Bio Engineer Archive

Thread: Musings on the general economy and the profitability of the BE profession

Hylidex
Wed Feb 16, 2005 9:48 am
#1

Meat is now impossible to find on Gorath at almost any price. Some time back, I figured my break-even meat price for BSN's with 5cpu for flora to be about 50 cpu. Anything more than that, and the ingredients cost more than the product. The last meat transaction I actually saw was at 300 cpu. At this rate, I would have to increase my price to six times higher just to break even.


So I wondered, where did all the meat go? The answer is simpler than I thought it would be. It began with the solo grouping, but continued because of the loot revamp.


Before the solo groups, the easiest way to earn money was to join a group adventuring on Dathomir. These groups were hunting enraged rancors, the most dangerous mission creature on the most dangerous planet. It took a group to kill these guys, but the group kill was a lot of fun, and 30K profit for the lair was split among the adventurers. Many of them also harvested meat to boost their profits, getting very large quantities of meat for each harvesting player. The meat ended up on the open market for about 10 cpu. It was during this time that bio-engineers were coming of age, setting prices on their tissues to go into high-demand chef items. Chefs were making a killing back then. A good bit of it trickled down.


Then players got so strong that they were able to solo Janta missions. Jantas were easier to kill than mutant rancors, dropped janta blood--in very high demand--and sometimes even crystals. The mission payout was the same as a mutant rancor, and the planetary environment was considerably safer than Dathomir. In a job-market town, the payout went even higher than for mutant rancors, since there are no player towns on Dathomir. Since these are NPC's and not creatures, there was no meat to harvest.


Then came the loot revamp, just as solo groups began to fade. The loot revamp means that NPC loot is dropping at a much faster rate. People were drawn to the NPCs again for the chance of looting a 2 million credit skill tape or a new painting. A high-quality combatant could make several million on a Saturday. Why bother with meat?


Meanwhile those combatants were still demanding doctor buffs and chef foods. Since they are closer to the demand line, the doctors and chefs started bidding ever higher prices for their meat, but could still make a profit because their demand was high, and the price of the BE products, closer to the supply line than the demand, was still not so high.


BEs ran out of quality meat (and their products demand quality in three separate stats). Chefs were losing their huge profit margins and looked to see where to cut costs. The highest-priced component in their products are the BE components. Therefore, it seems reasonable that they aren't making a profit because the BE's are gouging them. Enter the schematic wars and the chef alts. Traditional BEs are now all but vanished.


Chefs lose profits and point the finger at the BE's for charging too much. BE's start working for losses and point the finger at the chefs and doctors for driving the price of meat up.


But as it turns out, the real issue isn't one of competition and demand. It is all a matter of original supply. Meat supply is falling through the floor. Combatants see no reason to harvest meat, since their profits are so high from loot that it looks as if meat is more trouble than it is worth. Doctors and chefs, finding themselves with more money than resources pay progressively more and more. The people with the lowest profit margins in the chain, the BE's, feel the crunch first, but it will not be limited to them. Meanwhile other prices in the economy are more subject to inflation. Weapons cost more. Armor costs more. Both are poorer quality (since they depend on loot drops that now occupy a smaller portion of total loot). People abandon the unprofitable professions for more profitable ones.


So the real problem stems not from the free-market side of the economy but the artificial supply.


Meanwhile harvesting a few units of meat from a creature that died from DNA sampling is considered an exploit, in spite of the fact that the sampler is exposed to more danger than a combatant would be, and to the exact same potential decay if he dies. I have to include this little dig because it irks me a little--not from the practice, which wouldn't be all that profitable, but from the principle that seems to imply that we are SUPPOSED to be dying all the time in our profession with no balancing reward for doing so. So much is currently based on damage=worth, not on risk=worth, when damage is fixed by the game, and risk is the choice made on the part of the player.


So, I've stated the problem as I see it. I have two questions:


1. Is this an accurate assessment of our current economical situation? Did I miss or misinterpret any factors?

2. What would be the best way to fix this? Does it even need a fix, or will economic factors eventually balance themselves as soon as BE's raise their prices to reflect their supplies?





