Artisan Archive

Thread: The economy is not based correctly.

ikolian
Thu Jan 29, 2004 5:16 pm
#14

Why thank you. I try my best.



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ikolian
Thu Jan 29, 2004 5:30 pm
#15

Aye! 100% free market! woohoo!



Colonel Eanow Wo'Tah- Valcyn Server
Alliance Ace pilot/Swordsman/Master of almost mastering professions then dropping them
Almost mastered Pikeman/Ranger/Commando/Fencer
TheWok
Fri Jan 30, 2004 3:51 am
#16

"to be honest a peson who ask 10/unit for a certain resource is a gouger i dont care if it has uber stats, it still costs the same to pull up."


But, the thing is, people are going to pay more for goods made with the higher quality resources, thus justifying the price increase over the "grind quality" resources.




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Yehosha
Fri Jan 30, 2004 4:34 am
#17

basic economics is built around scarcity and supply and demand....for example...i specialize in harvesting/selling lokian wild wheat on the bria server...when i first started selling it for 3cpu my stock was gone almost instantly, so i gradually raised the price until i found out how high people would pay and i would sell out in about a day(this gives me time to harvest more)...i currently am selling at 7cpu and no one complains...at least not to me lol


anyways pistol why would people waste there time mastering merchant and artisan professions just to barley break even? they wouldn't...yes some stuff is overpriced, but if people are buying "uber" sets of composite armor for 750k-1 mil, i guarantee you the armorsmith will never lower his price...and why should he? should someone buying a cubic zirconia/gold painted watch at k-mart pay the same price for a gold/diamond rolex watch...obviously not...resource quality/type/rarity works the same way in this game...crappy quality + over abundance = low price...high quality + scarcity = high price


didn't mean to ramble...oh well



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Llahmo
Fri Jan 30, 2004 9:05 am
#18

dude this is a virtual "economy" that is in no way based on real world economics. Of course it is going to be screwy. The only application of real world econ theory is supply and demand - very basic stuff here.



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ikolian
Fri Jan 30, 2004 9:09 am
#19

Very interesting application too. I wonder if any college economy majors are using this game as a case study and getting an excuse to play SWG as "research".



Colonel Eanow Wo'Tah- Valcyn Server
Alliance Ace pilot/Swordsman/Master of almost mastering professions then dropping them
Almost mastered Pikeman/Ranger/Commando/Fencer
Elite_Jedi
Fri Jan 30, 2004 11:09 am
#20






Llahmo wrote:
dude this is a virtual "economy" that is in no way based on real world economics. Of course it is going to be screwy. The only application of real world econ theory is supply and demand - very basic stuff here.





Are you kidding? The only application is supply and demand? Besides being that our "imaginary" money doesn't equate to any real world value and people are therefore more likely to spend more liberally, there are many "real world" economic factors at play.


Besides "supply and demand" playing a factor in a myriad of economic applications, you still have the fact that

1) People will value certain goods and services more or less depending on external forces. This affects the demand of products.

2) Availability of raw resources fluctuates greatly, just as in the real world. Especially higher quality ones that can have an effect on finalproduct quality. This affects supply.

3) This game (as in most successful economies) has a slight inflation rate over time.

4) External forces can have an effect on the rate of inflation (different aspects that take money back into the "treasury" are changed, added, or removed.)

5)The resource market (both scout resources and harvested resources) can be though of a sort of commodities market. Some players will even play on the "futures" of these commodities.


And many more.




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TechBoss
Fri Jan 30, 2004 12:48 pm
#21

I have a friend who is an armorsmith and we were very surprised about how high he could raise his prices before sales stopped. You see, he was getting annoyed with how fast his vender was selling out, so he raised his prices. He still sold out too fast. I think he made it up to 40% over average market value before he saw a significant change in peoples buying rates. If people will pay for it, sell as high as you can.


Now, if I could only find some one to buy solid petro-fuel, I could make a few credits.





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Mariki
Sat Jan 31, 2004 9:34 pm
#22

If the same resources stayed the same day in and day out, then resources would stay relatively stable. The fact that some resources are way better then others makes the commodities markets a constantly changing market. When a very good resource makes an appearance, it can make a superior product that will sell for a substantially better price. There is certainly a much higher demand for that limited material and will certainly effect the price. Do you not pay top dollar for the best possible weapon you can find? I know I do...



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LadyGrey
Sun Feb 01, 2004 7:39 am
#23

Surveying is the basis of the economy. However, to imply that surveying is responsible for the ills of the economy is rather shortsighted, and shows a totalignorance of surveying and mining.


I would challenge anyone who thinks that resources are too costly, to a little test. Choosesomething that is only spawning on Endor, travel to Endor, survey for the resource, place some harvesters, and then maintain those harvesters until the resource shift.


First off, you will need to be able to survey, have a survey device, and know how to read it.


