Business And Economy Archive
Thread: Welcome to the Business and Economy Forum (Trade/Auction Restricted)
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Thunderheart
Tue Jan 18, 2005 10:27 am
#1
Welcome to the Business and Economy Forum.
This forum is not to be used for trading or auctions. Any trade or auction threads posted in this thread will be moderated. If you wish to trade or auction your in-game items, please use this forum.
This forum is to support the discussions of in-game development regarding business and economy topics. Topics include but are not limited to the business oriented professions, business and crafting, the in-game economy and other related topics.
pircio
Tue Jan 18, 2005 12:42 pm
#2
i know this might be trolling but i wont do it to the other thread sections
Meplorium
Tue Jan 18, 2005 12:42 pm
#3
You know the popular term is Game Economy. This name makes me think of the real world economy and how SWG is marketed in the real economy.
pircio
Tue Jan 18, 2005 12:44 pm
#4
already critizing the new forums and all the hard work? shame shame
Meplorium
Tue Jan 18, 2005 12:47 pm
#5
I call it constructive feed back, you can call it what you like. Setting up a new forum doesn't take all that long actually, well if you don't count all the meetings it takes to make new forums that is.
Ani_cul
Tue Jan 18, 2005 2:19 pm
#8
I should hope everyone does realize that this is a great way to open up chat about what is our ingame economy other then from a merchanting veiw.
I for one think this perfect to start threads about our inflation per server,
discussionbetween how people craft and sell
and to see possible solutions crop up about just how to strive in our SWG 'I gots it you wants it so what we gonna do abouts it' world
Eminemrapman101
Tue Jan 18, 2005 3:34 pm
#9
In phantasy Star Online Version 2, there was in the lobbies boards you could write messages to your friends on. I suggest you make a board for merchants so they can post there products instead of spamming chat. Also I suggest that you up the rare item spawn rate to deal with the economy.
Beldraen
Tue Jan 18, 2005 6:02 pm
#10
SW:G's real problems with inflation and price fluxes is that it does not have any form of economic theory, and it is obvious that the developers do not consider their actions in an serious form of economic theory/model. I still have in my mail box a discussion with Holocron on the issue. This was back when SOE first decided to nerf payouts on mission terminals. I asked Holocron about the F-stat of the economic model he referred to for justification of the changes.
In other words, the development took a wild-assed guess at the number and made some feel-good change. If SWG's economy wants to be treated in some form of realistic manor (i.e. with intelligent outcomes), it is necessary to derive a model and evaluate whether the model is indicative (appropriate f-stat). If it is, you can use the model to regulate the real world application to achieve the desired outcome. Currently, the changes in the game have been completely chaotic. The CPI for the last year is obviously 10000 to 100000, yet they changed the bazaar to only handle a CPI of 200? They nerf payouts, but allow a person playing JTL to make 10 times the payouts from ground missions?
If we are going to have some intelligent decisions in the game, it is paramount that some basic economic theories need to be used; otherwise, we will somehow think that things like money sinks have practical uses, which are easily provably false.
Holocron wrote:
Heh; actually, we didn't use the value I cited as the main reason for altering mission payouts. That was offered up more as a general observation.
What we actually did was simply correlate the mission payouts more closely to the difficulty of the mission. When we compared the success rate of missions versus targets of varying difficulty, we found that the high levels missions were underpaying, and the lower level ones were overpaying, relative to the success rates.
So we raised the payout on the tougher missions, and lowered it on the easy ones.
In other words, the development took a wild-assed guess at the number and made some feel-good change. If SWG's economy wants to be treated in some form of realistic manor (i.e. with intelligent outcomes), it is necessary to derive a model and evaluate whether the model is indicative (appropriate f-stat). If it is, you can use the model to regulate the real world application to achieve the desired outcome. Currently, the changes in the game have been completely chaotic. The CPI for the last year is obviously 10000 to 100000, yet they changed the bazaar to only handle a CPI of 200? They nerf payouts, but allow a person playing JTL to make 10 times the payouts from ground missions?
If we are going to have some intelligent decisions in the game, it is paramount that some basic economic theories need to be used; otherwise, we will somehow think that things like money sinks have practical uses, which are easily provably false.
Cafa
Wed Jan 19, 2005 1:13 am
#11
It should also not take the place of the Merchant forums.
Fivo Asia
Trean
Wed Jan 19, 2005 1:46 am
#12
Hmm game economy.... Screwed up? First off selling resouces usually results in greater profits than selling certain crafted items(some encompassing whole professions). The loot market that you guys have created is an odd one, in that all crafters have to now compete with other professions to buy loot since people are getting enhanced weapons made cheaply if parts are provided(this is another odd one). The possibilities for regional economies were great with this game since it is nine different planets, but instantaneous interplanetary travel kind of ruined that theory.
All in all, it seems to be functioning though. Albeit oddly.
pircio
Wed Jan 19, 2005 1:52 am
#13
i'm a crafter, i used my first couple extra mil to get some blue rugs (cause they're pretty), furniture, paintings etc, and a set of good composite stun armor and get my custom weapons made
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