Artisan Archive

Thread: Economics 101: The Bane of Player Based Economies

BoberFett
Sat Feb 21, 2004 3:05 pm
#27






Puck_Starfire wrote:
Nah Rolfe, you'll get a spiraling downfall like happened in AC when you have a group of players that funk it up for the others.





The fact that some products are worth less than the resources used to create them is not the crafters fault. In the case of SWG the hologrinders are completely to blame for the value of raw resources.
TheMalle
Sat Feb 21, 2004 6:25 pm
#28





The problem isn't really either in the HAM, if you have a 2300 swoop or a 1500 swoop doesnt matter that much, to me at least since I don't go PvP, since they decay at the same rate. You will still be paying out as much to repair a 1500 swoop as a 2300 swoop, just that on one you'll pay smaller amounts more frequently and on the other you'll pay lump sums less frequently.


Now, if you could experiment to lower the decay rate of the vehicles, you wouldn't have to repair them as much and therefor save money. Features like this could make vehicles better, from a game aspect.



Possible features:


Faster base speed

Experimented, optional subcomponent. Quality on subcomponent affects quality.

Possible to go up to 135% of normal speed without subcomponent, 160% with a perfect one.

Good for general travelling, especially autopilot


Afterburners

Experimented, required subcomponent. Quality on subcomponent affect quality.

Experimented for higher speed gain, 125% - 200% bonus over base speed of vehicle, depending on experimentation and sub component.

Works like burst run and gallop, good for sudden burst of speed, i.e. running from players.


Reduced decay

Experimented, optional subcomponent. Quality on subcomponent affects quality.

Reduces the time and amount the vehicle decay at.

Possible variations: 0% - 50% reduced decay, 0% - 50% reduced decay rate, possible to reach 75% on both with perfect subcomponent

Good for low income players due to less repairs or those who reside on remote planets, since they won't have to repair as much.


Higher HAM and resists (yes, bring the HAM back )

Experimented, optional extra subcomponent for increasing resists. Increases the HAM and resists on the vehicle.

Possible variations: 0% - 75% HAM bonus

Resists: 30% - 50% Special (Kinetic) 25% - 40% rest.

With a perfect subcomponent possible to reach 80% kinetic 65% rest.

Good for those PvP'ers who doesn't want their bike blown.



This would give some variation to the vehicles, making, IMHO, experimentation on them more valuable and a good addition since we now can have 3 vehicles in our datapad. (Have one travelling bike with high base speed, one with high HAM and resists for when you are PvP'ing, and one with low decay rate and amount for when you plan on going for a very long hunt on remote planets)



Now, to the point of the economy.


If I am purely looking for credits, then I will sell the resources or sell the finished item for more than I could sell the resources for, of course, what point would there be in assembling the item if I wouldn't gain on it in this situation!

If I am a master artisan heading for novice droid engineer, of course I just don't want to sell the resources, I want to gain the experience points too, as I need them. Maybe I won't be able to sell the finished product for as much as the resources, but I gain the experience points which is crucial to advance to droid engineer. Technically, I am buying experience points.


There is another big factor in the game, supply and demand!


As people are looking to gain the experience they need, they are willing to buy resources to get the experience, in other words, we have a demand for resources.

Many people already have bikes, there may still be some people without vehicles, or looking for new ones, but the demand is not as high as for the resources.


As people mine resources we have a supply of resources, but as it is of now, there are not in such abundance that they will be cheaper. People have money, they are ready to pay to get the resources, since we have a demand for resources, and there is competition.

As people buy resources and craft them into vehicles, we have a rather large supply of vehicles from many sellers.


Competition of buying and high demand compared to supply will raise the prices. Therefor, prices on resources goes up.

Competition of selling and low demand compared to supply will lower the prices. Therefor, prices on vehicles goes down.


You can compare this fact to the prices of rare resources, take Allaate copper for instance. It was abundant for just a few weeks ago, everyone flourished, then it shifted out. Now you can easily sell it for about 10 cpu, about three times as much as normal resources. High demand and low supply.



Have I made my point? I hope so. If not, go take some economy classes.



-------------------------------------------------------------------------------
Malle the Mon Calamari
Mos Entha Role Playing Community
http://www.mosentha.com

"Behavior is a mirror in which every one displays his image" - Johann Wolfgang von Goethe
BoberFett
Sun Feb 22, 2004 8:18 pm
#29






Mosc wrote:

Quality means nothing on vehicles regardless of the shuttle bug; the size of the HAM just isn't that important.Decay rate is always the same, no matter what the HAM, and one or twoshots from any combantant will completely destroy it.


