Business And Economy Archive
Thread: Can't We Regulate Vendor Sales Based on the Item's Complexity?
Message Edited by TraceAntilles on 09-07-2005 01:15 PM
I agree that selling/buying credits on ebay is something that creates an unfair distribution of wealth within the game economy (besides being illegal under the SOE agreements, I assume [never read them, I just click "Accept"]).
However, these credits stay in the game, right? The seller transfers them to the buyer. It seems to me there is no other effect to the game economy than shifting credits around. In a strange way it could actually stimulate the economy, because credit sellers are most likely rich players who do not cosume as many new items any more (because they own them already) and credit buyers are probably mostly new players or players in need of certain item, which they then buy from their new riches.
Regardless of credit selling/buying being good or bad, your suggestion of a "Economy nerf" is dangerous and will do more harm than any credit seller/buyer could do.
When you say "prices are just through the roof", what do you mean? Can you still buy a swoop for under 20k on your server, a small house for under 10k and a 270 base DPS/90 SAC weapon for under 50k? I bet you can. If you are in the market for high end stuff and rare items you will pay millions, of course. But you don't really NEED the deathstar hologram. Depending on your template you might want to invest into skill tapes or uber-weapons at some stage, but these are high end items that will make you a high end crafter or fighter. High end comes with high price - on every server.
Capping prices is conceptually flawed. It is the end of the free player based economy as we know it. Pricing based on item complexity only works for crafted items. Do you really want SOE deciding for you what your items are worth? If you ever visited a junk dealer you might want to reconsider ![]()
TraceAntilles wrote:
Alright, maybe capping the items is a bad idea, but the ebay credits are against the game rules, just as much as selling anything from SWG is and it indeed increases the amount of credits Vendors choose to sell their items at, knowing they can turn that around and sell it on ebay.
Let me put it another way. If 1 SWG credit equalled 1 US dollar, I guarantee you that no items would sell for millions. There'd be no need for it. You get my point yet? It's the FACT that the credits sell for just a terrible exchange rate on EBAY that the items sell for so much in SWG, not for their rarity or demand or anything else.
The economy will remain broken so long as SOE doesn't end this system of selling credits on Ebay and similar sites. The only way they can manage this is to balance the Vendor pricing system as far as I can see. If you see another way to curb the ability to sell credits on ebay, tell me.
I think we're getting off you own topic of regulating the SWG economy a little bit ![]()
I don't know how to effectively control ebay credit selling/buying.
Most consumables manufactured by a large crafter base are affordable in-game (like in RL), rare items and luxury items are not (like in RL, buy a private plane, a motor yacht, a Rembrandt painting and youWILL spend millions).
The SWG economy is not broken as you imply, at least not more than any RL economy. But this is off topic.
TraceAntilles wrote:
You could make it so items were like capped out on 5k per point of complexity or some similar thinking. The prices on the Gorath server are just through the roof, cause there inevitably are some geeks that go out on ebay, pay for credits, turn around and pay the Vendor for this virtual item, then that same vendor will sell the credits on ebay. A vicious circle that really makes no sense besides someone illegally making money off funny money.
It doesn't matter where they get the credits to afford these overly priced items, there still should be a system in place regulating the prices on these items based on their complexity. People were only able to afford these ridiculous items if they were also overcharging with pre-cu doc buffs or their alt's vendor. I can afford most of the items sold on this server, but I'm not about to patronize non-sense.
It's funny money, unless your turning around and selling it on ebay or another website. This really has no adverse affects on anyone but the illegal ebay pirates who have really screwed this economy.
Message Edited by TraceAntilles on 09-07-2005 12:40 PM
1) You are making a HUGE and unsubstantiated assumption that crafters are are selling credits on e-Bay. There may be a few crafters doing this, but hardly the majority of them. And I defy you to show ANY evidence to the contrary.
2) Imposing some sort of artificial price cap on crafted items only impairs the ability of crafters to enjoy the game. Crafters expect to be rewarded for their efforts, no less than combat players. This would be the equivalent of saying combat players can only run X number of missions a day and only loot one uber item a week. Combat players would leave the game in droves under such conditions. Likewise,artificial price caps will cause crafters to leave the game (and then who'll make your weapons and armor).
3) Those few crafters who stuck it out would simply sell items via the trade window instead of through a vendor. And they would charge more than ever because A) they would have far less competition and B) they would tack on an additional charge for the time and inconvenience of having to meet every customer face-to-face.
4) If you think prices are so high, then why don't you become a crafter and compete against them? Charge what you think is a fair price and steal their business away. If they want to compete, they'll have to reduce their prices. Simple economics.
Slim Vargo, Corbantis
TraceAntilles wrote:
You could make it so items were like capped out on 5k per point of complexity or some similar thinking. The prices on the Gorath server are just through the roof, cause there inevitably are some geeks that go out on ebay, pay for credits, turn around and pay the Vendor for this virtual item, then that same vendor will sell the credits on ebay. A vicious circle that really makes no sense besides someone illegally making money off funny money.
It doesn't matter where they get the credits to afford these overly priced items, there still should be a system in place regulating the prices on these items based on their complexity. People were only able to afford these ridiculous items if they were also overcharging with pre-cu doc buffs or their alt's vendor. I can afford most of the items sold on this server, but I'm not about to patronize non-sense.
It's funny money, unless your turning around and selling it on ebay or another website. This really has no adverse affects on anyone but the illegal ebay pirates who have really screwed this economy.
Message Edited by TraceAntilles on 09-07-2005 12:40 PM
from the highlighted statement, you have no clue.
don't understand why people are always blaming everything on ebay credits if they aredon't havethe credits and its too lazy to go make it.
why buy credits when its so easy to make.
TraceAntilles wrote:
You could make it so items were like capped out on 5k per point of complexity or some similar thinking. The prices on the Gorath server are just through the roof, cause there inevitably are some geeks that go out on ebay, pay for credits,
...
Ok, it looks like you think that the problem is that prices are too high and you think the cause is that people buy credits., And you propose the solution of price caps.
The problem does not exist.
There is no inflation. The economy is not broken. Supply and demand are working fine.If people are actually paying the prices asked then they aren't too high. If nobody is paying them then its meaningless since anyone can ask anything, it doesn't matt er unless someone pays it.
There is no evidence that ebay credits is damaging the economy in any meaningful way. A few people buying credits does not ruin an economy.
Your proposed solution would never work.
Price caps based on complexity won't work. Complexity for items is all over the place. A heavy harvester is complexity 35, a type 10 firework is complexity 11, a single ubese armor bracer is 15.It would make no sense. Plus complexity has nothing to do with quality. So you'd be paying the same for uber or crap.
Yoru proposed solution would actuallyruin the economy. If you setup price caps then it would reduce crafting to just item despensors. There would be no reason to make an uber item if we can't get an uber price. Everyone would standardize everything and all variety and competition would be gone. There are plenty of other MMOs without valid player driven economies, ifyou wantto buy goods from NPCs for set prices then try one of them.
Message Edited by TraceAntilles on 09-07-2005 12:40 PM
Dazzydoodle wrote:
Ebay credits diving up prices? What a load of Bantha sh!t.
I've won a couple auctions for expensive stuff. Which is to say, I outbid the other guys.
All my credits I earned in game (crafting, runnign a good business, loot items, space, mission, but no ebay)
In the bidding process, every time I outbid someone, I helped to drive up the costs, again, WITHOUT EBAY CREDITS!
sciguyCO wrote:
...I suspect that if we could track prices of items vs. total credit supply that the "price index" would be fairly flat. ...