Architect Archive

Thread: solution to the economy

UmmonPrime
Mon Feb 09, 2004 8:30 am
#40

5% does start to add up.



Elood- Trader - Retired AS/SW

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

Dark Sword, Naboo 6932 2054 Loots


TevooRerio
Mon Feb 09, 2004 8:57 am
#41

I'd be willing to plop down a cool million credits for a stripper pole in my Cantina /shrug



The One With a Silent Voice
Ryche_Mykola
Mon Feb 09, 2004 8:59 am
#42

What maybe the devs could implement is a sort of "FED-EX" in the game, just like you don't have to be on the same planet to bank tip, let people trade and not be near each other either. Charge a flat fee of like 500 or 1000 credits per item............



Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
Krallic
Mon Feb 09, 2004 9:18 am
#43

I like that FEDEX idea, would be extremly practical if you didn't have to shuttle inbetween all the planets just to pick up a few units of resources from the bazaar.
Chewie101
Mon Feb 09, 2004 9:39 am
#44






darthtut wrote:




right now there is just more and more and more and more money on the market, as a result prices are just going up and up and up and up. it is pretty basic economics if you think about it.







Which prices are going up? They seem pretty stable to me not counting holos, pearls and crystals.



Trone- Master Brawler - Master Swordsman
Tronea- Master Chef - Master Armorsmith
Troneas- Dark Jedi Guardian
¤ 12/21/03 Jedi 5/15/04 Jedi Knight ¤

Master_Mavric
Mon Feb 09, 2004 9:59 am
#45




Darthtut said


"7000?!? i could almost buy my own ship with that"-Obi-wan





No Luke said this followed by...


Han: "And whos going to fly it kid you?"


Luke:"Hay im not a bad pilot myself. We dont have to stand for this."


Ben:"We can give you 2000 now and 15 more once we reach Alderan."


Han:"17000 huh. Ok you got your self a ship. Docking bay 17."







Anyway I could care less about the econamy. There isnt one anyway. All i care about is that I make some profit and ill sell at what ever price it takes to do so.


Hiang Lib

Master Architect, Master Artisan

Cliff Top Industries







Major Tolk Esrafa, MRiflemen-BH-Ranger, Antarian Ranger
Capt. Aris Esrafa, MBH-MCarbineer, Antarian Ranger


Gooney
Mon Feb 09, 2004 9:59 am
#46

This is always going to be the problem in an MMORPG.


Some people simply play way more than others.


Personally I havent found there to be an over abundance of credits in the game. I've only been playing 3 weeks though and have been crafting or being a medic or musician most of that time.


Others, friends of mine are much wealthier. They play more hours than I do and mostly do missions.


There will always be a disparity between those that play more and those that dont. What will end up happening is that the ones that play the most will either tire or just continue hording credits. No problem here as the game has taken on an aspect of "he who dies with the most wins" for those types.


Yes it is fairly easy to get credits in this game but I suspect that this is by design. After all, there are no copper,silver,gold,plat coins, etc. but a straight one monetary unit economy. Essentially the market will determin the prices, there are already money sinks in the game, but of course if you choose to avoid those you will quickly amass a big ol pile of credits. But what fun is that?


So what I'm saying is that folks that leave effectivly remove thier credits from the game. New folks create a new market. The expansion will inevietably bring back a segment of veterans who will then spend thier creds on spaceships and the cycle of life will continue.


I really dont see what the problem is here anyway. Is it that there are too many credits or that prices are too high? I dont see that either is the case for more than maybe your first 2 days of playing.


And just how are prices inflated...what possible framework can you compare that with? How much Luke payed for a Land Speeder in 1976? Credits in the economy will always be increasing directly proportional to the number of new players in the game( assuming those players begin "creating" credits by doing missions)...its an upward curve.


Just think about it.


Its not the amount of credits payed to do these missioins its the endless nature of the missions themselves. Even if they only payed 10 credits a mission youd still have this curve upwards, just at a slower rate. Those who played the most would have the most. Its simple as that.


-Prev



Prev Mooney
~LVN~
~ Pro Res Republica~
Eaca
Mon Feb 09, 2004 1:15 pm
#47

Rich people already have thier credits and thier means to make more. All nerfing missions and increasing the cost of base items does is hurt the new people. Unless the rich spend thier money on rare items looted by others, the money just stagnates. Devs have to come up with something for the rich people to spend money on.
Veers_Intrepid
Mon Feb 09, 2004 1:27 pm
#48

to be honest a fighter can make way faster money then a crafter, when u compare the work.



i got also a fighter char. dont think of newbies but an adv fighter can get so easy 10k credits or even more with 1 mission and he has fun while fighting to.







Veers - Master Architect / Master Artisan / Master Droid Eng. / Merchant from Dantooine (SWG Beta Tester)
Customer: what i can do with a droid? DE: hmm i dunno, but they are cute ask a Dev
ideas
Mon Feb 09, 2004 4:45 pm
#49

There are maybe three kinds of money sinks in a game.


Punitive money sinks are the kind that you pay, "or else". Repair your vehicle or else it falls apart. Pay your house maintenance or else it burns down. Pay your insurance or your equipment degrades even faster. You can avoid them only by avoiding all of the fun content related to them. People get used to them, but nobody likes them. They serve a purpose though by allowing the server to legitimately delete buildings of people who have not played in months.


