Business And Economy Archive

Thread: Inflation horrible no money sinks in this game

Obi_Bohotri_Chilstra
Thu Jun 09, 2005 8:06 am
#1

I basically don't need a house anymore which is cool, I can use my vet ship, but its free to keep in space dock! Everyone has alot of money coming into their player, but not alot of money sinks. Hency, crappy pistols go for 2 mil, BARC speeder are worth 2.5 mil ? Yeah...right.


Here are some ideas to SLOWLY get the economy of SWG back on track:



1) Rent space dock space - should be higher then rent on house - every time you dock or travel you cough up1000 credits, all of sudden shuttles might seem useful to some people (noobs)

2) Repairs on ships - while docked your shipped need repairs from light speed jumps, oil changes, what have you etc, should be 20,000 a month or more

3)Doublehouse rent - 'nuf said

4) Don'traise vehicle repair costs, people will just buy instead of repairing (which I normally do now anyway for swoops)

5) Add new home energy costs (like heat, water, etc) - 10,000 a month

6) Add energy costs for ships and vehicles ? Maybe energy could be a new resource for vehicle/ships like harvestors? People would have to buy or get it themeselves, I know I'd buy, either way it would cost you some $$$. You have to feed pets...why not vehicles?


Once, after a few monthes, the economy had some credits sucked out of it, re-evaluate how much has changed to the economy, I don't want it to get to the point where I need to logon everyday and run missions to keep a ship or two !


Just doing the things above will affect everybody except noobs without houses, if they have a ship they will have to start dealing with costs quickly like we did when the game first started, or just grind to build money, which is what makes the game "fun".



- I support the CURB, the Devs and the attempt to make SWG a better game! Plus CU haters can't figure out a level based combat system! - You can feel this way too!
BadChef
Thu Jun 09, 2005 8:32 am
#2

I can't disagree with you because it does make sense. Still, what about those of us who can't play all day to make those millions? I don't mind not haveing alot of credits and I realy have no need for the best items in the game. I travel alot on my cu pa that my creature handler bud gave me, you wont see me on a barc speeder. There needs to be some sort of money sink but not added costs on houses and ship storage and things like that or I'd be broke consistantly and liveing out side of the cities in a basic camp.




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P__Day
Thu Jun 09, 2005 8:46 am
#3

problem is that with these sinks, i would still afford to pay pretty much exactly what i want for something, only people this would hurt are new players. also if you are looking to lower the cost of goods, dont add to maint, i have around 6 houses on my crafter + my shop and if the maint vent up, then the prices go up.


i dont see why people scream about inflation as much, prices for most things are the same as a year ago, a good noob weapon on my vendor for under 10k, myfirst suit of armor cost me about 130k, you can get an equal suit now at around 200k. Spice cost alot more earlier, in the pre doc buff and chef revamp.


One of the problems as i see it is not inflation, but people wanting only the best but thinking the best should be cheap, this can be argued to death, but in the end it comes down to credits, and supply and demand, im pretty sure if the djk and djm exploit stays around for a long time that the prices of skill tapes will drop like a rock because its a pretty constant supply of high end tapes. same if you made every krayt drop 175 max tissues in sets of 11 it would make krayt weapons alot cheaper.

superdarth
Thu Jun 09, 2005 9:29 am
#4

i dont agree to most of it,let me comment on those posts:




Obi_Bohotri_Chilstra wrote:




1) Rent space dock space - should be higher then rent on house - every time you dock or travel you cough up1000 credits, all of sudden shuttles might seem useful to some people (noobs)




this would only be clumsy..




Obi_Bohotri_Chilstra wrote:

2) Repairs on ships - while docked your shipped need repairs from light speed jumps, oil changes, what have you etc, should be 20,000 a month or more







oil?you actually think they even ever HEARD of oil in this era???


repairs might be realistic tho and maybe a 20% change that youre hyperdrive or power gous broke and youl have to pay more for it..maybe 5k or summit(cant make it extremely high..)for maintainance and 15k for broke things...







Obi_Bohotri_Chilstra wrote:




5) Add new home energy costs (like heat, water, etc) - 10,000 a month





ehm..dousnt that go under maintainance costs m8?







Obi_Bohotri_Chilstra wrote:



6) Add energy costs for ships and vehicles ? Maybe energy could be a new resource for vehicle/ships like harvestors? People would have to buy or get it themeselves, I know I'd buy, either way it would cost you some $$$. You have to feed pets...why not vehicles?







nice idea..might be fun but power would be a NECCECTY so a exra lot or 2 would be nice..





