Business And Economy Archive
Thread: Money Sinks bad, just lower (@&%$ing inflation and set prices.
sciguyCO wrote:
Why not let the "market speculators" or merchant players have their game? It's just as interesting (to some people) as the combat game, and AFAIK is pretty unique to SWG.
Crafters usually get most of the complaints about this, because they're the ones the majority of the players deal with. But (IMO) few crafters are actually deliberately gouging their customers. They have costs they have to cover. Most of those costs are for resources (although there's overhead for vendors, factories, and the value of their own in-game time). So Starsider armorsmiths may have to charge higher prices because they're paying more for hide / polymer / reinforced panels / whatever.
On the other side of things, prices wouldn't stay high if people weren't buying them at those prices. If a vendor stocked with suits of composite priced at 250k sells out in a day (after requiring a week or morefor the armorsmith to manufacture), the crafter is completely justified raising prices to reflect that demand.
Also, it's pretty difficult to actually determine the value of any particular item. A crafter has his base costs, which isn't too difficult to put a credit price on. A customer should judge an item by it's benefit to him: how much more income could he get with this item compared to without it over the lifetime of the item? The market value of the item should be somewhere in between those two. If the market value is lower than the crafter's cost, the crafter is losing money. If the market value is higher than the benefit to the customer, the customer would be better off without it (although not all customers realize this).
Fixed prices wouldn't really be able to deal with individual variations in those crafter/customer value judgements. One crafter may be very self-reliant, gathering all resources himself, allowing him to sell for a lower price due to his greater efficiency (but requiring more in-game time commitment). Another may put a higher value on his play time and purchase all his resources, which means he'd have to charge a higher price to get the same profit. A third crafter may charge a premium on her items due to a very convenient store location which saves hercustomers' traveltime.
There are also out-of-game factors that effect the in-game economy. Despite attempts by SOE to crack down, there are still sites that sell credits for real cash. So a person with extra real life money can compensate for lack of skill in-game. From the game's point of view, one player got something for nothing (because the other side of the transaction was outside of the game).
One thing that I would like to see (and was brought up in passing during the whole "galaxy wide vendor search" fun) is some sort of "commodities price tracking" where a player can get information on average prices across the galaxy. Variations in item and resource stats would make this tricky, though. Plus, a resource that a chef may pay 50 cpu for might only be worth 20-30cpu to a doctor or combat medic due to different stat requirements between the different crafting professions. I'm somewhat opposed to global price searches for individual, since there isn't that much variation between game items, and I fear that would lead to price wars with large "megacorporations" as the only winners.A player should have some information on whether a given item's price is a good deal or decide if it has some other benefit (location, service, etc) to justify a higher-than-average price. I think that would reduce at least some of the economic frustration that crops up so often.
Inflation isn't some variable in the game code that the devs can just adjust up or down. Item prices are set by players for reasons of their own. The devs can attempt to tweak things either on the money supply side (reducing mission payouts) or on the money sinks. And sinks are only things like shuttle fees, structure maintenance, vehicle repair, 5% charge on bank tips, etc. A true sink removes credits from the game completely. Paying 300k for a suit of composite armor is not a sink, since those credits are still in the game (just belonging to another player). The non-l337 players don't have to pay any money to system sinks they don't want to. With JTL for inter-planetary travel, no house / harvesters / factories, never bank tipping, and either walking or using a creature mount for travel around a planet, a player doesn't pay out any credits to a sink.
I personally disagree with your statement that "no one player should have over 15 million". If a player puts in time and effort to gain credits and manages their costs, there's no limit to what they should be able to accrue. At some point, the value of those banked credits start to lose their meaning, just because eventually there's nothing worth buying with those credits. It's that lack of "stuff to buy" that leads to players accumulating a lot of cash (since gaining money isn't really that hard), leading to players who throw multi-millions at things like skill tapes, which may or may not actually be worth that much.
Yay good post ![]()
As a chef most of my money goes to Bio Engineers for tissues and resource gatherers. I
sciguyCO wrote:
One thing that I would like to see (and was brought up in passing during the whole "galaxy wide vendor search" fun) is some sort of "commodities price tracking" where a player can get information on average prices across the galaxy. Variations in item and resource stats would make this tricky, though. Plus, a resource that a chef may pay 50 cpu for might only be worth 20-30cpu to a doctor or combat medic due to different stat requirements between the different crafting professions. I'm somewhat opposed to global price searches for individual, since there isn't that much variation between game items, and I fear that would lead to price wars with large "megacorporations" as the only winners.A player should have some information on whether a given item's price is a good deal or decide if it has some other benefit (location, service, etc) to justify a higher-than-average price. I think that would reduce at least some of the economic frustration that crops up so often.
I wouldn't really like the average price for the galaxy, however what I would like to see, or be able to do, is look up items and see what they were sold for, and what the stats were. This would help "balance" out the economy so that if I'm a crafter I can see what people are selling what I have for and either lower or raise my price and still be competative.
