Business And Economy Archive
Thread: The need for more and larger money sinks...
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Puertoriqueno
Thu Feb 10, 2005 12:33 am
#1
I hear people complain about inflation, and I notice one of the things missing from the economy is a large money black hole that could suck up millions in credits daily by choice. Some of the loot that has been released with npc kills would have been prime for what I was thinking, and that was some kind of non-craftable npc vendor with uber loot. Items sold that would cost huge amounts of credits and eat money without putting it back into the economy....it would be essential that these items could NOT be traded, or the sink would be useless.
I love the current loot like the next guy, but it has served to inflate the economy even further. Since it seems unlikely that sparse resources will be made more plentiful, I suggest creating vendors like the one described above.
Comments and suggestions welcome.
Zephisto
Thu Feb 10, 2005 5:19 am
#2
As far as I can tell from what the Devs have said, the galactic economy is very stable. There's an economy explained article lurking around somewhere on these sites. No need to worry, they keep a close ey on it
Xeovar
Thu Feb 10, 2005 5:49 am
#3
I think that we don't really need cash sinks that would affect everyone.
However, it is always good to provide people with fat accounts ways to spend the money - in RL thats when luxuries go in.
Why not provide luxuries for the rich ? Like purchasable, very expensive schematics for (examples) limo speeder ? luxury house/castle ? ability to hire a flat in NPC city ? Schems for expensive clothes, paintings, decor items, etc.
That wouldn't hurt average player and allow to have some luxuries market going on, while drawing cash ot of the system.
However, it is always good to provide people with fat accounts ways to spend the money - in RL thats when luxuries go in.
Why not provide luxuries for the rich ? Like purchasable, very expensive schematics for (examples) limo speeder ? luxury house/castle ? ability to hire a flat in NPC city ? Schems for expensive clothes, paintings, decor items, etc.
That wouldn't hurt average player and allow to have some luxuries market going on, while drawing cash ot of the system.
hinchles
Thu Feb 10, 2005 7:02 am
#4
if you want a money sink just grind WS a couple of times that'd soon remove any cash you had
nbd9k
Thu Feb 10, 2005 9:22 am
#5
actually, there are plenty of money sinks in the game. the problem lies elsewhere: the people with the most money also have the least desire to spend it. statistically, though the level of credits in the millions is becomming relatively widespread, there are a few people that have credits ranging in the hundreds of milions, possibly even trillions (in renderer's case). These people dont have anythnig that they could spend money on fast enough, and its that very spike that throws off the economy numbers that little bit.
whats needed is something insanely expensive for those uber-rich people to spend money on. you would see any semblance of inflation vanish.
at the same time, i dont think that money sinks effect the new players in the slightest. you dont really start paying maintinance until you have become pretty well established, and buying tickets for travel is hardly a sink- you can just run delivery missions until you can afford it.
EdOWar
Thu Feb 10, 2005 9:49 am
#6
Read the thread on the Myth of Inflation in this forum. There basically is no inflation (if anything, we have deflation). The price of standard production goods has been stable, or even dropping, for months even as their quality improves. Even the new loot items are rapidly dropping in price. KSE Firesprays used to sell for tens of millions, know they are in the 4-8 million range (depending on server). No Division and Vader Victory posters first sold for 1-2 million, but a couple of weeks ago I picked mine up for 750K each, and they've still gone down since then. With increased spawn rates, the prices of other types of loot are dropping (or will be dropping soon).
The "credit lords" someone mentioned above, effectively serve as a kind of cash sink. Once money goes into their bank account, most of it won't be coming out again because they have nothing to spend it on. If effect, they are the large-scale money sinks.
Slim Vargo, Corbantis
Garnax
Thu Feb 10, 2005 10:10 am
#7
They could do like AO, and sell 60 million credit sunglasses and such. 
Jessalyn_Bohicat
Thu Feb 10, 2005 11:24 am
#8
oops 
Message Edited by Jessalyn_Bohicat on 02-10-2005 10:24 AM
Cijj
Thu Feb 10, 2005 12:33 pm
#9
SWG has a huge player based economy, but there is also the problem of a non-ending money cicle.