The only thing Speeder experimentation can really be compared to is the size of a gas tank in an automobile; the only advantage a 20 gallon tank has over a 14.5 gallon tank is that you can go further without having to refuel, but once you run out of gas you're just going to have a higher gas bill to pay.


The simple fact is, that this game economy is modeled on a free-market. If these "Cut-Throat Artisans" are really "killing themselves" with too-low prices, as some of you say they are, Then that is exactly what will happened to them; they will invest more than they get in returns, and eventually go bankrupt and out of business.





Except that these people are making profit, and plenty of it, by selling for as low as 2cpu. Others are just mad that they have to compete.
Mosc
Mon Feb 23, 2004 1:29 am
#30

Quality means nothing on vehicles regardless of the shuttle bug; the size of the HAM just isn't that important.Decay rate is always the same, no matter what the HAM, and one or twoshots from any combantant will completely destroy it.


The only thing Speeder experimentation can really be compared to is the size of a gas tank in an automobile; the only advantage a 20 gallon tank has over a 14.5 gallon tank is that you can go further without having to refuel, but once you run out of gas you're just going to have a higher gas bill to pay.


The simple fact is, that this game economy is modeled on a free-market. If these "Cut-Throat Artisans" are really "killing themselves" with too-low prices, as some of you say they are, Then that is exactly what will happened to them; they will invest more than they get in returns, and eventually go bankrupt and out of business.
BoberFett
Mon Feb 23, 2004 10:41 am
#31

Those same whiners are also ugly. And they smell bad.
CaixCatab
Mon Feb 23, 2004 1:20 pm
#32

After making two pretty fine (if i may so myself ) arguments, I realized that if both of them were true, I couldn't care less about the vehicle market since I would never sell any, because I never wanted to build any. Considering I have built a total of six vehicles ever, and four of those were made during the first night and the other two to friends who started playing so we could travel is something resembling unison, I realized both were true.


Therefor, I agree with TheMalle. The real problem is the complete lack of gain in using good resources or experimenting. You might aswell be doing grinding, because that's how much you'll care about the crafting process. If we could convince the devs to let us experiment on say speed, and/or decay rates AND HAM, we'd solve it. Crap quality vehicles would be recognized as such and be paid for as such. Good quality vehicles would be treated likewise. And we'd actually see a competetion, instead of a price dump.




-This message was deviously brought to you by:
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[INCAP]
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Catab Trading and Clothing
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Ackeko
Mon Feb 23, 2004 7:56 pm
#33

So, I ask the guy... "What do you plan to do with your 10 million credits?"


Guy says.. "I dunno, wanna run missions?"



Personally, I have 0 interest in amassing millions of credits. Highest balance I ever had was 800k. What I AM interested in is this:


Undercutting the rediculous fools who sell low level items for rediculous prices.


Try this... go out and see if you can buy a QUALITY wood staff (novice brawler polearm). You can't. The ones you will see are the looted junk on the bazaar. Some of which sell for 1k+. While that may be fine and dandy for someone who has millions to spend, for most noobies and casual players, that's just rediculous. I mean come on... 16 wood. That's all it takes to make one of those... at 1k (let's pretend its a crafted weapon, not looted) thats exactly 62.5 cpu...


How about QUALITY crafting tools? Bone armor for the people who don't have 900k to spend on 7 layer composite. How about personal harvesters for someone who is just starting out and can't afford to buy resources at 3cpu?


I'm fine with high-end crafters selling high-end products at rediculous prices. Not everyone wants that stuff anyways. As for myself, I'm doing something about the low-end/low level stuff.


Coming soon to Lowca! Helper Inc. (a non-profit organization)

Selling QUALITY

Bone armor

Crafting tools

Survey tools

Crafting stations

Small houses

Low level weapons (sliced)

Personal harvesters

Food buffs

Factories

Stim/wound a's and b's

Basic Clothes

Traps


all for ~1.25 cr per resource!!


(also buying and selling locked containers for 500cr)




I have no interest in getting Uber-rich. I don't care. And if you don't like what I sell my stuff for, too bad you can't stop me!



- I support Nerfing SWG! - You can support it too! Click Here!
BoberFett
Mon Feb 23, 2004 8:29 pm
#34

/high-five Ackeko


Kisedd
Tue Feb 24, 2004 12:00 am
#35

Markets move up and down. I've sold a few vehicles, though that isn't my big thing. I can make better money selling other stuff.