Hylidex Lightstrider
AFS Outfitters, League of all Factions and Species (LAFS)
-6600, 4440, Theed, Naboo, Gorath
Zadokk
Wed Feb 16, 2005 10:21 am
#2

There have been a number of updates made by the devs to help balance it out. For instance, the re-introduction of NPCs using weapons meant that they were more challenging butwith the state of buffs, armour and damage output - a player can easily tackle high level mobs by themselves. To counter-balance this, solo groups were nerfed. However, this also had a knock-on effect. Solo groups became less frequent, less desirable as most people now prefer solo hunting giant baz nitches (11k) or other mobs with similar payouts. This means that it is harder for rangers to go out to do high level missions (such as enraged rancors). Currently, on TC atm they are increasing the amount of harvestable materials being dropped by creatures. With any luck, this should increase the supply of meat and alleviate some of the demand deflate prices.


As with any business, if the outgoings are more than incomings then you will eventually be doomed to failure. The additives business in particular ispretty easy-come-easy-go as I found out. Fortunately, I was able to buy low and sell high and got out before it got rough and my advice is this: if you don't enjoy it, don't do it. Tailor tissues are a nice little business, require less resources and most of it can be obtained by yourself if you have combat skills. Plus while you're out in the field you can collect some nice DNA for your pets, which is always fun. As much as I hate to say it: leave the additives to the BE alts.
Halthron
Wed Feb 16, 2005 12:22 pm
#3

In a true market economy, things should balance themselves out. If meat costs too much but demand for the high-buff chef foods is in high demand then food and additive prices should rise to take into account the increased meat prices. Someone should always be willing to meet a demand that exists at whatever price, unless they are taking a loss. Eventually, the supply of loot will be to the point that looting would return less than harvesting meat. The problem is that this isn't an insulated economy and the devs occasionally throw new stuff into the game. For example, as loot kit items finally hit a low price, they threw new paintings and schematics in the game for people to loot.
Zadokk
Wed Feb 16, 2005 2:18 pm
#4

Adding to what Lloyd said:


Many people don't understand the reasons behind the supposedly low storage caps on buildings and inventories. I've heard arguments from crafters that they have "hundreds" of different resoruces to store, many in large numerous qualities (e.g. "1.5m units of the greatest steal to spawn to date"etc) - but what people don't realise is that the devs never intended for people to store such large quantities of a single resource. Crafters were supposed to balance their lot allotment between factories, houses and mines. With the introduction of lot swaps, this has changed. It is not uncommon for crafters to have 40, 50+ static harvesters. Of course it is not exploiting as we are free to let anyone admin our structures but it was not intended. This leads to the fact that people are producing and storing more. This means that people were using extra lots for storage. I myself have 4 storage houses filled with loot and junk on one server. The fact remains that we were never meant to have so much stuff. With the recent addition of the extra loot and bowing pressure from crafters to increase storage, the devs have done so and by doing this they have given in. I personally think the devs should have stuck to their guns and told players that the reason they have no space in their houses is not because they dont have enough lots, but because they are the epitome of Western Culture: they have too much stuff.
Halthron
Wed Feb 16, 2005 8:23 pm
#5

Lloyd, I didn't miss any of that at all. You say that a free market economy never existed because of (reasons). Unfortunately, you're incorrect that they have an effect on the existance of the economy. Yes, they play a role in the in game laws of supply and demand but they have absolutely nothing to do with the creation of the economy itself. If it makes you feel better, consider alts to be family organizations or trade guilds where the members give each other very good deals.

A free market economy is one wher the market sets the price, free from controls or outside influences. As alts are entirely in game, they don't have an outside effect. Nor does a single character control what the rest of the market can do. Devs are the only outside influence on the market I can think of. A control on the market is an artifical limiter, for example, an import tax. We don't have those here.
Zigabob
Thu Feb 17, 2005 1:48 am
#6

I was a ranger for quite a while before I decided to give BE a try. I found as time went by crafters (BE's, Chefs, Docs, AS's) became increasingly picky about the stats of the resources. It had gotten to the point for me that crafters would laugh at me unless I was selling resources with all stats in the 900's. I would harvest a bunch of 900+ meat and be getting 25-250cpu (very profitable)for it while meat in the 700-800 stat range I was lucky to get 4cpu (waste of time). Thus the business of profitablecreature harvesting became a "sit and wait for the next uber meat/hide shift". Thats one of the reasons I decided to become a BE. I had piles of mediocre quality meat that I couldn't sell for a half-decent price (10cpu I consider half-decent for medium-high quality). I am not making super awesome BE products from my mediocre meat, but all of it is selling well at around 10-15cpu (I charge 1000 creds for most of my tissues). Thats better than any crafter was willing to pay me.


