Business And Economy Archive

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

mistereous1
Thu Jan 20, 2005 6:04 pm
#14

I don't know of too many comps that cost 900k, could be a typo...most I see is 350k. But your argument doesn't hold much weight.


You're saying a pistol shouldn't cost 2 million for the newbs sake, well should a newb be able to walk in and buy a krayt blaster...most non sliced, non loot weapons go for 20 to 100k tops. You can make that easily. I bought my first power hammer for 5k. The weapons that they can and should use are readily available.



Please Make all Deliveries to vendor Corellia 314 -3356
johnmalm77
Thu Jan 20, 2005 8:15 pm
#15

Yeah I didn't clarify this earlier

SLICED for PvE was 900k for full suit in a bag, SLICED stun armor for PvP (enc) was 1.1M full suit in a bag.

normal suits like I said were anywhere from 275k - 400k. just depended on who had stock.

If the market is stable @ 25k than no problem like i said there was a problem but now it's harder than ever to find stuffs. Have you tried to buy Stim Es lately? I can't find them anywhere.

My bad I am not understanding the part of my arguement not holding weight? I said that the market should be stabilized.

Chenza

Message Edited by johnmalm77 on 01-20-2005 10:22 PM

MadeEvil
Thu Jan 20, 2005 9:00 pm
#16

Look its not about if the fighters can pay for the items its that the crafters are making huge profits..

So the richer are getting richer and the poor stay the same.

a economy where people can easy make 1000% on goods and people can pay for it makes no sense to me.

Sure they can afford it but why should the crafter charge so much just because the fighters can afford it lets try to get these prices down to a more reasonable rate

no one should be making 1000% profit on items, 200-300% at most in my opinion.



- Elmer
Vastar
Thu Jan 20, 2005 9:45 pm
#17

If the profits are larger than the effort to make/market a product someone would step in and do it for less. If it's cheaper/easier/more fun to go out adventuring and continue buying from existing crafters that's what people will do and prices will remain the same.



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Meaningful labels don't require self application.
Flatfingers
Fri Jan 21, 2005 2:11 pm
#18




MadeEvil wrote:
I'd like to make a thread where we think of small changes that would help [the game economy].




Great idea, MadeEvil. If we can come up with simple but powerful ideas, those have a better shot at being implemented than large and complex new features.


I would like to suggest, however, that we sort of rethink our focus. As some folks in this thread have already come close to saying, the problem isn't really with how much money is coming into the economy or flowing out of it -- the problem is that money isn't being spread around enoughbetween players. Some people have a lot of money; some have very little, and the game just doesn't offer many incentives to equalize things.


What would really make SWG's economy more vibrant would be ways to increase this rate at which money changes hands.Economists call thisthe "velocity" of money -- in other words, how many transactions a given credit goes through before it exits the economy (through travel fees, maintenance fees, taxes, whatever). The higher the velocity of money, the more hands a credit goes through, the strongerthe economy.


So how do we do that? My Player Contracts idea would do it, but it's not exactly a small idea. What might work better over the short termwould be small things that poor players could do for rich players. One such transaction might not be a big deal, but lots of such transactions could give every player an incentive to participate in social interaction. (Not only is it fun... it pays!)


One medium-size idea would be to allow players to bet on contests -- swoop races, arena duels, whatever -- where the winning player receives a piece of the action. (The rest goes to the local Hutt or whoever, taking some money out of circulation.) This would have several effects:



  • poor new players can make money by being entertaining

  • spectators can be entertained

  • PvP is encouraged

  • wealthy players transfer some of their phat lewt to players who'll spend it

Another idea: implement Pazaak! This addictivecard game (from BioWare's brilliant KOTOR) that everyone would play would by itself cause vast sums of money to change hands.


So: any other ideas for ways to persuade players who have money to give it to players who want it?


--Flatfingers

johnmalm77
Thu Jan 27, 2005 10:32 am
#19

Here's a thought. Give new players(first 2 months) & any 1 with scout (some low level) a weekly scouting report based on their home planet.
say like every monday they receive a system email when they walk through an NPC city on their HOME planet of what the QL of what names of harvestable animals are spawning.

-helps the speed of money
-helps new players generate an income
Shadine
Thu Jan 27, 2005 10:24 pm
#20

I have a simple idea that would make the economy better.


Allow the harvesting of lower qualitiy materials be more effective, then harvesting higher quality ones.


this could apply to all things ore, grain, meat, bone, water, etc.


take all stats of a resouce add them, divide them by the amout of stats it had. this equals rarity factor. This could be easily used in harvesting by hand or machine.


say 500 is the average break even point so the equation looks something like this

average resource value * density = harvest ability

Harvestor ability * BER of havestor = amount harvested per hour


This would provide a boom for the lower quality materials which can be used to do whatever with, now the biggest thing would be to get players to accept "less than perfect items"

Shadine
Thu Jan 27, 2005 10:28 pm
#21

Second item that is a small but easier change.


All Items should have a HARD CAP on attributes. Period.


EX:

A weapon should never be any higher in anyway than a 100% perfectly crafted from perfect materials and perfectly experimented on.


same with any other items.


this means that if you damage cap a weapon Then slicing, power ups or add ons won't matter one bit. there is only so far you can take something.
Rsern
Fri Jan 28, 2005 1:16 am
#22

you should be able to make whatever profitthe market will bear.



