Artisan Archive

Thread: how to slow the inflation problem

Scoooter
Thu Jan 22, 2004 2:40 pm
#27

On our server there is inflation. Yes many credits are in the game but resource prices are too high and mor and more people are mining.


The holo grinders have cause a lot of this resource pricing nightmare.


Like it was stated before. People will run whatever missions are necessary to buy what they need.


Even though the supply has gone up so has the demand. So making certs and reducing the influx of resource is a bad idea.


And it has been beat to death on other threads







Scoooter - Master Pilot/Master Politician
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stryfex03
Thu Jan 22, 2004 2:48 pm
#28






O-Jen wrote:


I don't own anything larger than a personal yet, but I understand that the maintenance cost per hour is the SAME for a medium unit as for a personal. How's that make sense?





Uh, well, it doesn't cost the same. A medium cost twice as much as a personal to maintain.


Ackew
Thu Jan 22, 2004 3:26 pm
#29






FoxWanderer wrote:





Kutan wrote:

Who uses Heavy's anyway? There a waste of money....Are you a noob? Look around everyone uses medium....LOL






Any serious resource harvestor uses heavies. Here's the math:


On a 65% vein, paying 2cpu for power:

A medium BER 10 pulls up 46800 units/day and costs you 25200.

A heavy BER 13 pulls up 60840 units/day and costs you 37800.


If you sell your resources at 3 cpu,

Your BER 10 just made you 115200 credits profit that day.

Your BER 13 made you 144720 credits profit.


Now in your infinite wisdom, you may not want that extra 30k cash (which is about 45k on a 90% vein) per harvestor, but I'll take it any day of the week, along with the image of being a guy who can meet orexceed any other resource guy out there.


Be careful swinging the n00b bat, you might hurt yourself.







Just one thing for each heavy i buy,I could buy SIX mediums for the same price. And where on earrth did you get the figures for how much a med and heavy harv mines. I get about 10/11k on a 55% spot with a ber10. So i think your figures are rather out. Btw i'm a very seriouse resouces harvestor only have one heavy as i was give it. the other 49 are meds.



RIP SWG April 27th 2005
stryfex03
Thu Jan 22, 2004 5:47 pm
#30

You're both off!! With a ber10 on a 65% you should get about 9k units per day, on a 55% you should get close to 8k.


And really, you get more profit with the ber13, so they're not a waste of money. Sure, the initial investment is a lot higher, and it takes longer to pay for itself, but after that, it gives you more profit.
PhaedMaster
Thu Jan 22, 2004 9:32 pm
#31

The way I see it is that it's self regulating.


Lets say that not many people got for mining. We'll have a smaller supply and a bigger demand. This means that the few miners out there will make huge amounts of cash because resource prices will continue to go up.


So, more people see this cash and get into mining. This increases the supply and reduces the demand which pushes the prices lower (or at least stops them increasing at such a rate). Miners aren't making as much money as they were before because there's more competition.


If this continues we'll have too many miners and the supply will outweighthe demand. So then prices start plummeting and people start leaving the mining 'profession'


This cycle will continue and will eventually balance out, or at least keep bobbing up and down. In the end it's self regulating. I think adding certs or any other type of limitation would just speed up the cycle. For each person that drops a combat skill to start mining(if surveying skills were needed for MMI or Heavy's) the demand for high quality weapons and armour would reduce quicker than if they didn't have to drop anything.


I'm no economist, but that's the way i see it.



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FoxWanderer
Fri Jan 23, 2004 1:55 am
#32






Kutan wrote:

Who uses Heavy's anyway? There a waste of money....Are you a noob? Look around everyone uses medium....LOL






Any serious resource harvestor uses heavies. Here's the math:


On a 65% vein, paying 2cpu for power:

A medium BER 10 pulls up 46800 units/day and costs you 25200.

A heavy BER 13 pulls up 60840 units/day and costs you 37800.


If you sell your resources at 3 cpu,

Your BER 10 just made you 115200 credits profit that day.

Your BER 13 made you 144720 credits profit.


Now in your infinite wisdom, you may not want that extra 30k cash (which is about 45k on a 90% vein) per harvestor, but I'll take it any day of the week, along with the image of being a guy who can meet orexceed any other resource guy out there.


Be careful swinging the n00b bat, you might hurt yourself.