So I guess another reason that there are fewer players out there selling creature resources is they have figured out that they can make more money buy converting their resources into products rather than selling raw resources.


Withme Freysen

Master BE

Ziga Freysen

Ranger/Rifleman
LloydPickering
Thu Feb 17, 2005 1:57 am
#7

There are somethings you have missed, however they have a negligable effect on your hypothesis.

The 'Free Market Economy' never truly existed because people are able to do more than 1 jobs by buying a second account. If 1 person performs 2 jobs, then thats a job not available for someone else. this 'powergaming' philosophy has affected the price of tissues, because it has slowed down the catastrophic impact on chefs by allowing them to become their own supplier.

Chef/BE gets the same profit as a Chef would in 'olden times'. A Chef who has to pay for a BE product suffers teh profit that that BE gives.

for Chefs, they have not been seeing a profit decrease, simply because they have been factoring the BE/Chef profits together.

With there being EVEN less BEs available, and the resources available shrinking furthur, they have/will start to see the impact on their profit and will ither a) increase prices or b) suffer less profit.

You haven't taken into account the alt chars, and this has had the effect of minimising the effect on chefs until now.

The second thing I feel you missed was the amount of produce people make. I have heard that the devs originally only intended factories to produce 100 items not 1000. If you take this into consideration (assuming its true) then it becomes apparent that the developers never exected people to be producing goods in these quantities. Armor was never meant to be used all the time (Just read the manual), buffs were never meant to be used every hunting trip and food was never meant to be consumed so much. This means that the way they planned the resource gathering is not in keeping with how they intended the economy to run, and as a result, have a shortage of labour intensive resources. (There is still a problem with harvested resources - hence lot swapping).

The effect of this is to drive the prices up. Why are Tailor tissues more profitable than Chef tissues? Because the resources needed for a crate (with a few notable exceptions) can be bought off the bazaar for pocket money. In Chef tissues, you are dealing with Mass Prosuction, and need to hire people especially to gather resources for you.



Everquest2 - Splitpaw: Sesskia <United Kingdoms> - Merccia - Tercia - Kasshia
Star Wars Galaxies - Chimaera: Zoxara (Sleeping) - Lloyd (Sleeping) - Buttercup (Cancelled) - Nublet (Cancelled)
LloydPickering
Thu Feb 17, 2005 4:51 am
#8



Halthron wrote:
Lloyd, I didn't miss any of that at all. You say that a free market economy never existed because of (reasons). Unfortunately, you're incorrect that they have an effect on the existance of the economy. Yes, they play a role in the in game laws of supply and demand but they have absolutely nothing to do with the creation of the economy itself. If it makes you feel better, consider alts to be family organizations or trade guilds where the members give each other very good deals.

A free market economy is one wher the market sets the price, free from controls or outside influences. As alts are entirely in game, they don't have an outside effect. Nor does a single character control what the rest of the market can do. Devs are the only outside influence on the market I can think of. A control on the market is an artifical limiter, for example, an import tax. We don't have those here.




But it does destroy the free trade by allowing 1 person the ability to do more than 1 job. From a business/economics POV you get 'Economies of Scale' and are operating a brilliant 'Just in Time' system that should not be possible. This is something that a 1 character person cannot do. This puts an imbalance in the economy weighted towards a 1 man organisation able to do everything...

If you think of it in a different way, 1 character with 10 professions is very likely to be better than 1 character with 3 professions. Is that not an inbalance? Alts themselves are internal, however the forces controlling them, people and external, and the size of those peoples wallets and time effects how well they do in game. This is an external influence on the market which means it DOES affect the 'free trade economy'.

