Business And Economy Archive

Thread: Whats one small idea that would help the economy.

MadeEvil
Thu Jan 20, 2005 8:24 am
#1

We all have these grand idea's on how to get fix things in the economy but unless the Devs devote alot of time to this its not going to happen I'd like to make a thread where we think of small changes that would help it.

Things they could easily change.

Nothing big like stop all server lot swapping.

Something small like increase player city maintance costs so their is a larger cost to keep player cities up so mayors raise taxes and money is sucked out of the economy to slow down inflation. (its just a idea I know if they raise it to much alot of people will just move out of the player cities because they can't afford to pay the taxes and such.)


Please post any small idea's you may have.



- Elmer
AcimEriga
Thu Jan 20, 2005 8:42 am
#2

Good thread idea, but even a virtual economy is a very complicated thing, and like a real economy, it demands comlicated answers.

I may have a flawed view, but my high school economics class taught me that a successful economy has to work like a circle, with money generated in one place, but spent in the next, and the next, and so on, until it comes back to the original group.

Terrible example follows:

Factory worker gets his paycheck. He spends 10 dollars at the gas station. The gas station pays 10 dollars to the oil company. The oil company pays 10 dollars to their supplier of whatever it is oil companies buy (). The supplier pays 10 dollars to the factory they purchase from. The factory pays 10 dollars to a worker. etc. etc. Flawed Im sure, but I hope the correlation is clearer in a moment.


Rifleman runs mission for 5k creds. Rifleman pays 5k creds for a house. Architect pays 5k creds for metal. Surveyor pays 5k crds for.......his surveying tool? His ticket to whatever planet he is pulling metal from? The loop doesnt close very well, in that crafters dont actually generate money, they get it from the fighters, but the money only get back to the fighters in the form of harvest contracts, which is a very small amount by comparison to what they take in. Thus rather than a wheel, this economy is more of a flat tire. Itll go for a little while, but not real far.


This is no attack on crafters, you are SUPPOSED to make money. You are why fighters run missions. I think the economy is broken because there is no way to keep the money flowing back around.


Acim
MadeEvil
Thu Jan 20, 2005 8:47 am
#3

I agree but maybe instead of trying to come up with these grand idea's on how to fix it we try to just do one step at a time.



- Elmer
Cafa
Thu Jan 20, 2005 8:54 am
#4






AcimEriga wrote:

Good thread idea, but even a virtual economy is a very complicated thing, and like a real economy, it demands comlicated answers.

I may have a flawed view, but my high school economics class taught me that a successful economy has to work like a circle, with money generated in one place, but spent in the next, and the next, and so on, until it comes back to the original group.

Terrible example follows:

Factory worker gets his paycheck. He spends 10 dollars at the gas station. The gas station pays 10 dollars to the oil company. The oil company pays 10 dollars to their supplier of whatever it is oil companies buy (). The supplier pays 10 dollars to the factory they purchase from. The factory pays 10 dollars to a worker. etc. etc. Flawed Im sure, but I hope the correlation is clearer in a moment.


Rifleman runs mission for 5k creds. Rifleman pays 5k creds for a house. Architect pays 5k creds for metal. Surveyor pays 5k crds for.......his surveying tool? His ticket to whatever planet he is pulling metal from? The loop doesnt close very well, in that crafters dont actually generate money, they get it from the fighters, but the money only get back to the fighters in the form of harvest contracts, which is a very small amount by comparison to what they take in. Thus rather than a wheel, this economy is more of a flat tire. Itll go for a little while, but not real far.


This is no attack on crafters, you are SUPPOSED to make money. You are why fighters run missions. I think the economy is broken because there is no way to keep the money flowing back around.


Acim







Isn't it flowing around, back to the source (of credits) already?


Crafters either have to pay animal resource hunters, harvestor maintenance, or resource harvestors credits in order to get their raw products. If this isn't money flowing around and back to the source, what are you asking to accomplish?


Fivo Asia




- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

AcimEriga
Thu Jan 20, 2005 9:00 am
#5

Frankly, I hadnt thought of harvestor maintenance as flowing into the same source that mission terminals get their creds from. I guess I'll have to rethink that part. I still feel that the average AS, WS, or architect takes in a great deal more from fighters than gets dealt back to them.

Thanks for a non-flamy point
mistereous1
Thu Jan 20, 2005 10:23 am
#6

Acim, we seem to be bumping into each other on threads today. I'm curious have you ever been a crafter?


Crafters if you think of it are the backbone of the economy. We are responsible for collecting credits and moving them through the system either to other players or out of the system through harvester/factory costs.


lets add to your example.


10 fighters run mission and make 5k each. Pay housing costs so they all have 4k left and buy crafted goods, there really are no other outlets for money.


So crafter sells goods to ten fighters and now has 40k, easy at that point to say that the crafter earns 8 times as much as the fighter. But that's not the end of the story.


Crafter must now decide how best to use the money Buys Exp tape from the loot camper for 10k, Buys raw materials from the resource harvester for 10k, buys creature goods from the scout for 15k, and drops money in the factories for 5k. So the crafter has no money either, he's just moved it around. Crafters have the most expenses.


