Business And Economy Archive

Thread: Economy is not broken: Example

Ciirybeccaskyr
Mon Mar 21, 2005 12:02 pm
#14






Cafa wrote:





Pawlin wrote:





Tumbler2002 wrote:
...This is the problem. Sellers have stuff to sell and buyers have no way to find it easily. ...




This can definitely be a problem. SOE is trying to address it with the galaxy wide vendor search system. That should make it a LOT easier for buyers and sellers to connect.









Until the price gougers burn out the crafting community that actually tries to participate in the galaxy wide search.


I'll take the hit if it doesn't bloom, but I seriously predict the removal of small crafters in the game. They'll try for about 2 months and give up because they'll see that it is a no-win situation since the only manner of sales they are allowed to have (at least in their mind) are controlled purchases from friends as some gouger is going to try and corner the market.


Wanna make me believe it's fair? Since I am FORCED to have public vendors, since I am FORCED to front the money for any consignment siutation, since I am FORCED to make verbal contracts not worth their salt, since I am FORCED to accept fraud both in the game and on the forums with no recourse, and since I am FORCED to give up my property rights at the drop of someone making a false accusation to a CSR, make it impossible for someone to buy from a particular vendor more than once a month.


Fivo Asia







Gougers cant corner the market.the most basic Econ understanding will tell you that if prices are above equilibrium then loweer priced competitors will take market share forcing the "gougers" either to Sell nothing or lower prices



SoroSuub Industries
Located just 830m south of Coronet at -237-5557
12point -- Armors, Sliced Weapons, Foods, Buff Packs, Top quality Tailoring and Resoruces
Pawlin
Mon Mar 21, 2005 3:47 pm
#15

I"m really not sure if there are people out there capable of cornering a market or single handedly ruining an economy AND who have an interest in doing so.


To be able to impact your economy on a server wide basis you'll have to be pretty successful, wealthy, etc. To be successful and wealthy you have to have a certain amount of business smarts and smarts in general. Ifyou've got some smarts then you're not likely to ruin the market for your own goods.


So my hunch is: If someone is capable of ruining an economy then they are not likely to want to do it.


I just don't know anyone both capable and willing to do such a thing. I'm sure there are some people out there, but I think they are very few and far between if they even exist.


I think there are a number people whothink they can run an economy but they aren't big enough to do so. These are the deep undercutters or deep gougers who only have 15M in the bank after a year.


There are big people (e.g. Cafa) who could really single handedly impact an economy but they wouldn't be intrested in doing so cause they see the negative impact it would have and arent' intrested in 'crushing the competition' or whatever.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Little-Green-Guy
Tue Mar 22, 2005 1:00 am
#16






Cafa wrote:





Ciirybeccaskyr wrote:


Gougers cant corner the market.the most basic Econ understanding will tell you that if prices are above equilibrium then loweer priced competitors will take market share forcing the "gougers" either to Sell nothing or lower prices





I have 92 million units of duralloy stored. I have over 400 million units of med resources stored. I could easily burn the entire architect and meds markets if I cared to do so. I am not alone on Tempest as far as large resource vaults. In practice with things acutally costing earned dollars (in the real world) you are correct. In a virtual world where I can make a million credits a day in space shooting bad guys, you are not.


Those of us that understand credit acquisition in the game will never be "hurt" by any of this. Believe it or not, some of us don't want to be the only ones left standing and we enjoy a large, robust economy on the server.


Fivo Asia





Fivo,


I'm failing to see your point...is it to 'gloat' that you have 500 static harvesters running? or are you just emphasing your lack of understanding about 'price gouging'?


I agree, gougers cannot corner the market. the concept is ridiculous and SSA backwards.





Mucus' " tHe FiNe aNd gRiNd "
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Ciirybeccaskyr
Tue Mar 22, 2005 1:39 am
#17






Cafa wrote:





Ciirybeccaskyr wrote:


Gougers cant corner the market.the most basic Econ understanding will tell you that if prices are above equilibrium then loweer priced competitors will take market share forcing the "gougers" either to Sell nothing or lower prices





I have 92 million units of duralloy stored. I have over 400 million units of med resources stored. I could easily burn the entire architect and meds markets if I cared to do so. I am not alone on Tempest as far as large resource vaults. In practice with things acutally costing earned dollars (in the real world) you are correct. In a virtual world where I can make a million credits a day in space shooting bad guys, you are not.


Those of us that understand credit acquisition in the game will never be "hurt" by any of this. Believe it or not, some of us don't want to be the only ones left standing and we enjoy a large, robust economy on the server.