Another way to look at it is anti-competitive business practices. When two large businesses merge, in the UK at least, there can be an investigation into whther it would cause an anti-competitive market. IE If a Pharmaceuticals conglomerate bought out another, or if a media company bought out a competitor. These mergers can cause an anti-competitive market by creating a monopoly, duopoly or an oligopoly. This allows the big sellers to price fix. The little sellers are so small that either they are priced out of the market with cheap goods, or they are so small that nobody notices that they are offering the same goods for 50% less. Monopolies and their relations destroy free-trade. this is exactly what is happening in SWG. People have alts to allow them to 'merge' businesses together. The person with the most time and money to put into the game almost inevitably creates an inbalance in the economy. With no one around to keep monopolies in check, and the price of entry into some fields being Prohibiting, due to expenses (12pt chefs, and the HQ resources needed for example) then it becomes pretty obvious that there will be Oligopolies at work, which by default destroy the free trade.



Everquest2 - Splitpaw: Sesskia <United Kingdoms> - Merccia - Tercia - Kasshia
Star Wars Galaxies - Chimaera: Zoxara (Sleeping) - Lloyd (Sleeping) - Buttercup (Cancelled) - Nublet (Cancelled)
Halthron
Thu Feb 17, 2005 5:27 am
#9

You're mixing free trade with competitiveness.


Yes, everything you said does apply toward modifying competition. If a player has a chef/merchant, doctor/BE and a TKM/Ranger, he has all the support he needs. He can hunt his own meat, make additives, and sell food for practically nothing. His only cost would be armor, weapons, transport and harvester/vendor maint.


But, nothing that player does will force other players to purchase from him. Free Trade is where anyone can sell to anyone else without restriction. Where one group is favored over another group. Case in point, customs taxes are a restriction on free trade. Two identical items, one costs more simply because it was made elsewhere.


I agree your arguments apply toward competitiveness but disagree they apply toward a free market economy.
LloydPickering
Thu Feb 17, 2005 5:37 am
#10



Halthron wrote:
You're mixing free trade with competitiveness.
Yes, everything you said does apply toward modifying competition. If a player has a chef/merchant, doctor/BE and a TKM/Ranger, he has all the support he needs. He can hunt his own meat, make additives, and sell food for practically nothing. His only cost would be armor, weapons, transport and harvester/vendor maint.
But, nothing that player does will force other players to purchase from him. Free Trade is where anyone can sell to anyone else without restriction. Where one group is favored over another group. Case in point, customs taxes are a restriction on free trade. Two identical items, one costs more simply because it was made elsewhere.
I agree your arguments apply toward competitiveness but disagree they apply toward a free market economy.





Yes but the two go hand in hand...Heres a snippet of the WTO(World Trade Organisation - www.wto.org) website:

Promoting fair competition

The WTO is sometimes described as a “free trade” institution, but that is not entirely accurate. The system does allow tariffs and, in limited circumstances, other forms of protection. More accurately, it is a system of rules dedicated to open, fair and undistorted competition.

The rules on non-discrimination — MFN and national treatment — are designed to secure fair conditions of trade. So too are those on dumping (exporting at below cost to gain market share) and subsidies. The issues are complex, and the rules try to establish what is fair or unfair, and how governments can respond, in particular by charging additional import duties calculated to compensate for damage caused by unfair trade.

Many of the other WTO agreements aim to support fair competition: in agriculture, intellectual property, services, for example. The agreement on government procurement (a “plurilateral” agreement because it is signed by only a few WTO members) extends competition rules to purchases by thousands of government entities in many countries. And so on.



Everquest2 - Splitpaw: Sesskia <United Kingdoms> - Merccia - Tercia - Kasshia
Star Wars Galaxies - Chimaera: Zoxara (Sleeping) - Lloyd (Sleeping) - Buttercup (Cancelled) - Nublet (Cancelled)
Hylidex
Thu Feb 17, 2005 6:41 am
#11






Zigabob wrote:

I was a ranger for quite a while before I decided to give BE a try. I found as time went by crafters (BE's, Chefs, Docs, AS's) became increasingly picky about the stats of the resources. It had gotten to the point for me that crafters would laugh at me unless I was selling resources with all stats in the 900's. I would harvest a bunch of 900+ meat and be getting 25-250cpu (very profitable)for it while meat in the 700-800 stat range I was lucky to get 4cpu (waste of time). Thus the business of profitablecreature harvesting became a "sit and wait for the next uber meat/hide shift". Thats one of the reasons I decided to become a BE. I had piles of mediocre quality meat that I couldn't sell for a half-decent price (10cpu I consider half-decent for medium-high quality). I am not making super awesome BE products from my mediocre meat, but all of it is selling well at around 10-15cpu (I charge 1000 creds for most of my tissues). Thats better than any crafter was willing to pay me.


