Business And Economy Archive
Thread: Inflation horrible no money sinks in this game
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.
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..
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
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
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.
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.
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.
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.
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???