Artisan Archive
Thread: Resource Pricing
34234235 wrote:
If someone is willing to pay 500 cpu for a resource, it's only because they know they'll make their money back, and then some, in the finished product.
Unfortunately if they pay 500 cpu and intend to recoup investment and make profit just goes to show that there is too many creds floating around.
It turns out that there is asimple and highly effectiveway to deal with price imbalances: information.
Suppose you really wanted a yellow thraggle prawl, but you also wanted to find one ata competitive price. You visit the nearest prawl shop, and find that the owner is asking 53K for yellow thraggle prawls.
If it's hard to do comparison shopping (as it is now), you might go ahead and buy that 53K prawl... and then get annoyed when you visit the prawl shop one town over and immediately find a yellow thraggle prawl for 14K.
But what if pricing information was readily available? Instead of taking the first price you found (and possibly paying way more than the average asking price), what if you could pay a small fee to search all the vendors on your current planet, or (for a more significant fee) search all the vendors on your server for the item you want?
Easy access to price information drives down prices by insuring price competition among sellers. When you know that buyers can easily find out if your prices are higher than average, you're motivated to keep your prices low or risk not making sales.
Naturally, if buyers are lazy and don't want to take the time to search for good prices, then priceswill remain high. But why shouldn't laziness be expensive?
Soinstead oftaking some heavy-handed approach (like price controls)that, while intended to reduce prices, has other undesirable side effects, why not work with human nature instead of fighting it?Give buyers the tools they need to find the best deals, and prices will come down naturally because sellers will competefor sales.
--Flatfingers
[edited to correct some spelling goofs]
Message Edited by Flatfingers on 01-20-2005 05:29 PM
well said 5 stars for you
Flatfingers wrote:
It turns out that there is asimple and highly effectiveway to deal with price imbalances: information.
Suppose you really wanted a yellow thraggle prawl, but you also wanted to find one a competitive price. You visit the nearest prawl shop, and find that the owner is asking 53K for yellow thraggle prawls.
If it's hard to do comparison shopping (as it is now), you might go ahead and buy that 53K prawl... and then get annoyed when you visit the prawl shop one town over and immediately find a yellow thraggle prawl for 14K.
But what if pricing information was readily available? Instead of taking the first price you found (and possibly paying way more than the average asking price), what if you could pay a small fee to search all the vendors on your current planet, or (for a more significant fee) search all the vendors on your server for the item you want?
Easy access to price information drives down prices by insuring price competition amond sellers. When you know that buyers can easily find out if your prices are higher than average, you're motivated to keep your prices low... or you risk not making sales.
Naturally, if buyers are lazy and don't want to take the time to search for good prices, then prices will remain high. But why shouldn't laziness be expensive?
Soinstead oftaking some heavy-handed approach (like price controls)that, while intended to reduce prices, has other undesirable side effects, why not work with human nature instead of fighting it?Give buyers the tools they need to find the best deals, and prices will come down naturally because sellers will competefor sales.
--Flatfingers
examples
Lower mission payouts.
Raise harvester maintance
find out who are the richest and why and try to balance it somewhat.
Not saying no one can not get rich just make it alittle more of a challege.
I would guess that was probably a specific rare resource needed to make lightsabers and was sold in relateively small quantity.