As it is right now, If I wanted to do this I would have to travel to every vendor and see what they have it for sale at, not what it was sold for, and adjust my prices depending on how long they had theirs for sale. To keep this from getting over used, I would propose that the person looking up would need to have a skill Efficiency3 perhaps, this would make another advantage to going merchant.
I don't think that a new character has a tough time getting what they need. I started a new character and with space I was able to make a lot of money, as well as other players offering help. True I didn't go out and buy all of the highend armor, I don't need it yet, and it won't help yet as I'm still only pulling <1k missions. I didn't even buy a change of clothes yet, still have the newbie-ware. The ONLY thing I did from my main character is give the chasis blueprints that I needed for that tier. All of the parts as well as the money to have the chasis built came soley from that one character. True if they are going crafter they are going to have a tough time, but I do think that anyone can enter the game and still go on to be a really good crafter and have the same if not more of the money that the crafters now have.
Pawlin wrote:
SWG is a player driven economy. It is by design a capitalist system where upply and demand determine prices. I don't see any game wide general inflation.
Money sinks are required. Money comes in... money must go out. If we didn't have money sinks then we would get inflation because of it.
Darth_Doofus wrote:
...No one player should have over 15 million, unless they own a monopoly on a server. ...
Why not? You can grind that much on missions within a few months fairly easily. Why 15M that too much?
There will always be rich people and there will always be poor people. The thing separating the 2 is time invested and ability.
....or camping Nyax. Look guys, I really dont think we have a place to say anything. We are the haves. I don't even remember the last time I had as little as 15 million. I think we need to give the have-nots the ability to speak their peace. We cant ignore them forever....there are more of them then there are of us, and they could pull the proverbial rug right out from underneath us if they band together. I for one would like to be able to keep my fortune thank you......lets let them talk.
Darth_Doofus wrote:
All money sinks do, is deprive the non-l337(elite) players of content. What we need is to fix prices, force merchants and weapons and such to set their prices for certain objects at a set price, or to at least send out a guide on what an item SHOULD be priced, and to avoid anyone who sells for more.
Inflation also causes massive problems. On the Naritus server, a set of composite armor goes for 100k. On Starsider, the same suit, with averagely slightly less stats. sells for 300-400k. People sell and buy items for over 10 million. No one player should have over 15 million, unless they own a monopoly on a server. I had a friend who went into the business of SELLING RIS ARMOR, he'd buy the pieces, have the armor made custom, then sell in BULK! We're talking losing and making 30+ million credits a DAY. How can this be intended by the Developers?
Call me a socialist, call me a commie, but the game's economy has gotten worse since the game came out and after a level off period for about 3 months it's now starting to get worse and worse.
MMORPG companies in South Korea (current leader in the MMORPG market), Like the makers of Lineage 2, Are Hiring REAL ECONOMISTS to set their prices and keep inflation in check. I'm glad there is finnaly a board like this, but it should NOT have taken over a year and a half to put it here.
Thanks for your time.
Hard working people that risk money tend to make money.
people that cry about not having money and wanting the rich guys money end up in the poor house
Darth_Doofus wrote:
All money sinks do, is deprive the non-l337(elite) players of content. What we need is to fix prices, force merchants and weapons and such to set their prices for certain objects at a set price, or to at least send out a guide on what an item SHOULD be priced, and to avoid anyone who sells for more.
Inflation also causes massive problems. On the Naritus server, a set of composite armor goes for 100k. On Starsider, the same suit, with averagely slightly less stats. sells for 300-400k. People sell and buy items for over 10 million. No one player should have over 15 million, unless they own a monopoly on a server. I had a friend who went into the business of SELLING RIS ARMOR, he'd buy the pieces, have the armor made custom, then sell in BULK! We're talking losing and making 30+ million credits a DAY. How can this be intended by the Developers?
Call me a socialist, call me a commie, but the game's economy has gotten worse since the game came out and after a level off period for about 3 months it's now starting to get worse and worse.
MMORPG companies in South Korea (current leader in the MMORPG market), Like the makers of Lineage 2, Are Hiring REAL ECONOMISTS to set their prices and keep inflation in check. I'm glad there is finnaly a board like this, but it should NOT have taken over a year and a half to put it here.
First, regulating prices in this manner has a name--COMMUNISM. Do you want SWG to become a communist game? I don't think the majority agrees with you.
Second, you're obviously a noob that can't stand the fact that there is a percentage of the population that has already been playing the game for significant length of tiem. These people worked hard to become "elitist" (I believe this is how you referred to them).
Third, this is a game. Try to keep this in mind. If you're not having fun in SWG and having more fun playing communist games like Linneage 2, then go play that game and stop spreading your misery all over the boards.
Thanks for your time.
CyrilNagal wrote:
The economy will never be realistic.
Why? There is no scarcity of resources and they never run out.
There are unlimited spawns of creatures. You can get unlimited jobs on terminals. Where in the real world can you find things like that? In the real word, if you could go out and kill elephants everyday, and get paid, and elephants would never become rare or extinct...well, you get the picture.