Fivo Asia






I think you are missing the Point. It is not hard to adversly effect the economy if you are a large crafter. When i left in novemeber therewere several other large crafters that packed it up areound the same time and the bottom droped out of several markets cause of the flood of newly unused resources, the deminished flow into the resource market ( i was spending over 10mil a day on resource inaddition to what i minned) and the fluctuation in the effected end product markets destabilizing the established Sticky Prices (a state of prices in which sellers have little incentive to change prices because lowering prices would be matched by competitors and increases would not resulting in lost market share)


HOWEVER, this is not Gouging. It is Flooding and there is no real benfit to this (claims can be made about market saturatoin and running competitors out of business but in this enconomy spool up and down time for crafting is so short this isnt an issue)


I never said that a person who so wished with appropriately deep pockets and stashes of resources couldnt flood the market just as they could IRL but the fact repains there is no real incentive for this so it will be a very rare and always short term occurance.



SoroSuub Industries
Located just 830m south of Coronet at -237-5557
12point -- Armors, Sliced Weapons, Foods, Buff Packs, Top quality Tailoring and Resoruces
Cafa
Tue Mar 22, 2005 3:39 pm
#18






Pawlin wrote:

I"m really not sure if there are people out there capable of cornering a market or single handedly ruining an economy AND who have an interest in doing so.


To be able to impact your economy on a server wide basis you'll have to be pretty successful, wealthy, etc. To be successful and wealthy you have to have a certain amount of business smarts and smarts in general. Ifyou've got some smarts then you're not likely to ruin the market for your own goods.


So my hunch is: If someone is capable of ruining an economy then they are not likely to want to do it.


I just don't know anyone both capable and willing to do such a thing. I'm sure there are some people out there, but I think they are very few and far between if they even exist.


I think there are a number people whothink they can run an economy but they aren't big enough to do so. These are the deep undercutters or deep gougers who only have 15M in the bank after a year.


There are big people (e.g. Cafa) who could really single handedly impact an economy but they wouldn't be intrested in doing so cause they see the negative impact it would have and arent' intrested in 'crushing the competition' or whatever.






Believe it or not, folks, my comments have nothing to do with gloating so park it at the door. The fact that you cannot envision someone caring about other players and attribute your own insecurity to someone's comments about potential problems never ceases to amaze me.


Pawlin here, is correct, but I have seen the markets effectively controlled on Bria, Valcyn and Naritus AT ONE TIME from a group that wished to do so in various markets. Quite frankly, I quit Bria over the large weapons floods at prices too minimal to deal with. On Valcyn the market for DE and Architect goods went into a spin and after 2 months of people basically dumping on the market at prices below resource costs I left that too. I seem to remember a big problem on Naritus, too, but it was a while back.


The comments about people not sustaining these burnouts are reallypointed to me. There is nothing in the game that someone could do to ruin my play from an economic viewpoint. I have my base of familiarity, a wholely potential society within my guild capable of providing anything, and our core group of 60 or so players which all have worked hard to build an experience we enjoy logging in every night to play together. Very soon now I will achieve padawan with all my main toons. I'm pretty happy.


Call me crazy, but I see beyond my personal needs/wants and think about the past, what happened, and don't want to see it ruin the play of others. The makeup of Tempest has been unique in that most of the major economic powers understand/practice growth of inclusion, and other various means of sustaining an economy.


I simply say it is possible, and handing tools to people to do it more effectively vice making the profession SOE created to handle sales ingame more effective really baffles me.


Fivo Asia




- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Pawlin
Tue Mar 22, 2005 4:29 pm
#19






Cafa wrote:



...


Pawlin here, is correct, but I have seen the markets effectively controlled on Bria, Valcyn and Naritus AT ONE TIME from a group that wished to do so in various markets. Quite frankly, I quit Bria over the large weapons floods at prices too minimal to deal with. On Valcyn the market for DE and Architect goods went into a spin and after 2 months of people basically dumping on the market at prices below resource costs I left that too. I seem to remember a big problem on Naritus, too, but it was a while back.


Ah ok. I hadn't seen it actually happen yet myself. I've seen people TRY to control a market more than once on my server but always failed. And the undercutters have never lasted long.


But that has just been my experience.


...


Call me crazy, but I see beyond my personal needs/wants and think about the past, what happened, and don't want to see it ruin the play of others. The makeup of Tempest has been unique in that most of the major economic powers understand/practice growth of inclusion, and other various means of sustaining an economy.


I think that is the case fairly often really. Like I said most people able to hit the level of success are not the types to want to ruin things for everyone. They have more at stake in the game then simply wanting a bigger bank account than they already have.


I simply say it is possible, and handing tools to people to do it more effectively vice making the profession SOE created to handle sales ingame more effective really baffles me.


They may see that as a possibility and be willing to take the risk or assuming its not likely.