Functional money sinks just make the game work in a reasonable way. Travel tickets allow you to go to different planets. You don't have to go, and there isn't always a great benefit to going, but sometimes you just want to go. Bank tip fees, bazaar listing fees, and paying NPC trainersare other good examples. People understand the purpose of these things but don't feel enthusiastic about them.


Perk money sinks give you somethingextra for your cash. I can't think of any current examples in the game, but when you buy a piece of decorative furniture from an architect, it is a perk cost because it has no function in the game. You buy it just for fun! It's not a money sink, however, because this money goes to another PC.


Perks make the best money sinks for a game with unlimited income (like the mission terminals of SWG -- money keeps coming in as long as people want it). Any money sink that is unavoidable (e.g. more expensive harvesters or vendors), becomes a "cost of business" and the player will tweak their prices upward to compensate, forcing the mission-takers to take more missions to afford the same goods.


Perks help regulate the economy. People take missions when they need/want more money. They buy perks when they have more than they need. When they stop taking missions and stop buying perks, then they have just about the right amount for their purposes.



Perkmoney sinks include things like:


* Instant shuttle travel for 10x cost. It's optional, so frugal interplanetary merchants can sell their goods cheaply and still make a profit.


* Renting extra lots from the server. This could be very expensive but would not be considered strictly a cost of business because it is only necessary for very large-scale operations. The small guy (living with his 10 lots) can afford to make things less expensively than the one who rents more lots.


* Donating money to your faction for Faction Points. If faction members can purchase their own faction's thanks on a smaller scale it becomes a money sink and a great way for crafters to feel like they are really helping the faction somehow. (Note that Smugglers should retain a better rate of conversion, so as to maintain superiority in the faction purchasing realm.)


* Donating money to "the game" for badges. Some people will pay money for extra badges like "Donated 1 million credits to the Meatlumps".


* Paying med. center NPCs for faster healing. When there isn't a PC doctor nearby, rich players would gladly tip the NPCs in order to get some faster healing. This should never be better/faster/cheaper than a PC can handle, but should be analternative to waiting when the PC isn't around.


* Paying Repair Centers for vehicle performance boosts. Currently vehicle repair is just apunitive money sink, best thought of as buying fuel for the vehicle. But if people could pay money to make their vehicle go faster or have better terrain negotiation, they would happily pay without complaining -- and would probably pay more money faster and more often than they do for repairs.


* Advertising for businesses. People would pay money to get their name or brand more visible in the game. This is kind of a cost-of-business expense, except that there are free ways to accomplish a very similar thing (spamming at a spaceport, building your shop in a good visible site, being a good business-person, etc.)




I'm sure people can come up with many many perks that would make good money sinks. So far SOE has not really latched onto the possibilities this offers, and prefer to stick to the punitive/functional money sinks.








So, let me get this straight: To advance my character, I have to give up my current abilities?

Flurry: Ikeya Ibye (Master Droid Engineer, Master Artisan, Master Merchant)

IKEYA Grand Mall - Naboo, Moenia - Waypoint 5000 -4000



vonbloodworth
Mon Feb 09, 2004 6:38 pm
#50

the terminals were never suposd to pay out that mutch.....wining uped that.....if you go do an npc mission....the ones on the street...how mutch do you get?50c 100c 15c .........thats what this game needs to be baised on.....put the terms back the way they were......and all is solved.....





Trucegore vonbloodworth,wonderhome
Mayor/guild master

Pikeman, Polition, Merchant,Master Artisan
***** Im easy to talk to once people get to know me, but holding my personal audiences on a throne of bloody skulls tends to put them off at first. *****
Puck_Starfire
Mon Feb 09, 2004 11:03 pm
#51

On the subject of tipping doctors, I suuuuuure wish I could tip my doctor. Maybe medical bills wouldn't be so darn expensive. Yes, I think tipping to be healed is absurd. Maybe we should start tipping crafters for weapons.
NattyDreadlock
Tue Feb 10, 2004 5:46 am
#52

Ive seen citie in Tatooine with harvesters. Lets assume there is state owned harvesters that sale on the bazaar. These state sold items would be set at certain level...yet dynamic(how? beats me, that snot my job) That way thereare resources atreasonably available prices.This will encourage us to keep our prices somewhere around the state price. These state sold items would not re-saleable on the public market, but onecould sell it back to the state for the amountthey bought it for. this way you arent stuck with surplus resources, but people cant churn state sold items back on the public or their private vendors for a profit. The state sold resource coud be over average quality and sold just above the unofficaly agreed standard price of 3 cpu. Maybe it will start at 3.25cpu. It will adjust up and down based on the average local cpu for that town atroughly +/-7.5% of the average cpu but never droping below 2or exceeding4 cpu. That way there is a reasonable ceiling and floor for the price regulation. People can still price below 2cpu or above 4 cpu...the state just wont. The state will basically be setting the price for average quality resources and but high value an low value resources will still be influnenced by the market...the thing is that increase or decrease in price will need to reflective of the quality with respect to thecost of average resources.



Does that make sense?


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