 85% composite armor is worth 300k, or a Krayt Laser Rifle that sells for a few mill, but it's the fact that people are willing to pay that much to have the best of the best. Now that's modern economics put to work (although, in this case it is highly magnified).
Well, just thought I'd put in my two cents.
Gorgeth wrote:People it takes less than 20 cents to get 1 unit of a resource out of the ground.. why do any of them sell for 3 cpu? much less 10 or 11 cpu?
Because the market will bear such a price. If everyone refused to pay 3cpu, then the prices would drop ... it's that simple. It also takes a minimum investment of 15 skill points to offer this service. That's 15 skill points that could be spent someplace else ... heck, that's an entire skill tree branch for a profession you've already started.
Gorgeth wrote:Hides are FREE
Actually, they're not. It takes time, effort, an investment of equipment and skill points to provide those hides. Just because you don't have to put money into a slot doesn't mean that it doesn't cost anything.
Gorgeth wrote:1) crafters gouge so they dont have to craft (its mind boggling but the basic deal is raise prices till your vendor stays stocked long enough for factory to be finished...
That's not the way I've ever set prices ... and most crafters I know don't do it that way either. But there's always "what the market will bear" also. Could it be that if the consumers wouldn't pay that much the crafters would lower their prices? You bet!
Gorgeth wrote:2) consumers need the items so they pay the prices..
Incorrect. They want the items bad enough that they choose to pay the prices.
Gorgeth wrote:but in order to do so they go into the harvester game.. (because everyone can place 10 harvesters) then they turn around and sell those units to crafters.. for inflated prices..
3cpu being "inflated prices"? I've paid 3cpu before for grind quality resources. Why? Because I didn't want to wait for a harvester of mine to drag the resources out of the ground. It was worth it to me to pay the extra to not have to wait. If it's not worth it to you ... then drop your harvester and wait the hours it takes to get the resources out of the ground. It's that simple.
Gorgeth wrote:3) crafters gouge some more because the consumers gouged them on hides/resources
Or maybe it's just because the crafter's cost goes up, their price has to go up in order to make a profit? But it sounds so much more sinister when you use the word gouge doesn't it? Like there's some big crafter conspiracy? Maybe it's because Doctors are willing to pay top dollar to Scouts for meat ... and in order for Armorcrafters to get the hide, they've got to compete with that? It's called "competition" and many economists think it's essential for a healthy economy.
Gorgeth wrote:4) players whine that they cant afford the basics, and the flow of cash into game increases..
The flow of cash into the game increases only in these circumstances:
- More people play the game, hence more people running missions, hence more credits from missions coming into the game
- Same people run more missions, hence more credits from missions coming into the game
- Missions pay more money, hence more credits from missions coming into the game
In my experience, #3 has not happened. And I don't see anything wrong with #1 and #2. And in my experience, players whine whether or not they have a good reason.
So swgcraft.com tells you your cost is 0.2cpu? Well, as good as the calc is it's not taking into account a few things. First are the ancillary costs like shuttle fares, redeeding, and even wear and tear on speeders. Second are the cost of the actual harvester - I've got 500K in a small fleet of mediums. What about those of us who have to buy power because we're not doing lot swaps? I harvest the vast majority of my armorsmith's resources and they probably cost me more along the lines of 0.5cpu. Considering the amount of time and the limited space most of us have, I have no problem paying 3-6cpu for a material I need. If I had the funds to buy the elite, out-of-shift materials I would.
Hides are not free. I'll take my MBH out hunting if there's a high priced resource in shift. I don't need xp, my equipment is expensive, and I'm paying for buffs, food, spice, and travel costs. Not to mention time. Sure, hide prices have gone up because a lot of folks are holo-grinding and/or have left the hunting trade, but the servers are also maturing. For a lot of hunters hides aren't gravy on top of xp and mission payouts, they're something that we wouldn't otherwise spend our time on. I don't consider my time free.
Finally, I've been paying since launch and I've seen the prices on the "basics" stablize. For the most part piece of standard equipment costs the same now as it did months ago. That being said, I don't consider loot drops to be "basics" - and most of the complaining about the economy has to do with loot drops.
Honestly the only two things I see increasing in price outside of loot drop territory are doc buffs and high-end composite. The thing is that both are continuing to improve. Sure, elite comp on Ahazi is around 700K, but some of these guys are hitting 70% base unsliced on triple layered comp with surprisingly low HAM. I paid 9K on Shadowfire tonight, but the doc hit near 3K on every stat.
The point is that players are putting a price tag on their time, and that's something that can't be quantified with harvester calculator.