Business And Economy Archive
Thread: Whats one small idea that would help the economy.
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
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.
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
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
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.
Me! And proud of it
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