Architect Archive
Thread: solution to the economy
jol69 wrote:
What the hell is your problem? This isn't Socialist Wimp Galaxies. If the number of credits bother you so much, start thinking of them as "pennies" rather than "dollars".Inflation is a normal part of economies, within reason. Economic growth is almost always accompanied by a modest degree of inflation. Quit your whining and go run some missions.
your right in inflation happens but with how much its in this game is too much. you said it is okay within reason, i agree with this but when i have to run 15 missions just to buy a chair for my house its too much. the biggest problem is that people are paying the high prices for things and the crafters are seeing this and are raising their prices to make more money. people need to stop being so dumb and look for cheap prices, then the people selling things for higher prices will have to lower their prices so it is reasonable.
darthtut wrote:
could a dev post the numbers on inflation in the game?
We could do it ourselves by searching hard enough through old forum posts. Take a few key finshed items that a wide selection of the player base uses - like a certain weapon, stim B's, and small houses - and track how much they've increased in cost. I think we'd all be surprised to see they haven't. Laser carbines have cost me 10-15K for as long as I can remember, stim B prices only nudged up when quality improved, and small houses have almost always sold for around 10K.
I think a lot of complaining about the economy comes from people who have amassed enough wealth to not have to worry about basic items but are still on the outside when it comes to purchasing high-demand loot items. I'm sorry, but adding more money sinks is not going to do anything to this part of the economy - some players will always have huge amounts of cash. All more money sinks will do is force more cash grinding onto those who are still struggling to meet their basic needs, rather than letting them enjoy the game.
peoplewant to compare the game world to the real world. This shouldn't be done. Here in the real world we base everything on the dollar. In the game world you should multiply that by 1000. I'd say 1k is the baseline, because anyone with enough combat skills can go out and make 1k in about 10 minutes time.
I don't see any problem with this. In a free market people are going to charge whatever they want to charge. Those with the money will buy it, those with less money will go buy the product from someone else selling it cheaper.
jwa7170 wrote:leaves:1.casino2.shuttleport3.harvester/vehicle/housing/player city maintenance4. insurance
Don't forget Bank Tipping. From what I remember, there was a "Astromech Stats" feature that said the most major way money left the game was bank tipping.