Artisan Archive
Thread: We're the artisans, why's the economy crap?
The hologrinders in my guild almost exclusively use practice mode for the xp bonus it gives. As far as personal harvs go, the redeed cost keeps a lid on their pricing, keeping them affordable for newbs. The only way to get repeat business on personal harvester sales to non-artisans, is to keep them priced below the 3k redeed cost for Wind and 1.5k for the others so that when resources shift, it is cheaper to buy a new one than redeed an existing one.
True, credit duping has been fixed, (hopefully for good) but the damage has already been done. And while starships in the space expansion, if initially available from NPCs,will create an enormous voluntary money sink, waiting for the space expansion is a bit unpalatable.
As to incomplete market data and inefficient markets, well, while I certainly understand your frustrations, it does create opportunities for those interested in arbitrage. ![]()
Wow! Now THERE'sa response!
Thanks for the essay, critical thinking is exactly what I was hoping for.
I still can't agree on the price fixing. It has never worked in real life, won't work in the game.
What happens is this: If the price is fixed too high, people will make and sell way too much of it. The price SHOULD go down to clear the excess but it can't.
If the price is fixed too low, no one will make the item (except hologrinders for whom quality is not critical). They will put their effort into a more profitable pursuit.
I think that there's nothing really wrong with prices. They are just a symptom of the hyper-inflation.
I'm not sure about the credit dupe. I don't even know what that is, except that it must be some sort of exploit. Regardless of how its happening, there's too much money in the game. People don't have to work together, few people are dependent upon another's services the way they would be in a healthy economy.
And, I'm not entirely complaining about it, since my wealth has increased 250,000 times what I had three weeks ago. I WILL say its strange.
O-Jen
its not the resource trade that has created the problem. there are too many credits in the money supply. when people have more than they can spend, they will pay any price for an item. credit dupers are the cause. resource trade just shifts the distribution of wealth. not the money supply. money supply is affected at two points, the introduction of credits into the economy (mission payouts, DUPERS) and the money sinks that are built in (maintenence, insurance). the money sinks are designed to take money out of the economy, they act like a tax. they just fixed the dupe exploit and banned acconts for it. just wait and see if that does anygood. it should have a huge effect because the people who had got used to supplying the dupers with materials and items will now have to re-evaluate their pricing structure.
O-Jen, its not price fixing. the system that I would have in mind is just a centralized information system that tells what the going prices are. not a published guide that says we artisans sell ore for XX.XX/unit. It just recaps the sales for the previous day. They could make it real easy and only go off the bazaar, and not count what is sold in players vendors. unless the databases are linked already, I don't know if they are. Just a tracking system is all that is needed. so that we can say, "im selling my ore in line with the market", or "im pricing this ore above market due to the difficulty I have in supplying it". it really doesnt have to be a real fancy system. I dont know if a third party could put together a website that says whatis being sold at what price. Something like swgcraft.com. I think that the game with its half million players is too big to catch enough of the sales by a third party. the thing with our information is that it changes much more frequently than every fifth or sixth day. the dynamics of our business can truely hinge on who is online at any given moment, or if a key vendor goes out of stock, or a vendor restocks and cuts price to entice buyers to return. too many variables.
That's a good idea FamousBarry. I'd even PAY for a service (in game) that would give me a market recap, sort of like the Bestine Street Journal. ![]()
It's frustrating to have your price right one week and the next you find it's way too high. I'd also like the opportunity to make pricing adjustments, or even renew my sales, at bazaars without having to GO there. It would be worth a fee equal to my travel costs (500 credits or so) to be able to log on and fiddle with things.
Oh, dear. I can't remember the next name, J-something? I'm with you brother. Decay should be higher. You are absolutely right.
O-Jen
Jenar,
I think you are right I have meet a few Hologrinders looking for training. I don't mindI still have not maxed my AP yet. But I do not see those grinders selling the wears. I see them in and out in the blink of an eye. I have even traded resources with some of them. Right now I think Hologrinders are getting a bad name. I do not think theyare killing the Economy as much as people are saying they are.
Ive never seen any sign of inflation.
With occasional exceptions, resources still go for 2-4 cpu for grinding stuff. 5-6 for good quality. 7-10 for excellent and/or rare resources.
There are enoughcrafter around who sell at reaonable prices that the competition keeps the prices down.
I used to do that back when i sold wind energy. When i started selling it it was going for 3-4 cpu, and i thought that was too high, so i sold it for 2cpu. Then everyone in my neck of the woods followed suit cos none of their over-priced energy was selling.