Artisan Archive

Thread: how to slow the inflation problem

stryfex03
Wed Jan 21, 2004 2:39 am
#1

You're getting this all wrong. These people who pay you 100k for resources.. where did they get their money from? Think about that.


Requiring certs for using harvester isn't going tofix inflation. Let's say there's much less resource sellers. These people who used to pay you 100k for resources.... they still have their money. Lets say they still need resources. Where are they going to get resources now? There's much less supply, because now you need certs to use harvesters. Guess what's going to happen to resource prices? You're trying to fix it from the wrong end.

Kutan
Wed Jan 21, 2004 5:25 am
#2

Who uses Heavy's anyway? There a waste of money....Are you a noob? Look around everyone uses medium....LOL
MrHawat
Wed Jan 21, 2004 6:15 am
#3

Do your mediums have 14 BER? My heavies do.
famousbarry
Wed Jan 21, 2004 6:25 am
#4






Kutan wrote:

Who uses Heavy's anyway? There a waste of money....Are you a noob? Look around everyone uses medium....LOL






Uh, you may not be aware, but a heavy havester has ber's of 13 and a medium has 10. um, that extra 3 ber is what the serious lot renting miners of the galaxy pay for. look in the landscape, all you see is heavies.
O-Jen
Wed Jan 21, 2004 6:47 am
#5

Back to the original point, it's not resources that are the problem. It's that there's too many credits being put into the game. That means loot and missions pay too much.



DarthBeans
Wed Jan 21, 2004 7:04 am
#6

I earnt a lot more money as a Master TKA than I have done as master chef and master artisan so stopping people from mining won't achieve much, it will just make those who can use the equipment greedy and they'll push their prices up.
Happymob
Wed Jan 21, 2004 7:45 am
#7

Basic supply and demand - if you reduce the amount of resources being harvested (decrease supply), you will increase the price. The higher BER harvesters should be driving down resource prices, but so far, we've seen the opposite. Which means demand is currently much higher. I suspect that the demand is being driven by holo grinders, but who knows?




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Pistol
Wed Jan 21, 2004 8:31 am
#8

Here's my thoughts on the issue. The problem is a lack of a mining profession. More specifically, its the difficulty in finding resource spawns of high quality.


Let's say we add a mining profession. If you go for being a miner you get new skills to go with that. These skills would allow you to survey wider areas and also give you the ability to search for resources with specific properties. Now instead of just searching for copper you would search for a copper with high conductivity. Miners could then find resources easier and put more product into the economy. With high quality resources now entering the market at a higher rate the price for resources should go down AND people will have better quality resources to choose from.
PSKstang
Wed Jan 21, 2004 8:54 am
#9

The only way money comes into the galaxy is by mission terminals (correct me if I am wrong). The problem is that there are not enough money sinks. I would gladly pay double maintenance on everything (not power, then Id be pissed :smileywink to soak up some of that money. If everyone did the resource buisness, then new money would slow down from coming into the economy. I think my information is correct, please correct me if I am wrong so that I dont view the SWG economy so simply. And I agree with the need of a mining profession. I personally love looking for resources and tracking shifts, I wish that I could do it more efficiently. Another money sink would be double insurance (not sure how well this will sit with people), but no 1% decay. Then again the decay makes armorsmiths and tailors more useful since people's armor falls apart a bit quicker. Ah well things aren't too bad, not sure if changes like this would make things better or worse.



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

It's mmmmm mmmmm B.I.T.C.H.
O-Jen
Wed Jan 21, 2004 9:56 am
#10

Maybe you guys are on to something.


Perhaps the devs don't need to lower mission payoffs. Maybe what's needed IS more money sinks. BUT, it isn't the struggling noob we need to smite. It's the uber-wealthy we need to do something about.


I've always wondered why maintenance on heavy harvesting equipment and factories is so low. It should be much higher, or at least take more lots to discourage having a horde of them. I also think an empire-imposed tax on any structure taking over the size of a one room house or personal harvester is fair. After all, they ARE trying to build that other Death Star.


Keep in mind what I'm proposing will smack me in the chops, since I'm doing quite well thank you! But it aggravates me to see the economy in this game so screwed up.


O-Jen


Iygow
Wed Jan 21, 2004 11:30 am
#11

Ok, try this on for size as a money sink for the wealthy:



The Empire has imposed a wealth tax. Every week or so, each player's bank and cash and maintenance pools are "audited" and a graduated tax imposed on the balance.


500,000 or less ---- 0%

500,000 -1,000,000 ---- 10% of the total

1,000,000 -5,000,000 ---- 20%

5,000,000 - 10,000,000 ---- 30%

10,000,000 and up ---- 40%


This will remove a lot of money from the game very quickly without penalizing newbs.



Putting on flame retardent suit....



O-Jen
Wed Jan 21, 2004 12:03 pm
#12

Not bad. The imps have to fund their crackdown somehow. Just make sure its like the US Income tax system, so that it's graduated (i.e., the person who makes 1,000,001 credits doesn't end up with less money in pocket due to taxes than a person who had 1,000,000 credits.).


However, there's going to bea HUGE migration to non-credit wealth. That is, the wealthy will buy stuff to hide their credtis. That won't be all that bad, but if you think inflation is bad now....


O-Jen
stryfex03
Wed Jan 21, 2004 12:14 pm
#13






Pistol wrote:

Here's my thoughts on the issue. The problem is a lack of a mining profession. More specifically, its the difficulty in finding resource spawns of high quality.


Let's say we add a mining profession. If you go for being a miner you get new skills to go with that. These skills would allow you to survey wider areas and also give you the ability to search for resources with specific properties. Now instead of just searching for copper you would search for a copper with high conductivity. Miners could then find resources easier and put more product into the economy. With high quality resources now entering the market at a higher rate the price for resources should go down AND people will have better quality resources to choose from.






This isn't going to work without revamping the resource spawn system. This isn't going to help much anyway. Ok, so now you have a constant source of high quality resources. Let's say the supply for this high quality resources is limited. The best crafters with enough money is only going to want this high quality resources, driving the price up even more. If the supply for this high quality resources is not limited, then every crafter will want this high quality resources. Prices for this high quality resources will go at about the same price level normal resources go for now. So what have you fixed? Nothing.
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