_______________________________________________________________
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RudyB
Sun Jan 30, 2005 9:50 am
#23

I just think it'd be nice if people tipped more, I'm perpetually skint but always tip for everything, even if it's only a few hundred creds, I love seeing dancers tip lists & seeing people who've tipped 500k for a mind buff just for the hell of it but having a novice entertainer on Bria I know that people generally dont tip for a quick bf heal & being a medic on naritus I can honestly say I've never been tipped when someone wanders into the medic centre after a wound heal (that's why it's so damn hard to get your wounds healed if you're not a medic, it's just not financially viable for a medic to do).

Those of you with bulging bank accounts, try & remember that it's not real money, you can't take it with you, theres a big percentage of the server that's having to run low-level missions just to scrape the creds together to get a buff to do anything better. With this in mind, if a new guy helps you out in any way drop em a tip. I hate seeing people scrounging at starports but one of the nicer things anyone's done for me was when I started a new toon on Bloodfin & was running out the shuttleport & noticed I had e-mail, I checked & someone had seen me run out in my noob clothes & tipped me 5k, I thanked them & they said 'no worries, you looked new, thought you could do with the cash.'. 5k to most of us (even me with my expensive habits!) aint much so perhaps a bit more wealth redistribution like this could help the economy.



Rudy (APOC) - bloke with a big gun
Aziri (APOC) - master doc & bloke with a little gun
Phaelyn
Sun Jan 30, 2005 11:16 am
#24

You know, this thread for simple ideas for helping the economy has turned into nothing than a rant against people making profits over a certain size.


Let's look at the "reality" of that thought. I'm a Shipwright, and my chassis are top of the line. I make sure I put quality ingredients into my recipes in order to have higher mass - Exactly what my customers want. Since I *do* harvest all of my own materials,I hold my costs down to what *I* think is reasonable -3cpu. For information sake, all those saying that people should make "200 - 300%" on their items - I love you. Move to Radiant, and buy my ship chassis. Why do I say this? Let me illustrate:


A Krayt Fighter takes 150k in resources. My charge of 3cpu makes my sales price 450k.


But I mine my own resources.


My competitors have to buy their resources at @5cpu.(Premium resources, since we HAVE to have 4 900+ stats in order to max out the Mass of the ships)So, their build cost is 750k, and to use your 300% idea, they will sell at 2225k.


You've just made it so I can be the only effective Shipwright. Thanks. But since everyone comes to buy from ME, I can't keep up with production. People go without Chassis for long durations, since the other Shipwrights quit, as they were unable to compete with my prices. Oh well, all you pilots who don't have other places to shop will just have to suffer.


Diverstiy in pricing is what creates a dynamic economy. Sure, some will charge 50k for a top of the line Vibro Knuckler - But just around the corner, somene will do it for 5k. BOTH will make sales, because once the 5k models sell out, they have to go to the 50k price, or do without.


The second call I've seen is to make it that all craftable items have a hard cap on their stats. This will eliminate ALL diversity in weapons and armor. It will make for only certain types of armor and weapons being used. It will eliminate the need for the Smugglers Slicing line in skill points. It will turn the game into a bunch of copycat players all using the same tactics, wearing the same armor, and using the same weapon, all because our choices for varying levels and abilities of weapons have been removed, leaving only one set of viable options. It kills the economy. Why?


Resource sellers: Limited to only selling resources from Spawns that wore woth harvesting. After all, only perfect resources and experimentation will make the perfect weapon. So, aside from the occasional Grind resource sale, their income has been reduced.


Crafters: Limited to buying only perfect resources, because if all weapons & armomrare the same, only the best will sell. Since Smugglers can't increase a perfect weapon or armor's stats, the need for them is reduced to slicing the few "nominal" weapons & armors there are, in the hopes through slicing, the odd imperfect (and cheaper) item will be bought . up to perfect stats. Types of armor and weapons being produced will dwindle to those that do the highest damage, or protect the most stats. Foods will all be a non issue, since all foods will have the same stats, same duration, etc.


PvP will become the arena of Jedi, BH and CMs. Since you've made all weapons the same, and eliminated DOT from the game, that leaves CMs as the only viable profession, since their true weapon is the poisons that people now can loot on DOT weapons.


Sounds like an awfully boring game to me.



Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
Implementor
Mon Jan 31, 2005 6:26 am
#25

Personally i don't see a problem with the economy. Even the freshest artisan of-the-ship can make a nice sized amount of credits doing simple survey missions. Out in a couple hours of time and you have a healthy bank account which you can re-invest in yourself to make more.


Iprice what the market will accomodate. What some forget about crafters/crafting is that a lot of time is put into it that is not CPU based. I mine a lot, and buy what I can. Old resource spawns that make excellent (weapons) items/goods cost a lot to reaquire. I can spend anywhere from 1 hour to 6 hours surveying new spawns. Energy costs. Vendors costs. Storage costs.

But even more than this my time, skills, and knowledge are worth something in themselves.



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octobe
Mon Jan 31, 2005 8:16 pm
#26






Cafa wrote:





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





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