Next, you will need harvesters. If you are providing multiple resources for people, then you will need at least one of each type of harvester. If you are in the business of supplying resources, you probably have a large fleet of harvesters so that you coulld put ten of any type of harvester out at the same time. There are six basic harvesters, so you could conceivably have 60 harvesters, 50 of which cannot be used because you only have 10 lots to put them on.


Now, on to Endor. Endor is really a pain. The trees are terrible for using a vehicle, but the rather vicious little animals make it suicidal to be on foot. The terrain is very irregular, and because of the trees you can't tell what is coming up in front of you. You have to stop regularly to survey for whatever resource you are looking for, during which time things can spawn right on top of you. And because you are busy looking at the numbers on your survey instrument, you may not notice the critters before they have attacked you.


You could be lucky and find a good deposit right away, or it could take you several hours to find that there are no good deposits, and you may as well put your harvester on that 45% that you found an hour ago. That is, if nobody else has put their harvesters on it first.


If you are using personal harvesters, then the travel costs to and from Endor for the next two weeks will be enormous. So you put in enough power and energy to last two weeks? A personal has a rather small storage capacity, and has to be emptied regularly or it fills up and stops producing. A medium harvester does have a larger capacity, but on a good vein it too can fill up before a resource shift occurs. Heavy harvesters are great, with a huge capacity for storage, but then you run into the problem of having to find the resource in a place that allows heavy harvesters to be put down, plus they use enormous amounts of maintenance and power.


Now, because it is Endor, there is a fair chance that you may get a disease during your stay there, and getting a disease on Endor is something that doesn't wear off for hours. Hopefully you won't die before it wears off, or you can find a doctor to treat you, or just keep healing the wound damage yourself as it occurs. Of course,diseasedoes battle fatigue, so you need an entertainer also to stay alive.


If you do happen to die from an attack or from disease, and end up in a cloning facility, you will find that all of your surveying and crafting tools degrade when you die (and that is regardless of whether you have insurance or not, because insurance doesn't seem to work on surveying and crafting tools).


When you go back to check your harvesters, be very very careful. Because harvesters seem to attract spawns of nasty things, and you have to balance watching for them attacking you at the same time that you are checking for power and maintenance, and emptying hoppers.


Oh, yeah. Surveyors and miners have it so easy. Just go out, survey, put down a harvester, and sit back and rake in the money.


Did I mention how sometimes I pick up a harvester from my house, walk outside, and the harvester disappears from my inventory for four hours?



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TheRealCanadian
Sun Feb 01, 2004 10:34 pm
#24

I'm going into selling power, and once I get going I will be using a Mill rate to determine the final CPU.


For Example: if a Pe is 777 and my mill rate is 2.5 using the equation (MillR x Pe / 1000) the CPU would be 1.94 CPU.


If you would like to buy power under this system currently, send a /tell or mail to Baj, on Bria.



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AudioOrgana
Tue Feb 03, 2004 1:03 am
#25







progman63 wrote:



Yep, that's what it says - right there in black and white, what people will pay for something.


People that are smarter than most of us trying to tell us how an economy is supposed to work......






LOL, so true.


I don't subscribe to any of this "CPU" bullcrap.


I sell my high-end products to wealthy players who can afford it, and give things away to people that can't.


The other day someone asked me how many "units" of resources were in a droid - I didn't know. I could tell you how many are in some of the key parts, but to be honest I've never added them all up - and I've been a working DE since the first week.


I sell things for what people are willing to pay for them.


It's like comic books - Detective Comics #27 (first appearance of Batman, for anyone interested) is worthless to some people (isn't that nice?), but worth 100's of thousands to another (Mark Hamill, actually, LOL).


I can't keep enough of my 65K swoops on my vendors - only one person has questioned my prices, and I politely explained to them that I would be a fool to sell the vehicles for less than I could sell the resources for. He agreed.


This "culture of cpu" is bunk, and I ignore it most of the time. The original poster - and people that say, "it takes the same to pull up good stuff as bad stuff!" - are simply are clueless about elite crafting. It's not only the time it takes to gather and maintain the proper resources - elite professions can require a dozen or more NAMED resources, i.e. Ditanium Steel, Desh Copper, which sometimes disapear for months at a time (in some rare cases, on some servers they STILL haven't gotten some of them in the first place!).


Basicly, my philosophy is simple : I put my products up for premium prices aimed at buyers who can a) afford it and b) expect and get reliable quality (they'd rather pay more with me than less on untested merchants). If you think it's too much, you are welcome to shop around - and if you are a noob, I'll probably give you a vehicle/droid (if you don't ask, LOL). But people that run around yelling, "3CPU! any more than that is a ripoff!" can kiss my digital behind - as they have no clue about the crafting BUSINESS and they can't be very good at SWG if they haven't figured out that you can basicly print your own credits in this game. There is so much money out there it is staggering, and you can either be a part of it - or you can sit and whine about it.


Audio




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