Architect Archive
Thread: Player Based economy and improperly placed money sinks
I have been reading a lot of the forums on item decay and the horrible state of the economy for various crafting professions. Most of the arguments have been about upkeep, pricing and decay. Lets look at them individually.
1) Upkeep: Upkeep is why crafters need to make money. Artisans and their various professions all require buildings that necessiate an upkeep. The problem that I have seen is in the monetary necessity for upkeep. If the upkeep was based on a craftable good, a resource, or a service another professions can provide money would then be put in the place of a tool. So it would not be necessary to have massive amounts of credits to run the harvestors.. you could use favors, or services, or money for services but there would not be the necessity of money to run the harvester. This adds more depth to the player run economy as well.
2)Decay: Decay, if implemented, would deter only a few people from from buying. But people will still buy and overall it would stimulate the economy. It would cause a small decline in initial buisness and deter newbies from buying right off the bat, but it would allow for established customers. Decay should be implemented in all items. Without decay the economy will stagnate and we will be left dealing with only newbies.
3)Pricing: Let people undersell if they want to, they are only hurting themselves. If a person comes to me and says that my prices are way too high I tell them to go else where and most of the time the buy from me anyway because I am convient. Its free market.. or some semblence there of.. and the customers are only partially in control. Remember supply and demand... but pricing will be dependant on how decay and upkeep are run.
In conclusion I think we need to let the developers know that we want the player driven economy that they promised us. Even though we won't agree on most things, we probably can agree on having a player run economy that was promised us.