Business And Economy Archive
Thread: The economics of a crafter
Phaelyn wrote:.
- Creates new roles for architects and BE's. While giving YOU an unfair advantage vs other professions that need resources. What next, a machine that draws Aluminum from Endor down to Dantooine, so that you don't have to move a harvester?
Message Edited by BleuDestiny on 01-21-2005 09:29 AM
Message Edited by mistereous1 on 01-21-2005 11:09 AM
- Hunters must compete for meat and hide business, prices fall
- Hunters and crafters don't have to stop and hunt for two weeks during a spawn on some planets that are really mind-numbing and unenjoyable!!! Pharples rather than Banthas. Choose what and when its worth hunting vs. ranching, or both.
- Prices come down for all related items down the chain from having cheaper sources of meats and hides; price of buffs, of getting buffed, of food, of armor...
- Raises enjoyment for everyone regarding meat and hide acquisition
- Lowers the uber $$$ earnings for hunters, improves the overall economy overall, and brings down the prices of loot and auction items cause there's not so many billionaire hunters out there jacking up the auctions
- Creates new roles for architects and BE's.
Message Edited by BleuDestiny on 01-21-2005 09:29 AM
I think if we take money out of the economey people will no longer beable to afford 50 cpu
So the hunters will drop their prices becuase no one is buying then item prices drop because people get materials cheaper then the hunters don't need to charge 50 or 75 cpu to make enuff money to but the items..
Same goes with Minerals and chemicals and such if people stop buying at 8 cpu the price will go down it only costs about 1 cpu to mine a resource on a decent spot
I believe it does take 1-2 months before a new master crafter is really starting to turnany profit. And thats after they spent however much time and money to get to master in the first place. And if the economy is down or they have some difficulty selling their wares then they may never have any success. Its not easy for newcrafters in an established market.
BleuDestiny wrote:
Meats and Hides:
As a Doc crafter, I'm held hostage to an economic monopoly of the hunters. If I want meat to craft buffs with, as many professions need meat and hides, I have to pay outrageous prices to hunters to obtain the meat, upwards of 200cpu or more. This is nuts. When is a monopoly good for an economy? Like my fellow crafters who also rely on meats and hides, I have to pass those costs on to the customers. People complain of the high price of buffs, comp armor, etc., well look no further than yourselves or your fellow hunter who charges obscene prices for the meats and hides. They're collecting $1 million from me for every 5,000 units of meat, which for the average spawn is about one buff session of hunting. Nice return eh?
Perhaps on your server it is different - However as an observer of the forums, etc - You can't blame the sellers -You blame the BUYERS. Much as I know you'd like to deny it, it's your competitiveness that has caused this problem. how, you may ask? Doc A posts on Forums he is buying a good spawn at 50cpu. People start selling to him at 50cpu, and ignore their normal contractee, or guild doc they have been supplying. So far, not bad, right? but, Doc B, seeing that he is losing the meat, ups it to 60cpu so HE can get the meat. Add in Doc C who bumps it to 75cpu - The hunter did not dictate these prices.. The Docs themselves did. If you don't get the same spawn your competitor gets, you lose business, so their ecision to up the ante makes you do the same. I suggest instead of playing the Outbid game with each other - Get together and develop an agreement - Set a CAP on all future purchases. Establish amongst yourselves what the meat is TRULY worth at each level, and instead of out bidding each other, offer the same price across the board. In turn, hunters who used to wait for the highest bidder will develop a relationship with a particular Doctor, and begin to harvest for them exclusively. THIS leads to a perfect symbiotic relationship, and settles the economy.
Solution: Create a ranch player city structure as an alternative to reliance on hunters, as an alternative, not to replace hunters, that also helps the architect and the BE earn a living. The architect crafts, experiments, and sells the structure, including quality aspects that lead to greater output of meat and hide, the BE is required to sample the DNA of the spawn to feed into the structure, and the crafter has a ready source of meat as a secondary channel to balance out the monopoly of the hunters. Like a harvester, when the meat or hide spawn dies, so does the output of the ranch.
Benefits of a new Ranch structure:
- Hunters must compete for meat and hide business, prices fall Hunters don't set these prices, YOU do. Don't compete against your fellow docs, cooperate and settle the system yourself.
- Hunters and crafters don't have to stop and hunt for two weeks during a spawn on some planets that are really mind-numbing and unenjoyable!!! Pharples rather than Banthas. Choose what and when its worth hunting vs. ranching, or both.They chose the hunt as part of their character - If it's that bad, they won't do it.
- Prices come down for all related items down the chain from having cheaper sources of meats and hides; price of buffs, of getting buffed, of food, of armor...Prices come down when you make the pricing structure for purchases. Again, it's all of you competing that made this an issue.
- Raises enjoyment for everyone regarding meat and hide acquisition No, it takes away an aspect of the game.. Interdependance on each other, and the purpose for gathering in the first place.
