Artisan Archive

Thread: We're the artisans, why's the economy crap?

Iygow
Wed Jan 21, 2004 9:17 pm
#14

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.



JaxomDarkell
Thu Jan 22, 2004 5:31 am
#15

I agree with the former poster. I'm an MA, NDE, and NM and everything I produce is priced out at 10 cpu retail, 4 cpu wholesale, and 2 cpu cost.


I'm not rich, but I survive. Funny thing is, I'm not rich because their are plenty of folks out there selling 2-3 cpu and I even saw one guy who repetatively puts objects up on the bazzar that price out at LESS that 1 cpu!


People come to me when they can't find it stocked anywhere else. I always keep my vendor stocked with a variety of Droids and droid accessories and misc goods. I'm not one of those craftsmen who grinds out a bunch of questionable quality products and a ridiculously low prices just so he can replace a few pieces of his composite and then run back out into the wilderness with his vendor empty for the next 3 months saying "Oh it's too much of a pain to keep my vendor stocked. I just wait for custom orders or until I really need the money bad.


Meanwhile there are other crafters out there who produce items without any idea of how much their worth and sell them for 50-1000 credits and then wonder why they are barely keeping up with their maint and energy requirements. *sigh*


I'm not a master or even a wiz at economics, but I'm not doing bad refusing to sell at a loss.



Erom
famousbarry
Thu Jan 22, 2004 5:34 am
#16

have you ever been on ebay? just go to ebay and type the name of your galaxy. i just did it, just now and got 75 items for chilastra. i can gaurantee you that they are not selling a "i made it to jedi in 100 hours!" T-shirts. they are selling credits by the tens of millions. now tell me, where does someone get 50 million credits as their sparechange to sell on ebay? DUPERS! so the duper sells his 'production' on ebay for real cash, and then just makes more. now that this is solved, lets wait and see how the economy stabilizes. people won't be able to just go to ebay and buy 5 mil to keep their hologrinding afloat. there is more money in this game than you will everknow. my galaxy has a looser thread that is started just to see who has the most credits and how much. I know that miners and architects make the most legitimate money. so when the economy stabilizes, they will be the richest. but like someone said, investing sp into a mining profession wont allow people to go fight for mission money. i am currently artisan 4-4-4-4, and need about 300 ap for master. after that, i am going into architect, DE, and that leaves about 50sp. i can still get up one full carbineer skill lane, be novice carbineer 0-0-0-4. not bad for someone that is just a crafter!
O-Jen
Thu Jan 22, 2004 6:00 am
#17

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


jbeazy47960
Thu Jan 22, 2004 7:26 pm
#18

I don't know about every one else, but I have made lots of cash, or what I would consider lots of cash, in this game, I have all my lot's taken up with harvesters. I keep my prices relatively low, I laugh when I see krayt pearls and the lot going for like 5 million, ridiculous. If it's easy to make, and easy to harvest I sell it low. High quality resources are hard to come by because I don't bore myself out of my mind travelling all over the galaxy surveying. I get what I get and sell to grinders. I saw swoops going for like 50k, you can almost buy three from me for that. I don't know if it was just that one person or if everyone sells for that but it's laughable. My resources get cheaper the more you buy. If everyone kept prices decent we'd be ok. Geez, just imagine how much the ships are going to cost when the expansion comes out and the lucky profession who can make them, I'll grind my way up to it and then sell them for half. lol.



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
famousbarry
Fri Jan 23, 2004 6:10 am
#19

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.


Jnath
Fri Jan 23, 2004 7:59 am
#20

This is a good discussion. Prior to the games release we had some excellent discussions (all with similar points) on the same subject. I had hoped the dev's would listen to all us fiscally minded folks hoping to make a credit in the galaxy. But obviously there is a problem.


The only solution i see is the same suggestion we came up with before the games realease. And that was FASTER DECAY. But after the Devs announced it to the rest of the community the non-crafting folks put up such a fight about decay times that the devs just dropped it. Decay serves as the sole deflationary factor in the SWG economy. With faster decay the people that rely on their uber weapons and armor, which they now take for granted, will be forced to return to their friendly neighborhood crafter for a new weapon.


The overlying problem lies in the games design. It is essentially two games: A game of crafting and marketing goods, and the tradition fighting creatures for money and loot. Somewhere we missed a vital link keeping these two games within the game together.



Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
O-Jen
Fri Jan 23, 2004 8:31 am
#21

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


Jnath
Fri Jan 23, 2004 8:42 am
#22

O-Jen, your idea about being able to adjust Bazaar sales is another good one. I hate it that any holo-grinding shmo can undercut any prices on the bazaar ruining a lot of hard work and calculation of crafting and then setting a fair price for the resources/work invested. Perhaps this should be added to the merchant skill tree as it already gives bonuses to using the bazaar.



Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
MachineZed
Fri Jan 23, 2004 10:30 am
#23

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.





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X Machine'Zed X

Obsidian Dagger Squadron

Morgath1
Fri Jan 23, 2004 12:09 pm
#24

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.


I now specialise in high quality resources (upper 900's in the important qualities), and dont often get out of bed for less than 6 cpu. And i NEVER put anything on the bazaar for less than 2000Cr. Selling something worth less than that isnt worth it. Im looking forward to the increase to a 6K limit on the bazaar.. then ill probably not bother selling anything for less than 4K.


Thats not inflation tho .. it just means ill sell larger amounts of resources at once.

Im not overpriced. My stock regularly gets cleaned out. And if something i try to sell doesnt sell in a couple of weeks, then i think maybe i misjudged the market this time, and i lower my price.


When i first started as an artisan all them months ago i used to sell CDEF's for 100Cr. I occasionallly still see people doing that.


And hey .. after we all got holicrons for XMAS ... the price of holicrons dropped to hundreds of thousands instead of millions.


So .. i disagree about all this inflation talk.



What kind of game is SWG now?

Pre-CU:
Master Artisan, Master Shipwright, Master Merchant, Pistoleer 0020:
Favourite Weapon: FW-G5, Happy
After CU:
Much the same, but CL 54, Favourite Weapon FW-G5, Still happy
After NGE Game Downgrade:
Trader (Structures), same skills as every other trader in same specialty, CL2, can only use a CDEF, and no armor, NOT Happy -> Cancelled Account
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