Artisan Archive
Thread: Economics 101: The Bane of Player Based Economies
Whrlwnd13 wrote:
I'd say that the reason that vehicles are being sold by Artisans so cheaply is because (Prior to Patch 6) there were numerous unscrupulus vehicle dealers selling vehicles for10 -15k. Since there are no stats listed on the deed Artisans that craft quality vehicles are unable to compete.This forces them to lower prices in order to get vehicles to sell.
In essence, they are not playing the game, or contributing toward anyone else's gameplay (though in their minds I suppose that is what they think they are doing). It is the only excuse I can think of for limiting the use of harvesters to crafters, just as a way of limiting the amount of resources that fall into the hands of these perverted children.
SingSolo wrote:
ShaoSanPoi wrote:
The cost of resources is also important.Mining your ownresources on average cost less than .3 cpu.Using that valuea swoopcost about 2500 credits to produce. If you sell it for 16000 credits you have earned 13500 credits or a 540% return on your investment. The crafter is making a decent profit.
Okay. The same crafter paying .3 CPU for resources sells those resources directly. They are now selling them for (at a minimum) 24000 and have earned a profit of 21500 profit. Which is roughly 896% profit. Okay.... which is better 540% profit or 896% profit?
Now on my example of the 10% bike, the poor sucker that was fine with it will need to repair it every hour or so or it will die... Well he/she bought a lemon and now has to deal with it. The quality does affect the resistances and HAM to a good deal, so it's really worth buying a quality product.
Okay, I'm tired and starting to ramble....
Drogon Ope Master Artisan, Master Creature Handler, Marksman (0/4/0/3), Medic (3/2/0/0)
Hello everyone,
Having read 80% of the posts above, I would like to add the following.
I am new to MMORPG's, and of course SWG. I have also picked artisan as my first career choice ![]()
I would like to think that the 'big picture' needs to be looked at by everyone. By that I mean how the economy will rise and fall until it reaches equiblibriam. Imagine that only one Artisan existed in each galaxy, items created by him would be worth vast amounts because his items would be so rare. If however, there where many many artisans in the galaxy, crafted items would be so common they would doubtless be very cheap for non crafting classes. Of course, what you need is something in the middle. If the artisan class becomes difficult to play and develop because of falling item costs, fewer people will start in or stick at that profession. That would lead to fewer artisans, that would lead to items becoming a little rarer, and the price would rise. Rising prices would entice more players to start artisans, creating more items, making prices fall.... and so on and so forth. This is not a quick cycle of events, it will take months to see rising and falling prices due to the number if artisans in the galaxy.
However, because artisans are essentil to the SWG world ( what kinda world would it be without the items they create ) there will always be a playbale equiblibriam that the ecomomy will tend towards over time.
SingSolo wrote:
As for your "use of the shuttle bug", like any exploit, any player who uses it should be drawn, quartered, public humiliated, and then promptly have their accounts canceled.
Here I have to respectfully disagree. I've paid for numerous garage repairs that did not stick (even though I stored the vehicle immediately after the repair). Even though it affects the quantity of vehicle sales, I can't fault players for taking advantage of a bug when the proper procedure for repairs is broken. That is the fault of development.
Theory 1 is that it may have to do with the fact that the server can only allocate so much memory per person. Lets say you take out a speeder, then either take a shuttle or ride another bike at least 3000k away (guessing the number, I don't know for sure). The server forgets the information about you being there, and no has data stored regarding you in your new location. The bike is "forgotten" so to speak. When you try to store it, the server cant find it. Rather then do nothing, it gives you a new instance of your vehicle.
Theory 2 is that during the loading of you into the new location, the instance of your vehicle gets lost because it is a temporary variable and it has to reinstantiat an instance of your character. When you try to store your bike it can't find or remember where it was, it just knows that it isn't in your data pad. So when you store it just gives you a new one.
It could be a combination of both. I haven't seen the source, I'm guessing. Contrary to what most people think, you can exploit the shuttle bug between shuttles on the same planet. If it behaves the way I think it does in theory 1, you could just walk a long dinstance and have a new vehicle. I haven't really tested it, but if I get bored I could perform one or 2 tests and figure out which theory seems to best suit the bug. It may also be affected by what planet you are on and server load, who knows.
The point is, HAM is irrelevant when it comes to vehicles because of the shuttle bug. I think vehicle speed should depend on the resources and experimentation. I'd pay 60k for an extra fast speeder, shuttle bug or not.