Dont you have sompthing better to do then reading other peoples signatures?
EdOWar
Thu Jun 09, 2005 9:31 am
#5

There are a ton of money sinks in the game:


1) Shuttle fees


2) Chassis fees


3) 5% bank tip fee


4) House maintenance


5) Harvestor maintenance


6) Factory maintenance


7) Vendor maintenance


8) Vehicle repairs


9) City maintenance (our modest sized city takes about 600K a week to run)


10) Training fees (admittedly, doesn't affect most players these days)


11) Bazaar fee


12) Space station repair fees


13) Rich players -- An unofficial cash sink, but rich players don't have much to spend their money on, so whatever they get tends to stay in their bank account. This effectively takes currency out of the economy andserves as a kind of cash sink.


This is just what I could think of off the top of my head. There are a lot of other cash sinks spread throughout the game (for example, to do the RIS quest you have to pay the greedy Bothan armorsmith 50K credits).


And prices have come down for most things. A BARC speed for 2.5 million? That's cheap. On Corbantis they were going for about 5 million. Remember when Victory/No Division posters first came out. They were going for about 2 million each. Now you can get them for 250K, or maybe even less. And I charge far less now for weapons that are far superior to what I was buying when SWG started (even factoring in the CU changes).


It's all basically supply and demand. Even if you reduced the money supply, and prices dropped, the value of items would still be the same relative to what they are now. For example, say you want faction armor that costs 1 million credits. However, through radical manipulation of the economy, we knock a zero off the end of everything in the economy, so now that faction armor only costs 100,000 credits. Well, you aren't really any closer to getting that armor, because a zero was also knocked off the end of your bank account.


Slim Vargo, Corbantis


Kryxal
Thu Jun 09, 2005 10:49 am
#6

Bringing up faction armour points out another potential credit sink ... purchasing of faction points. It depends where you do it, though, since I believe FP bought in a base contribute to base upkeep.



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Leana_Txorana
Thu Jun 09, 2005 11:23 am
#7

Everyone has alot of money coming into their player, but not alot of money sinks. Hency, crappy pistols go for 2 mil, BARC speeder are worth 2.5 mil ? Yeah...right.
=========================================================================

These prices are not due to inflation but supply/demand.


Inflation is where a particular item cost x credits today, and 2x credits after some time and then 3x credits at a future date. In general, once the game got going, prices settled down and did not budge much at all. Prices have stayed fairly well stable. In fact, there have been many times of deflation.


Now if you are complaining that limited items are costing more thay YOU are willing to pay, then that I cannot argue. I would ague that the problem is not the prices that are the problem



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Poldano
Thu Jun 09, 2005 7:03 pm
#8






Obi_Bohotri_Chilstra wrote:

I basically don't need a house anymore which is cool, I can use my vet ship, but its free to keep in space dock! Everyone has alot of money coming into their player, but not alot of money sinks. Hency, crappy pistols go for 2 mil, BARC speeder are worth 2.5 mil ? Yeah...right.


Here are some ideas to SLOWLY get the economy of SWG back on track:



1) Rent space dock space - should be higher then rent on house - every time you dock or travel you cough up1000 credits, all of sudden shuttles might seem useful to some people (noobs)

2) Repairs on ships - while docked your shipped need repairs from light speed jumps, oil changes, what have you etc, should be 20,000 a month or more

3)Doublehouse rent - 'nuf said

4) Don'traise vehicle repair costs, people will just buy instead of repairing (which I normally do now anyway for swoops)

5) Add new home energy costs (like heat, water, etc) - 10,000 a month

6) Add energy costs for ships and vehicles ? Maybe energy could be a new resource for vehicle/ships like harvestors? People would have to buy or get it themeselves, I know I'd buy, either way it would cost you some $$$. You have to feed pets...why not vehicles?


Once, after a few monthes, the economy had some credits sucked out of it, re-evaluate how much has changed to the economy, I don't want it to get to the point where I need to logon everyday and run missions to keep a ship or two !


Just doing the things above will affect everybody except noobs without houses, if they have a ship they will have to start dealing with costs quickly like we did when the game first started, or just grind to build money, which is what makes the game "fun".





ROFL, you are avoiding maintenance on your storage facility (i.e., house) by using a maintenance-free veteran reward, then complaining about the lack of credit sinks?


The credit-sink system is wisely designed to allow players with nopossessions to spend no money, andthe veteran reward system wisely did not give out "gifts that eat" as rewards. If you try to make serious money, or get involved in the high-end game,you are going to run into some credit sinks.


Saego, Wanderhome


AliesterCr
Thu Jun 09, 2005 11:59 pm
#9

Well I can tell you why armor is more expensive now.


