Architect Archive

Thread: solution to the economy

YettiBoy
Mon Feb 09, 2004 12:56 am
#27






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.
PSKstang
Mon Feb 09, 2004 1:44 am
#28

Personally I think harvesters should cost more maintenance. Not the personal and medium, but the heavies. This is just my opinion though.



-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
TAVERN FOODS in shadowfire
Neni - Head Master Chef for Tavern Foods

It's mmmmm mmmmm B.I.T.C.H.
darthtut
Mon Feb 09, 2004 4:00 am
#29

could a dev post the numbers on inflation in the game?



Garritarro
darthtut
Mon Feb 09, 2004 4:01 am
#30

true



Garritarro
Kentonio
Mon Feb 09, 2004 5:16 am
#31

Things must be different on your server to the way they are on Farstar. On our server prices are low as hell, resources sell for next to nothing and crafters stuggle to make a decent living.
Bandola
Mon Feb 09, 2004 5:54 am
#32

Why worry, the economy will eventually right itself, in the meantime remember it's only a game, you have choices not obligations, if you don't like the price of a chair, don't buy it, you don't need it for anything




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Daisame
Mon Feb 09, 2004 6:12 am
#33

OK... what you suggest. (well in principal anyway) is fine. Prices are very inflated. But... you cannot simply close the tap on the credit spigot and expect prices to go down. The money sinks ALSO have to go down. Currently, most crafted items start at a base price derived from how much the materials cost to obtain. These items take harvesters and power which cost credits to maintain. From that base price, items can increase in value based on the quality of that item. So... in order to rectify the costs, the base prices must be lowered also. if the average unit of resouces costs 3 cr. per unit (with higher quality or rare resources going for upwards of 20 cr. per unit) prices MUST remain high for the vendor to make some profit.


The profit normally comes in with the value the craftsman adds to the item. So.. the trick is to make the resources cheaper to extract and more plentiful. Of course this has the side effect of making it easy to grind your way to a higher level and also makes it more likely that others can craft the same level of things that another can.


The only way I know of solving this dilemma is to make various schematics unique. When you expirament with an item, you actually change the base schematic (for yourself). It cannot be traded. This base schematic once made, cannot be changed. If you want another different type of base schematic, you have to do another.


So in otherwords. You start with some Base Ubese armor jackets. You expirament and come up with a tweak that makes is much better with keneitc damage. Well now that you have done that. The schamatic is done. you cannot make any more tweaks to it. This is no manufacturing schematic, this is your modified base. It belongs to you. YOu can make a few differnt varients of this base but that is it. Others will make thier different designs.


Now, expiramentation would also need to be based on not only material quality, but also skill and luck. The expiramentation process should be much more involved and time consuming. But... once you have made your new template, you don't need to have the exact same materials you used to expirament with. You could use others (within a percentage of diffeence) This would allow you to make those nicer jackets with slightly less exotic materials. Well, with a lower level of quality anyway. These things make it possible for the manufacturer to add value to thier items.


Lastly, as your skill level increases you should be able to do more with less. The resource requirement should decrease. Using a factory should also reduce this.


This is my idea for making the system cheaper. This would cooincide wth a reduction in credits flowing into people's pockets too.


Thing is... the "genie is out of the bottle". Not sure how to get her back in. It may be to late for these types of changes, or any type.



Maako,Master Bounty Hunter/Rifleman Intrepid
Luke: "Is the dark side more powerful?"
Yoda: "No, It is quicker, easier, more seductive."

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

DirthNader
Mon Feb 09, 2004 6:15 am
#34






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.




The artist formerly known as Ittov
ZenMaster
Mon Feb 09, 2004 6:49 am
#35

luke said "10000", not "7000".

biwan:
druceshadowfax
Mon Feb 09, 2004 6:50 am
#36

Everything degrades isnt that a money sink?



Skyway......Tuff
Niklesnitz
Mon Feb 09, 2004 7:39 am
#37

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.





Holosim - Master Architect of Flurry
Emee
- Gunslinger of Flurry


Come see the market of New Freeport, Naboo - Flurry

Just a Hop, Skip and a Jump from the Shuttleport


UmmonPrime
Mon Feb 09, 2004 7:57 am
#38

The money isn't disappearing. The only things thatare sinks in the game is harvestors and homes.



Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


Erlkoenig
Mon Feb 09, 2004 8:02 am
#39



jwa7170 wrote:
leaves:
1.casino
2.shuttleport
3.harvester/vehicle/housing/player city maintenance
4. 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.



Earen
Master Artisan
Master Armorsmith

"Well I'm loosing 500cr for every vehicle I sell, but I'll make up for it in volume!" - Popular Theory on How Crafting Classes Should Set Prices
Page 3 of 5