So I guess another reason that there are fewer players out there selling creature resources is they have figured out that they can make more money buy converting their resources into products rather than selling raw resources.


Withme Freysen

Master BE

Ziga Freysen

Ranger/Rifleman







I'm a little concerned about 1000 credits for tissues--or would be at least on my server. My break-even price for materials alone of BSN is 1300. After adding the cost of the schematic and maintaining a factory, it is probably just under 1400 which is my selling price at the moment for mediocre quality BSN.


I think the best way for you to set your prices is to figure what you could sell your meat for, then add the profit you hope to make as a bio-engineer. I had a guy on another forum tell me he was making a killing as a BE harvesting his own meat and selling his tissues at a price below what he could sell his meat for. I contended that he was losing money as a BE, but making a killing as a hunter.


When my prices were created, 10 cpu was the going price for meat, and it was drawing a lot of rangers. My prices represented a substantial profit, and I couldn't keep in stock. The problem is that while 1400 cr still buys a mediocre BSN, 10 cpu doesn't buy what it used to in general, because of rampant inflation.


A massive influx in wealth into the economy, both in the form of credits (mission payouts and space loot), and in the form of loot has created substantial inflation. There is absolutely no reason for a ranger to spend the day collecting meat at 10 cpu when he could kill Jantas at 30K a lair and have a shot at some very high-quality loot.


Meanwhile, high-quality meat just doesn't seem to spawn any more. The last great quality meat on Gorath was avian, which a bio-engineer has absolutely no chance of competing for pricewise.




Hylidex Lightstrider
AFS Outfitters, League of all Factions and Species (LAFS)
-6600, 4440, Theed, Naboo, Gorath
Halthron
Thu Feb 17, 2005 6:41 am
#12






LloydPickering wrote:

Yes but the two go hand in hand...Heres a snippet of the WTO(World Trade Organisation - www.wto.org) website: <snipped for space>




No, actually they don't. They can and often do but the effect doesn't have to be a net positive or negative gain. To continue the quotations:


Free Trade:


Lowering trade barriers is one of the most obvious means of encouraging trade. The barriers concerned include customs duties (or tariffs) and measures such as import bans or quotas that restrict quantities selectively. (source:
http://www.wto.org/english/thewto_e/whatis_e/tif_e/fact2_e.htm)


Also, In very simple terms, free trade can be defined as the absence of tariffs and import quotas on goods. (more) (Source: http://www.unesco.org/culture/industries/trade/html_eng/question5.shtml)


From the same WTO page a bit on competition:


But success in trade is not static. The ability to compete well in particular products can shift from company to company when the market changes or new technologies make cheaper and better products possible. Producers are encouraged to adapt gradually and in a relatively painless way. They can focus on new products, find a new “niche” in their current area or expand into new areas.


Monopolism is a good example of a restriction of competition.


Aleskander
Thu Feb 17, 2005 6:53 am
#13

A lot of the probelms with making chef additives come from the "uber" mentality. I can make BSN's at an 84 level with decent meat and high stat organics, but the chefs all want BSN's at an 85 and IN's at 115, not the 114 I can easily get.


Our guld chef is very happily making lots of credits from these "lower quality" additives while I'm making a decent amount from him.


At the 20 cpu I pay for decent meats (most people would call junk), it costs about 400k to make 1 full run of IN's for just the meats then throw in what, 90k of 6 cpu organics and the price hit almost 1 mil just to break even. Now, try to get a chef to pay enough to make it worth doing this. Our guild chef doesn't complain...well, not too much..but none of the other chefs will pay more than 1.2-1.4 mil. That's a 200-400k profit. Not worth my time.


I made 1 mil in one day just from selling CL10 pets..of course this doesn't happen often...and 2 mil from a special order for 3 high level pets..can you say CL70 Kimo



*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

Alesk Kander 12- point Master Architect/Master Artisan/Master Shipwright
Vendor in Dust Shop Mall South of Coronet -147 -5826

Elas Kander Jedi Knight
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