Artisan Archive
Thread: how to slow the inflation problem
once upon a time, i was purely combat.... i had no artisan, just a little medic, and rest was combat... i made *ok* credits, not boat loads, but enough to buy good armor, weapons, have a house. Then i kept hearing how people were scoring truckloads of credits in the resources markets....... i gave resources a try..... now i make 100k a week and money is of no issue anymore to me..... however if everybody starts doing this then inflation increase until the resource market becomes saturated (which i dont think it is close to be saturated right now).
Anyways, to get the point.......
I think that the use of heavy (and perhaps medium harvestors) should require a certification from the surveying branch of artisan.... perhaps the following: personal harvestors require no cert.... mediums require surveying 2, heavys require surveying 4 (or even master artisan if you really wanted to be harsh). This would slow the inflation (because not everybody wants to donate 15 SP for noviceand 10+ more for surveying). It also makes sense because these heavy harvestors are supposed to be very advanced and even experimental peices of machinary and require some expertise to operate one.
Does anyone else agree with this? I really dont think its right (from an economic-gameplay balance view) for people who spend just 15 SP (and sometimes no SP at all, skip novice art) to make 100,000 credits a week easy.
-duck
try this though..... (devil's advocate)
require certs for harvestors.... less people are harvesting..... price of resources go up..... crafters pay more for the resources.... they carry that cost over by increasing the cost of their goods..... the fighters pay more money for those goods and less goods are sold.... if less goods are sold and resources costs rise, crafters make less money.... demand for resources goes down.... price of resources goes down to cover for lack of demand.....
... end result, resource costs go down or stay the same, less people are harvesting and less are making easy easy credits.
-duck
Ackew wrote:
If its so easy to make credits this way why is'nt everyone doing it ??
Because someone has to fight the GCW. i dont know what the percent is that live in the galaxy that is interested in only one thing: kicking some rebel/imperial butt. thats where we come in, supply the war effort. and one thing that it looks like everyone has forgot: the dastardly credit dupers! talk about inflation! these cheaters where printing their own credits! now that these peeps are gone and the exploit fixed, the economy will stabilize. maybe.
You still don't understand. Your logic is flawed too. Fighters pay more money, Crafters make less money. What??? Where does the money go?
DuckMaestro wrote:
the fighters pay more money for those goods and less goods are sold.... if less goods are sold and resources costs rise, crafters make less money.... demand for resources goes down.... price of resources goes down to cover for lack of demand.....
stryfex03 wrote:
You still don't understand. Your logic is flawed too. Fighters pay more money, Crafters make less money. What??? Where does the money go?
DuckMaestro wrote:
the fighters pay more money for those goods and less goods are sold.... if less goods are sold and resources costs rise, crafters make less money.... demand for resources goes down.... price of resources goes down to cover for lack of demand.....
You keep trying to wipe the floor dry when what you really should be doing is fixing the leak on the roof. Fix the leak on the roof.
couple things....
Perhaps i didnt make it clear enough, i left out a couple words..... Crafters would make less money because: in order to keep the same profit margin, they need to raise their retail prices.... when retail prices go up, less items are sold, thus revenue goes down, even though profit margin stays the same.... or.... they lower the profit margin to keep the same sales numbers but again their revenue goes down because of less profit margin.... basicly, they make less money because less people are buying their goods.
Next, regarding your wipe the floor/fix the leak statement..... are u saying that there are too many credits coming in from mission terminals? but there are enough money sinks? I would actually say that mission payouts could go down a bit *and* increase the sinks a little bit (increased maintentance costs for vehicles, houses, harvestors)..... for this thread though i was focusing more on a sideline issue of how we might fix inflation regarding just the idea of harvestor certs... and im play devil's advocate alot here.
-duck
Iygow wrote:
Ok, try this on for size as a money sink for the wealthy:
The Empire has imposed a wealth tax. Every week or so, each player's bank and cash and maintenance pools are "audited" and a graduated tax imposed on the balance.
500,000 or less ---- 0%
500,000 -1,000,000 ---- 10% of the total
1,000,000 -5,000,000 ---- 20%
5,000,000 - 10,000,000 ---- 30%
10,000,000 and up ---- 40%
This will remove a lot of money from the game very quickly without penalizing newbs.
Putting on flame retardent suit....
Worst idea ever.
I don't think some of you understand anything about money in this game...
HARVESTERS DO NOT GENERATE MONEY
I generally dont shout, but i keep seeing people claim that the harvesters are the problem.. they simply aren't.
If you want proof try this... go set up some harvesters for a week. At the end of the week see if they have generatedcash. If they made resources instead then try to sell the resources to an NPC for cash. If neither of these work, then your harvesters didnt generate any money at all.
What harvesters do is generate resources. All that you can do with resources is move them around the economy in exchange for cash which ALREADY EXISTS.
It is MISSIONs and only missions that generate cash in the economy. It is only item consumption (food, spices, meds, and item decay) and City taxes that remove cash in any substantial way (trainers etc take a very small amount).
If you are realy worried about the economy having too much cash there only 2 ends you can adjust.. either reduce mission payouts or increase money sink items.
For money sinks most people already complained bitterly when they introduced even a small decay on equipment. City taxes are already huge (I am a Mayor, and my city already costs 500K a week), so I cant see them going any higher without starting to drive people out of some of the only content to be added to the game in 6 months.
That leaves mission payouts.. SOE have already made many adjustments to them.. i guess they might make more.
Personally I realy havnt seen the sort of inflation you are talking about. Most prices actualy seem to have fallen since the first few months of the game. The only area of increase has been resource prices, and i attribute this entirely to holo-grinders. Once all of those free holocrons are used up and people have mastered the skills they were told about I think the rate of grinding will drop off dramatically.
Inflation (the general increase in the volume of available currency causing increased prices) in this game can be handled in one hard way and one easy way (from the perspective of the Devs).
1) The hard way. Cut off the balls of all credit dupers and feed those balls to them.
2) The easy way. A general increase in maintenance costs for medium and heavy harvesters and personal housing (not city structures). This would not be popular and may even increase prices as vendors try to keep their profit margins.
If miners decrease, prices of resources from remaining miners skyrocket. Why? Because we as crafters don't have enough lots to supply our own needs. We have to buy from miners and the more of them that there are, the better.
Positek said,
"I don't think some of you understand anything about money in this game...
HARVESTERS DO NOT GENERATE MONEY
I generally dont shout, but i keep seeing people claim that the harvesters are the problem.. they simply aren't."