Aurin Huntsbridge
Chef/Artisan/Surveyor
(Still a Ranger at heart)
Happymob
Fri Jan 23, 2004 9:28 am
#33






Ackew wrote:


Just one thing for each heavy i buy,I could buy SIX mediums for the same price. And where on earrth did you get the figures for how much a med and heavy harv mines. I get about 10/11k on a 55% spot with a ber10. So i think your figures are rather out. Btw i'm a very seriouse resouces harvestor only have one heavy as i was give it. the other 49 are meds.




OK, look at it this way -


I own a BER 10 medium. A BER13 heavy would cost me at least 125K credits, possibly as much as 200K. Let's assume the wrost - 200K in up front cost.


Now, on an average spot (70%), the extra 3 BER brings in 3000 units of resource a day. Let's say I sell at 3 cpu. That's an extra 9000 credits in income a day.


The use of a heavy instead of a medium has an extra maintenance cost of about 750 a day and an extra energy cost of around 750 a day. Let's say that power costs me 1 credit/effective unit. So that's an extra cost of 1500 a day to run a heavy. A heavy also costs 1500 more to redeed. So if I redeed once a week, that's an extra daily cost of about 200 credits for a total daily cost of 1700.


9000 in extra income - 1700 in extra overhead = 7300 a day in extra profit.


200K in up front cost/7300 a day in extra profit = 27.4 days to break even. Faster if you get the harvester cheaper or sell for more than 3 cpu.


They don't break even nearly as fast as mediums do, but they are worth it if you are going to mine long-term.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


famousbarry
Fri Jan 23, 2004 9:32 am
#34






DarthBukai wrote:
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.



they already did your hard way. so it must not have been so hard after all huh?

Ackew
Fri Jan 23, 2004 5:20 pm
#35

Just one thing happy mob while you haveing your ONEheavy geting 13000 units a day i have SIX meds geting 60000 a day. thats 47000 units more and 141000 credits more PER DAY.



RIP SWG April 27th 2005
stryfex03
Fri Jan 23, 2004 5:59 pm
#36

Sure. No one is saying .. go straight to heavies, mediums are worthless. I'd take that 141000 credits per day more and turn it into a BER13.
Kalano
Fri Jan 23, 2004 6:26 pm
#37






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....









ah, the US tax system. Hurt the guy who buys the biggest toys. hmmmm.........still isn't fair to the acheivers.



_______________________________________________________________________

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Iygow
Fri Jan 23, 2004 7:54 pm
#38



Kalano wrote:


ah, the US tax system. Hurt the guy who buys the biggest toys. hmmmm.........still isn't fair to the acheivers.


------------------


lol...true, just like in real life! It's also true that just like in real life, inflation in SWG is directly related to the money supply. Fortunatly, SWG's economy is much simpler.


There are three basic methods that can be used to control the game's money supply (Omiting exploits):


1. Voluntary money sinks such as building/harv mainenance, travel tickets, cloning fees, vehicle repairs, and so on.


2. Adjusting mission payouts.


3. Involuntary money sinks such as a graduated wealth tax. (And let's face it, I haven't met anyone who likes paying taxes, including myself!)


I just had to throw the tax idea in the ring, when I saw people espousing the notion that restricting harvestors would somehow reduce inflation, when in fact all it would do is redistribute already existing money and do nothing to reduce the total number of credits in game.


Cheers!



Haruspex77
Fri Jan 23, 2004 8:38 pm
#39






Ackew wrote:

If its so easy to make credits this way why is'nt everyone doing it ??




Because it really isn't so easy until you learn how to do it well. Mistakes will often drive you broke, and leave you running missions to get started again.


Leave the harvester unserviced for too long, and come back to find it badly damaged and nearly empty hoppers due to a resource shift. You might not even have enough cash left to fix it, and lose the harvester.


Pull the wrong resource and wait a very long time for a buyer. You could be without maint money even though you have $1,000,00 worth of resources to sell. Dropping prices might not help (even below yourcost) if you can't find someone who wants it or is willing to speculate.


Like most things, it takes knowledge, practice, and attention to do well. Sure you can make a lot of money, but it will take time and effort to learn how. Many players think it is more fun to just kill things.


Moreover, earlier in the game bugs would wipe you out. Many players who tried mining gave it up because of that. I still hate selling resources because of bad experiences with early vendor bugs.




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