Players receive huge amounts of money through missions, that money goes over to the crafters and people that sell things of interest and a certain value.
But after it reaches that point it is stuck in an endless circle of buying and selling.
Some money may go into house maintenance or maintenance for bikes and such, but it is coming more money into the game through new missions than the maintenance takes away. In the end it mostly reaches other players.
What we need would be on first sight: More Maintenance costs.
But everybody knows that there is not a chance for that to happen, because it favors players who are longer in the game and hurts the start of new ones.
Another way would be the selling of nice but pretty much useless items, like it was suggested above.
Sunglasses for 5 million credits - Why not?
A special faction only, non-tradeable poster or picture - A bad idea?
I dont think so.
If any of the "money-exiting-methods" would establish a real situation of problems, because it is delivering sonmething players can serve it wouldnt be a good solution.
We are back at: WORTHLESS BUT NICE ITEMS FOR A LOT OF MONEY.
As far as I see it, seems like a good idea.
Players receive huge amounts of money through missions, that money goes over to the crafters and people that sell things of interest and a certain value.
But after it reaches that point it is stuck in an endless circle of buying and selling.
Some money may go into house maintenance or maintenance for bikes and such, but it is coming more money into the game through new missions than the maintenance takes away. In the end it mostly reaches other players.
What we need would be on first sight: More Maintenance costs.
But everybody knows that there is not a chance for that to happen, because it favors players who are longer in the game and hurts the start of new ones.
Another way would be the selling of nice but pretty much useless items, like it was suggested above.
Sunglasses for 5 million credits - Why not?
A special faction only, non-tradeable poster or picture - A bad idea?
I dont think so.
If any of the "money-exiting-methods" would establish a real situation of problems, because it is delivering sonmething players can serve it wouldnt be a good solution.
We are back at: WORTHLESS BUT NICE ITEMS FOR A LOT OF MONEY.
As far as I see it, seems like a good idea.
OldenTired
Thu Feb 10, 2005 12:36 pm
#10
Here's an easy way to totally destroy large sums of money..
- Obtain a personal mineral extractor.
- Place the extractor.
- Put a gazzilion credits worth of maintenance into it.
- Re-deed the harvestor.
- Destroy the deed.
- Obtain a personal mineral extractor.
- Place the extractor.
- Put a gazzilion credits worth of maintenance into it.
- Re-deed the harvestor.
- Destroy the deed.
Cijj
Thu Feb 10, 2005 12:47 pm
#11
The question is not how to destroy money, the DEVs surely could put back all accounts on 0 credits. Thats not the sense of this thread.
Its the idea of: How to get players to put money, large amounts of it, out of the cycle for something they will like.
I wouldnt like to spend my money on DOT weapons for instance, but on entertainers it would be nice. Still the money stays in the game.
But for some cool glasses, a RSF uniform or a Naboo banner I would surely scrap some money together and throw it out of the system.
Its the idea of: How to get players to put money, large amounts of it, out of the cycle for something they will like.
I wouldnt like to spend my money on DOT weapons for instance, but on entertainers it would be nice. Still the money stays in the game.
But for some cool glasses, a RSF uniform or a Naboo banner I would surely scrap some money together and throw it out of the system.
NaKitNa
Thu Feb 10, 2005 1:36 pm
#12
There are lots of things they could do. I know plenty of people that would gladly pay large sums of money to refurbish their weapons without having to find new ones... just the hassle of finding a good WS is a problem. Or might capacity storage units... just costs a lot more to maintain. I think one of the issues is making it so where high level players were the ones penalized. Create more high level xp advancement with training costs in the millions. Jedi could easily be upgraded this way. If you arent careful with the money sinks, you can make it real hard for low level people to survive.
OlisJ
Thu Feb 10, 2005 1:43 pm
#13
Such "money sinks" would kill the fun of new players, they will see the insane prices there and start complaining about that. We need a growing community, but not decaying one(first of). The problem with credit lords who have their hundreds of millions credits and their impact on the economy will never pass. There could be some ways of making economy more dynamic, but not by removing credits fromcredit lords. As of now I don't think they would be interested in buyng stuff they allreday have from NPC vendors.
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