Business And Economy Archive

Thread: Idea for creating a realisitic economy...

Phaelyn
Tue May 17, 2005 4:59 am
#14






Pyrrus wrote:





BlackJango wrote:



I like the tight-nitconcept, but its unworkable. Start out with 250 creds when you make a char. Lets say theres 50,000 people on a sever (to big?) thats 12,500,000 in total. In that world, 500,000 inthe current economywould be 250 in this new one. The big-bag-rich crafter would have a huge fortune of 25,000.

I support an ecomony that isnt inflated, but this would give monopolies (not a bad thing when spread out) to a select few of the combat classes and the rest would be germans in 1920 (bread for 4billion marks)





You dont seem to understand. We get rid of all npc inlets and outlets. Then its basically like a rl economy to an extent. In rl we dont have fairy terminals to give us money now do we







In point of fact, we DO have "Fairy machines" that give us Money - Printing presses (after all, most currencies are now no longer tied to any resource to give them value).


Tell me, in your idea, where do the Credits originate? You say a Base Owner can pay employees.. OK, where does HE get credits to pay us from? Does he "Print" them, or does HE magically get Credits to give us simply because he owns the base?


The NPC "Printing Presses" are absolutely needed in the economy -Without them, there IS none except for perhaps a Barter Economy - And THAT would kill the game far faster than ANY CU.



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.
Aeneus
Tue May 17, 2005 4:33 pm
#15






sciguyCO wrote:

If you're planning on removing all the credit "faucets" (systems that mint new credits) you better find some way to get rid of all the credit "drains" (structure maintenance, redeed fee, shuttle costs, cloning fees, insurance fees, vendor maintenance, NPC training fee, etc). Credits going out of the game without any means to replace them will eventually lead to no one having any money to shift around in a closed economy.


What I think we do need is some way to generate player-made missions. Everything you laid out as a means to make money can currently be done in game with no changes (except the automatic payment for "base guard duty"). The problem is that there's no easy way for the people willing to do the service to find the people willing to pay for the service, so it's more convenient to just grab a couple missions from a terminal to make credits.


If there was a "player mission" terminal, artisans could put out a hunting order (in game) for10k herbivore meat (or10k dantooine avian meat, or 10k Traginor tatooine carnivore meat). Or have it on a cpu basis (5 cpu for this hide, 10 cpu for that). Players looking for work could take the mission (informing the player who posted the mission), do the work, and deliver the results. Escort missions (crafter hiring bodyguards for harvester pickups) or destroy missions (low-CL players needing a spawn of aggros cleared from around their house/harvester) could work the same way. Those last two might need some sort of fraud protection to make sure payment is given on completion (and not given when not completed).




Man that would rock.... maybe add in player on player bounties to spice it up.... damn what am I smokin, i know that would never happen




Glory to the Empire
Amsaran
Wed May 18, 2005 12:34 am
#16


The bottom line that can be attached to this post is the fact that all the elements in the existing SWG economyare necessary. However, it would be exciting to add a player-based mission layer (bounties, hunting, mining, etc).

Message Edited by Amsaran on 05-17-2005 01:34 PM



Amsaran Sarate

Master Spy: Elder Ranger/Gunslinger/ Rifleman
"Jedi Knight in Denial"/Hunter of those on the Dark Side

Alt Toon: Sabien Orenasai--Master AS/WS Trader Shadow Gate, Rori--Gorath Server
Poldano
Thu May 19, 2005 6:56 pm
#17

You're smoking the same thing as a lot of the rest of us.
Leana_Txorana
Tue May 31, 2005 11:29 am
#18

closed end economy

===================================

Since when is this a realistic economy?



www.usa4usa.blogspot.com
=========================================
There are 10 kinds of people, those who understand binary and those that don't
There's no place like 127.0.0.1
================================
3.14159 + Ice Cream = Pi ala mode
Flatfingers
Wed Jun 01, 2005 12:15 am
#19




Leana_Txorana wrote:

closed end economy

===================================

Since when is this a realistic economy?





Well, obviously the SWG economy doesn't have all the features of a "real-world" economy, two of the biggest being:



  • no legal system to enforce contracts

  • no way to generate new intellectual capital

That said, the SWG economy is still very realistic in that it does implement the most fundamentalfeature of any economic system: the creating and trading ofproperty.


That by itself probably gets us at least 75% of the way to "realism." 75% isn't great, but it's apparently enough topersuade thosewho participate in the system to behave as though it were a realistic economy.


Of course, this also means we're unpleasantly surprised when we run into that unrealistic 25 percent....


--Flatfingers

PaleGT1
Wed Jun 01, 2005 10:20 pm
#20






Leana_Txorana wrote:
Well, obviously the SWG economy doesn't have all the features of a "real-world" economy
===================================================

True, but making it a closed economy drops it from 75% "realistic" to an even lower value. That is my point. By making the number of credits a fixed, unchanging values, the realism drops significantly.






The current system is not realistic at all either. In a real world economy, when something falls out of favor, like Ford Pinto's, they drop price til it sells or they feel it's better to just send it to the smelters for recycling. But in SWG, if something doesn't sellor business slows down, they do the opposite and increase prices massively. Then you get the goofy people who find something like a schematic and then claim it's rare and want a bazillion credits for it. All the kiddies going around keeping secrets about where they got it, when other people are standing around deleting that same stuff. Case in point, the "wanted posters" of Luke, Han and Leia. Day 1 people wanted millions. Nowdays, people are deleting them as they find them. Go figure. But then, the SWG economy was wrecked the moment the first so-called "rare" was introduced into the game by the failed UO people behind this game. I still prefer the original intent and design of the game where everything was player made and player driven. By introducing rares crap, it borks the whole system. If anything, just ends up in a situation where people are spawn camping all day and night at those locations. Look at the failure of a quest that the bunker is. Gotta go in and try to do that quest while competing with all the campers who are in there trying to collect all the "phat lewt" that they can carry out in a V-35. In the end, the thing that made SWG unique, has now doomed it to being not only a failure, but "just another mmorpg" that is no different than any other. The "stuff" in the game is more important that the "game". That, will kill a game quicker than bad graphics or poor gameplay.



Just Gwen




Leana_Txorana
Thu Jun 02, 2005 12:44 am
#21

Well, obviously the SWG economy doesn't have all the features of a "real-world" economy
===================================================

True, but making it a closed economy drops it from 75% "realistic" to an even lower value. That is my point. By making the number of credits a fixed, unchanging values, the realism drops significantly.



www.usa4usa.blogspot.com
=========================================
There are 10 kinds of people, those who understand binary and those that don't
There's no place like 127.0.0.1
================================
3.14159 + Ice Cream = Pi ala mode
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