If you can make more money selling the resources, then sell the resources. Nobody is making anyone sell vehicles for less than they want. Don't make them. You can use those same resources to make other items that might sell at higher cpu rates. The economy is flooded with a lot of certain items. As more and more people become Jedi, there will be less and less crafters. Prices will change over time. It's the way of the world. In game or RL, there is always someone selling for cheaper and driving all kinds of people out of business - aka Wal Mart.


Haruspex77
Tue Feb 24, 2004 4:30 am
#36

Blame it all on lack of developer support for the Merchants.


What you are seeing is an inefficient market, primarily due to lack of abiliity to advertise your price widely, and to see the price others are asking. As a result you get wild variations in price for the same item in the same area that seem to make no sense at all.


In fact, folks with plenty of money will pay a big premium over average because it is such a pain to shop around for a better price. In the long run the most valuable thing is player time.


Players who are trying to get experience will pay a premium for the resources they need, just to have them when and where they need them. Those same players will sell the finished goods below cost, or even practice them into oblivion if they have enough money. Selling below cost makes sense if you need money quickly.


If you have a little time and talent, you can make a fortune buying low and selling high. Lots of folks think that is fun for its own sake and the money is just a scorecard. Unfortunately, the Devs have not yet seen fit to really make the tools available to do this well. Right now it is rather a pain to be a merchant, the Merchant Profession has skills that are good for playing barbie doll with your vendors, but not very useful for selling things. Only a few things (planetary map, tents, and more vendors) are a real help, the rest is trivial discounts and barbie dolls.


As a result, there are not many brokers around to snap up those below cost sales and resell at a more realistic price. And there aren't many reliable retailers around so a buyer can be sure of getting that realistic price so they can refuse that item they need when it is priced too high. So some buyers pay too much and others pay too little, and its mostly chance with a little benefit for shopping skill.


You say you want stable, realistic prices, and the ability to turn your product into cash quickly? Support the Merchant's requests for some good working advertising and consignment sale features. There aren't enough Merchants to carry much weight with the developers today. The only benefit a Master Merchant gets is a pink protocol droid vendor that can't even bark. A fresh alt can make 100,000 credits inhis secondweek off of novice basic skills and compete well with a Master Merchant, how balanced is that?


BristaAB
Tue Feb 24, 2004 6:20 am
#37

Price reflects difficulty and skill point investment


2 cpu = artisan and architect goods (architect since it's fairly easy by comparison to other elite crafters and it's the first choice of power-gamers since you get to upgrade all your harvesters)


3 cpu = grinding resources


5 cpu =tailor, droid engineer


10 cpu+ = chef, armoursmith, weaponsmith (complicated shopping lists, the stuff is actually fairly difficult to make well and quality matters and is competitive)


The last 3 professions are very difficult for a casual player. If you have Medium House, 2 factories, 6 harvesters you won't really keep up with the power players and because they harvest everything good they will outstrip you eventually because of their resource collection


On the other hand if you manage 50 lots including 10 factories and have hundreds of players shopping with you you have a full time task keeping up with demand


It is just a game and most people don't want to feel like they are working so that keeps the numbers down





[Black] Style is everything - so is winning [Black]
Black Guildhalll: Dantooine Agro Outpost 2052 -6412, Infinity
Merchant Tent: Corellia 308 -6012, Infinity
chatl
Tue Feb 24, 2004 5:26 pm
#38


ok quick note before i leave work. if ppl complain about the cost of ya items (and plz get off the vehicles as the only example) tell them u will make it for a low price if they get the materials themself. i've done that and i know alot of the ppl that complained to me changed their tune. Also the jedi (hologrind) fix will help a bit.



Cho-Galin ex master artisan, ex master bio-eng (pre patch 5), ex master carbnieer, ex master armorsmith, rifleman/ch
BenRod79
Tue Feb 24, 2004 6:30 pm
#39




I could give it all away for free and my game wouldn't change. I've still got a couple million in the bank which is more than enough to do whatever I want.
It's like the old farmer who won the lottery. When the reporters asked what he was going to do with all this money he replied "I reckon I'll keep farming until it's gone."





I need to meet someone who gives this freely on Bloodfin



~BenRod



"That little fuzzy freak looked at me, and you know what he said? He said, "Yub Yub."

Crazy freakin Ewoks."
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