The resource harvesters don't have much in the way of expenses, let's say the harvester spends 5k to maintain his equipment. The scout needs more weapons and armor so spends 5k.


So the score is loot camper gets 10k, crafter gets 5k, Harvester gets 5k, Creature Harvester gets 10k, and 10k is absorbed by factories/harvesters. It's pretty simplified but that's pretty close to how it works...there are further stresses on the crafter because if you throw time into it, the crafter is the only one that has to wait for his payout. The ten fighters get paid immediately, but there is nothing that says they have to all spend at the same time.



Please Make all Deliveries to vendor Corellia 314 -3356
johnmalm77
Thu Jan 20, 2005 10:28 am
#7

Very simple & I don't know why they didn't do this in the first place... it would have saved every one a lot of time (maybe that's why they didn't do it, lol) & headaches. more than likely this has already been said too.

when your in a group & take a difficulty 150 mission.. increase the payout for the whole group !!HELLO!!

instead of getting 3.6k per person for ER missions let them have 15k or 20k per person.. this would have been done if their goal was to encourage grouping & hunting togetherness but this obviously was not their goal in the least.

Chenza

p.s. & in response to where does the circle close? have ya'll helped try & pay for your city's maintenance? at all! It's just the nature of things... some people will help more than others.

Message Edited by johnmalm77 on 01-20-2005 12:35 PM

mistereous1
Thu Jan 20, 2005 10:40 am
#8

/steering thread back on course


john, you're pretty well right. The idea of killing the solo group and placing the game back where it was a year ago is pretty flawed. There already isn't enough reason to group, why eliminate one more. The economy wrote itself around the solo group...now asking it to forget that solo groups ever existed is a problem that will take months to sort out IMO.


I've mentioned higher level missions...a janta village mission that has 20 jantas and pays out 150k. Something of that nature. Bigger payouts from NPC missions...there is some content there, but from a financial standpoint, they don't make sense.

Higher limits on the bazaar. If I can post a few items there and sell them at the full price I intend, it's free advertising, and others will follow suit, eventually you have a better range of prices (not sure how I feel about that one though)



Please Make all Deliveries to vendor Corellia 314 -3356
MadeEvil
Thu Jan 20, 2005 3:08 pm
#9

If you keep raising the mission payout all you do is add inflation... maybe we should think about lowering the total money in the economy so that crafters start charging less because people won't buy at those high prices if we just put more money in the economy all that will do is make crafters charge more because they can get away with it.



- Elmer
Cafa
Thu Jan 20, 2005 3:38 pm
#10






MadeEvil wrote:
If you keep raising the mission payout all you do is add inflation... maybe we should think about lowering the total money in the economy so that crafters start charging less because people won't buy at those high prices if we just put more money in the economy all that will do is make crafters charge more because they can get away with it.






The problem with your assessment is that crafters can do missions too. I really truly don't need hundreds of millions of credits. I spend them regularly on other people I play with. I could "survive" the game play completely without another sale, but I enjoy the economics of the game as much as any other aspect of it.


You're on my server, Elmer, and we've known each other a bit. Name 5 crafters in the million+ credit sales range that don't have combat skills NOR fighter alts?


So I again ask anyone, if all you do is lower prices, and the prices all lowered proportionally, what has been accomplished by nerfing money, or even money through solo-missions?


I'm not really sure what the devs goal(s) were on that decision. But, logically, I cannot believe that it is that simple of an action. Of course, it could be.


Fivo Asia




- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

MadeEvil
Thu Jan 20, 2005 3:48 pm
#11

I'd rather nerf it than keep letting it get out of hand.

Plus what about all the young players that have just started and are doing the low Income missions Most people still charge a ton of credits for stuff that back when we where all starting out where alot cheaper. Yea I know they will eventually catch up but I don't want to see a blaster cost 2 mil credits. Just seems wierd to me



- Elmer
johnmalm77
Thu Jan 20, 2005 4:41 pm
#12

Elmer

There is NO reason that a can of soda should go back to costing a nickle... that's just stupid. You don't control inflation in a game economy that just doesn't make sense. inflation is a real world problem that is far too complicated an issue to try and apply here.

YES there was/is a problem with the economy, YES the issue was that credits where coming in too fast. But stabilizing is a much better concept than attempting to "fix" the problem. Comp armor should go for 250k - 900k, Crystals should be expensive, SEAs should be expensive.

Increasing as I stated before would accomplish stabilizing the economy. Yes credits go in & YES credits come out. Proportionalize city maintenance fees & don't make it optional to live in a city & contribute to that city's maintenance. <-- that's a bad/flawed idea but every one w/ xxx skillpoints spends time in a city at some point or another. House maintanance can be increased w/ the # or mass of the items in them.

Chenza
MadeEvil
Thu Jan 20, 2005 5:10 pm
#13

My problem is that a set of comp armor should not cost 900k thats rediculous


How much does it cost to make one set of armor if you mine the resources yourself 50k at most?

I don't see how a 1800% profit is acceptable

I think comp armor max should cost 300k



- Elmer
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