The resource requirements went up for all types of armor. Not to mention smiths that were used to only stock composite now have to stock quite a few more specific types of resources to be able to serve everyone. Not to mention really long factory times (takes ~2.5 days for a 1000 segment run and ~4.5 days for a 1000 layer run) 1000 layers = 7.5 suits (with perfect combines).


Oh and there is the factory crate bug with armor right now so everything has to be handcrafted or you get borked colors. So to keep up with demand AS's have to raise prices to reduce demand to a level that is sane. If factory times and the factory crate bug is fixed you will probably see some prices drop a little. But the thing that is not going to change is the increased resource req. and that is what effected the price the most.





AliesterCr, Master Armorsmith {12pt Armorsmith}
"The Naked Bothan"
{AC} Armor Designs
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Starcloud
Fri Jun 10, 2005 12:15 am
#10

You are making a classic mistake; do not assume high prices = inflation.


Prices for everything except limited availibility/quest rewarditems have been pretty stable for the past year, since the Developers closed off the majority of thecredit duplication exploits. If there are any left, I'm sure that they'll get closed off too.


Limited availibility items have always represented the extreme of the SWG economy. A commonly availablepistol made by a weaponsmith will *not* carry the same high price as a limited availibility quest reward pistol, even if the quest reward pistol has crappy stats. Pay attention to the regular market on the Bazaar, not to the Trade Forums, if you're going to accurately evaluate the economy.


I don't know about using my Yacht as a house. If you choose to go that route, sure, you don't have to pay maintenance on it... but at 75 items, it's not a very good place to store/display stuff.


"Home energy costs"... what do you think maintenance costs represent? Let me give you a hint; in the real world, I don't pay 'maintenance' every hour... I pay electric, water, phone, etc. every month. Maintenance costs are the abstract version for ease of calculation and play.


Repair costs on vehicles... well, what do you think happens to the engine in a car if you run out of gas? It stops. If it runs out of oil, it destroys itself. Again, repair costs are abstracted versions of the real-world costs.


Energy costs for ships and vehicles... more needless complexity? More bugs?


What you're saying basically is "Force everyone to pay more so that I don't have to feel envious and don't perceive that costs are too high." The problem with the SWG economy is with your perception of it.


Pawlin
Fri Jun 10, 2005 1:01 pm
#11

There is no game wide inflation.


There are fluctuations in prices as things change and supply/ demand goes up and down.


Rare new items fetch high prices.


There is no inflation.





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Kalano
Fri Jun 10, 2005 1:25 pm
#12






Epsilon125 wrote:

"So to keep up with demand AS's have to raise prices to reduce demand to a level that is sane."


Written like a true crafter trying torationalize maximizing prices. Charging prices that the market will pay is fine, but that is a truely bull***tstatement.








Then either become a crafter and make your own. Along with that, deal with every customer that comes in and demands you sell all your stuff for 1cpu even though you paid a ranger/combat person 20cpu for the hide you need. Also include the time it takes to find a resource vendor and pay the 5-20cpu for the metal you need, or you could harvest it yourself which you have to obtain harvesters. Which inturn require power, which is another resource you buy or harvest, and pay maintence on all harvesters. Oh, you need a vendor which cost maintance, and a house to put it in, which also cost some maintence. You will need a factory for your subcomponents since a lot of crafted items require exact same parts, meaning, the vin number must always be the same, so no hand crafting. That means more maintence and power.


Oh wait, you don't want to sell so cheap and loose all your hard earned cash you invested into your business? You don't like the tell hell that many masters hide from? Oh, your sick of constantly having to craft to supply all those who want to be the best combat person who thinks a crafter is a peice of crap player who only purpose in life is to make you happy.


You posted the typical whiny combatant post of i have no cash and the game is not handed to me. get over it. A crafter sacrificed a lot of skill points, money, and time to invest in his profession. Why don't you do the same before pushing out worn out dribble.


I'm not a AS, for one big reason, people like you. I am a SW, and i love it. I don't advertise much. I try to be nice and so far, i gotten lucky in not meeting someone like you. Otherwise, i would would be the meanest personal sales person to you and anyone like you from then on. I have a life too, and i play to have fun, not to be someones little tote so they can run around in their bright spanking new equipment and say "i pwn u noob."



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Epsilon125
Fri Jun 10, 2005 2:59 pm
#13


Try reading my post again.


"Charging prices that the market will pay is fine...",


Did I not say that??? Is that not clear enough? How should I rephrase it so you will understand?


Are you finished yet???

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