Artisan Archive
Thread: How about NPC Buyers ? ... economics thread
Just a few thoughts on the state of the economy on Bria, as Ive experienced it so far. That being said, I know that "my experience so far" is still pretty pretty small, so Id love some feedback from some of the more verteran artisans out there. How do you feel about this idea ?
Resources need to be handled more like Futures, I agree.
Oar
I do like the idea of Artisan jobs listed above. That would reduce the junk on the Bazaar, get you some creds and xp.
fearfulscout wrote:
I'll start by saying that I'm still fairly new to SW:G (about a month) but I'm a veteran of several other MMO's. Namely Asheron's Call and Anarchy Online. Two fine games in their own right and time, but neither with a crafting/economy systemthat I was ever really comfortable with. Most MMO economies are contrived affairs with cash sinks to help Dev's balance things out, and to give credits a 'value'. The player run economy of SW:G was something that I was really drawn to while I followed the development, beta, launch and then finally bought the game. My only reason to wait so long after launch to buy was memories of being an AO beta tester/launch player. My stomach can't take another round of server yo-yo with another game like that.
Now that I feel comfortable with the game mechanics, and combat, I really want to focus more on crafting (especially droid engineering) and so I started to try and figure out how make a buck using my crafted wares and the Bazaar. And to my disapointment Ive discovered that it's really quite difficult to do with a player run economy. There are several reasons for it, most of which have already been discussed on these boards. Typically speaking, Ive noticed a huge discrepency in the value of gathered recources. People argue that Artisans should stop selling their products at a lower value than the sum of their parts, but for a less-than-elite character, there is relatively no value in either the goods, or the resources that they where made of, so there's no solution there. Sure, you may get the same cpu for your stack of steel as the next guy, but noones interested in it unless its a stack of 10k units. What's a character to do then ? You are left with a choice of watching your avatar kneel for 20hour sessions so you can get marketable stacks, or you can survey/gather/craft and gain some skill. Great for xp, sucks for the bank acount. Why ? Again , noones cares about the products you make, and the bazaar prices have dropped so low on most pre-elite items that at 20c per item you put up, you almost run at a loss just to sell. And so again, its back to xp to gain any value from your resourcesso you are better off underselling or giving items away for free so you can at least get some xp for your efforts.
Things are not all bad, of course. Maintenance fees are still a great cash sink for the game (for those of us who pay them *cough..shuttlebug..cough*), and missions are still a fun way to earn credits. I think there may another way to help, though. How about NPC "buyers" ? Ultimately how it could work, is that products left on the Bazaar after their time expires (6-7 days ?) would automatically be purchased by NPC buyers. There would have to be a preset, but variable, formula for calculating whatitems sellfor, but it would at least guarantee a minimal payoff to effort that could really help support the SW:G economy from the ground up. Surplus items (how many pistols can a person make ?) would have a way to disapear while still giving players a sense of purpose to their crafting.It could alsogenerate more interest in the items that are more expertly crafted, while new crafters can still get by whithout feeling the need for a harvester before he can afford the maintenance.
Just a few thoughts on the state of the economy on Bria, as Ive experienced it so far. That being said, I know that "my experience so far" is still pretty pretty small, so Id love some feedback from some of the more verteran artisans out there. How do you feel about this idea ?
Galaxyburst wrote:
the system was flawed due tothe huge influx of looted items.
They are purposefullyputting crafters out of work and into commerce and adventure. Help me stop this before it starts, please read this link:
http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=9358#M9358
Oar
There are two things at work here.
1) Many of the crafter professions are useless until you make master and can produce quality. This is true of Armorsmith, Weaponsmith, Droid Engineer especially. It can also be true for artisan, however the watchful player can make a living as a pure artisan if he knows his markets. My biggest anger at this game is the fact that you have to be master in these professions to really play. It basically forces people to grind instead of making items to sell as they work up the trees.
2) Most MMO's people will gladly trade money for xp. This is a huge problem in most all the games I've played. A player will make 200 items and to recoup some of his costs will just dump them on the market or sell them to an NPC. One interesting experiement was Eve Online. You do not get xp for making items. Thus, people only make items to make money. If you can't sell an item you are stuck with the loss, very few players are gonna make unnessary things.