Artisan Archive
Thread: how to slow the inflation problem
You're getting this all wrong. These people who pay you 100k for resources.. where did they get their money from? Think about that.
Requiring certs for using harvester isn't going tofix inflation. Let's say there's much less resource sellers. These people who used to pay you 100k for resources.... they still have their money. Lets say they still need resources. Where are they going to get resources now? There's much less supply, because now you need certs to use harvesters. Guess what's going to happen to resource prices? You're trying to fix it from the wrong end.
Kutan wrote:
Who uses Heavy's anyway? There a waste of money....Are you a noob? Look around everyone uses medium....LOL
Back to the original point, it's not resources that are the problem. It's that there's too many credits being put into the game. That means loot and missions pay too much.
Maybe you guys are on to something.
Perhaps the devs don't need to lower mission payoffs. Maybe what's needed IS more money sinks. BUT, it isn't the struggling noob we need to smite. It's the uber-wealthy we need to do something about.
I've always wondered why maintenance on heavy harvesting equipment and factories is so low. It should be much higher, or at least take more lots to discourage having a horde of them. I also think an empire-imposed tax on any structure taking over the size of a one room house or personal harvester is fair. After all, they ARE trying to build that other Death Star.
Keep in mind what I'm proposing will smack me in the chops, since I'm doing quite well thank you! But it aggravates me to see the economy in this game so screwed up.
O-Jen
Pistol wrote:
Here's my thoughts on the issue. The problem is a lack of a mining profession. More specifically, its the difficulty in finding resource spawns of high quality.
Let's say we add a mining profession. If you go for being a miner you get new skills to go with that. These skills would allow you to survey wider areas and also give you the ability to search for resources with specific properties. Now instead of just searching for copper you would search for a copper with high conductivity. Miners could then find resources easier and put more product into the economy. With high quality resources now entering the market at a higher rate the price for resources should go down AND people will have better quality resources to choose from.
This isn't going to work without revamping the resource spawn system. This isn't going to help much anyway. Ok, so now you have a constant source of high quality resources. Let's say the supply for this high quality resources is limited. The best crafters with enough money is only going to want this high quality resources, driving the price up even more. If the supply for this high quality resources is not limited, then every crafter will want this high quality resources. Prices for this high quality resources will go at about the same price level normal resources go for now. So what have you fixed? Nothing.