- Lowers the uber $$$ earnings for hunters, improves the overall economy overall, and brings down the prices of loot and auction items cause there's not so many billionaire hunters out there jacking up the auctions Again, all of YOU have caused the prices you pay to skyrocket. If you were paying 10cpu for meat, and a hunter came to you and said "Pay 100cpu or I won't sell" You wouldn'tpay it, and look for the next hunter who WOULD sell at 10cpu.Instead, you all started bidding wars that is burying YOUR profits and your profession.
- Creates new roles for architects and BE's. While giving YOU an unfair advantage vs other professions that need resources. What next, a machine that draws Aluminum from Endor down to Dantooine, so that you don't have to move a harvester?
Message Edited by BleuDestiny on 01-21-2005 09:29 AM
MadeEvil wrote:
The problem is everyone has so much money that they can afford to pay those sorts of prices.
I think if we take money out of the economey people will no longer beable to afford 50 cpu
So the hunters will drop their prices becuase no one is buying then item prices drop because people get materials cheaper then the hunters don't need to charge 50 or 75 cpu to make enuff money to but the items..
Same goes with Minerals and chemicals and such if people stop buying at 8 cpu the price will go down it only costs about 1 cpu to mine a resource on a decent spot
I'm curious what do you think this entire thing will do other than change the proportions??? AT BEST what we're looking at is mission terminal pays out 1/3, so crafter charges 1/3, so resource/scout charges 1/3. You haven't changed the economy, you've changed the scale...that's the best case scenario. If I'm missing something please enlighten me.
Now let's look at the next step. Resource merchant is now selling for 1.2 cpu with a cost of .8cpu. At that margin you'll have less people willing to harvest resources, so you'll have a resource shortage...resources are finite. Each one is unique, there is only one best on the server and it spawns ONCE, so if you're mining less of it, wouldn't it stand to reason that the price on it is going to reach higher proportions??? Man this can be bad, you still end up paying 8 to 10 cpu if not more, only you're pulling in credits at 1/3 the rate it was so that 8 to 10 is really like 24 to 30 in today's economy...does anyone not see a problem with that???
Pawlin wrote:
I believe it does take 1-2 months before a new master crafter is really starting to turnany profit. And thats after they spent however much time and money to get to master in the first place. And if the economy is down or they have some difficulty selling their wares then they may never have any success. Its not easy for newcrafters in an established market.
You're right...in reality, I put 5 suits a week up as an example, but it takes several months before a smith is selling at that rate. Luck plays a role in that, but for the most part that's it.
BleuDestiny wrote:
Meats and Hides:
As a Doc crafter, I'm held hostage to an economic monopoly of the hunters. If I want meat to craft buffs with, as many professions need meat and hides, I have to pay outrageous prices to hunters to obtain the meat, upwards of 200cpu or more. This is nuts. When is a monopoly good for an economy? Like my fellow crafters who also rely on meats and hides, I have to pass those costs on to the customers. People complain of the high price of buffs, comp armor, etc., well look no further than yourselves or your fellow hunter who charges obscene prices for the meats and hides. They're collecting $1 million from me for every 5,000 units of meat, which for the average spawn is about one buff session of hunting. Nice return eh?
Phaelyn wrote:.
- Creates new roles for architects and BE's. While giving YOU an unfair advantage vs other professions that need resources. What next, a machine that draws Aluminum from Endor down to Dantooine, so that you don't have to move a harvester?
Message Edited by BleuDestiny on 01-21-2005 09:29 AM
mistereous1 wrote:
MadeEvil wrote:
The problem is everyone has so much money that they can afford to pay those sorts of prices.
I think if we take money out of the economey people will no longer beable to afford 50 cpu
So the hunters will drop their prices becuase no one is buying then item prices drop because people get materials cheaper then the hunters don't need to charge 50 or 75 cpu to make enuff money to but the items..
Same goes with Minerals and chemicals and such if people stop buying at 8 cpu the price will go down it only costs about 1 cpu to mine a resource on a decent spot
I'm curious what do you think this entire thing will do other than change the proportions??? AT BEST what we're looking at is mission terminal pays out 1/3, so crafter charges 1/3, so resource/scout charges 1/3. You haven't changed the economy, you've changed the scale...that's the best case scenario. If I'm missing something please enlighten me.
Now let's look at the next step. Resource merchant is now selling for 1.2 cpu with a cost of .8cpu. At that margin you'll have less people willing to harvest resources, so you'll have a resource shortage...resources are finite. Each one is unique, there is only one best on the server and it spawns ONCE, so if you're mining less of it, wouldn't it stand to reason that the price on it is going to reach higher proportions??? Man this can be bad, you still end up paying 8 to 10 cpu if not more, only you're pulling in credits at 1/3 the rate it was so that 8 to 10 is really like 24 to 30 in today's economy...does anyone not see a problem with that???
My problem with the ecomonics is that people are turning over huge profit margins
Just seems wierd to me when someone mines something at 1 cpu and sells it for 30 cpu thats a 3000% profit..
Does that seem off to you?