They definitely do seem to think that galaxy wide search will be a benefit to most. One DEV has stated publicly that he thinks lower prices in the game would be good.


But ya it ishard to know what SOE is thinking. I can try an play devils advocate all day long (I often do) but still sometimes can't fathom what SOE is thinking.









Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Ledao
Tue Mar 22, 2005 5:39 pm
#20






Pawlin wrote:

I"m really not sure if there are people out there capable of cornering a market or single handedly ruining an economy AND who have an interest in doing so.


To be able to impact your economy on a server wide basis you'll have to be pretty successful, wealthy, etc. To be successful and wealthy you have to have a certain amount of business smarts and smarts in general. Ifyou've got some smarts then you're not likely to ruin the market for your own goods.


So my hunch is: If someone is capable of ruining an economy then they are not likely to want to do it.


I just don't know anyone both capable and willing to do such a thing. I'm sure there are some people out there, but I think they are very few and far between if they even exist.





This is interesting, Pawlin...


I agree completely with your premise that the people who are capable of cornering a market are also those least likely to be interested in ruining that market.


However, I'm not sure that it is accurate to conflate domination of a market area with ruining the viability of that market area. Let me try to explain what I mean:


The architect market on Valcyn is probably pretty close to what I take you to mean by "ruined" -- it is dominated almost entirely by one crafter, and prices are uniform at roughly 3.5-4 cpu. At that level, profits come from volume, rather than high margins... But it is still a profitable business.

On the other hand, in the crafting professions with which I'm more familiar (doc, chef, armorsmith), cpu prices are much much higher. Going rate on my server for a good Stim B is 20+ cpu, chef products are in the 30-40 cpu range by and large, and armorsmiths get 50+ cpu for high end products.


These prices have been kept high, of course,by the finite supply of high quality resources, and the cost of acquiring such. However, it is absolutely the case that a well-managed business in this game sees a continual decrease in per-product costs, as resources acquired in-shift replace those bought out-of-shift. As Beyowulf has demonstrated beautifully, it is absolutely possible to sell quality doctor products -- at a profit -- for closer to 10 cpu than 20. However, that possibility only exists because of the huge proportion of resources that he can either mine himself or buy for 3 cpu while they're in-shift...


I see it myself on Valcyn as well -- prices that, within my current cost structure, seem to be artificially high, are still lower than the *cost* of many of my competitors (and I know this because they tell me...).


And this is the disconnect, I think. If I set my prices in a mannerthat would maximize myeconomic gain(i.e.one which would move as many units aspossible while still maximizing per-unit profit), without regard for my competitors, then (due to the lower costs involved for me) they would have a very difficult time competing.


But, it wouldn't necessarily "ruin" the market -- it would rather limit market entry to only those who have been around long enough to harvest their own materials...



Anyway, I hope that's reasonably clear. I do certainly feel that there is a gap between flooding the market (or "dumping"), and the current price structure (which has as much to do with history as it does with the factors that directly relate to pricing), and that it isn't the case that someone undercutting the current structure by even 50% is necessarily harming their own economic interest.


And, ultimately, that's why all of the recent changes worry me so much -- I can see a clear path to something close to 100% market share, and I can see a host of possible motivations for trying to achieve it (as, after all, if a crafter comes along and lowers prices in an entire field by a significant percentage, that crafter is only going to alienate other crafters -- not consumers... They'll be thrilled...). I could imagine being unemployed and interested in ebaying credits, I could imagine wanting to make my guild an economic superpower, and so forth.


I share your hope that it won't happen, but I'm afraid that I do not share your optimism.





Ledao Bohi, Master Doctor
Now with 3 locations: Ledao's Meds in beautiful downtown Galatorbria, Rori (327 -1770), Ledao's Fine Pharmaceuticals @ UAT City, near Coronet (970, -5590), and Ledao's Premium Meds and Resources on Tatooine @ (-1922, -4041) just 750m SW of Bestine.
Comprehensive Stock and Price Listing Here
Pawlin
Tue Mar 22, 2005 6:07 pm
#21






Ledao wrote:



...The architect market on Valcyn is probably pretty close to what I take you to mean by "ruined" -- it is dominated almost entirely by one crafter, and prices are uniform at roughly 3.5-4 cpu. At that level, profits come from volume, rather than high margins... But it is still a profitable business.

On the other hand, in the crafting professions with which I'm more familiar (doc, chef, armorsmith), cpu prices are much much higher. Going rate on my server for a good Stim B is 20+ cpu, chef products are in the 30-40 cpu range by and large, and armorsmiths get 50+ cpu for high end products.


...





I know its a tangent but...



In general comparing architect cpu rates to most other crafters is an apples to oranges comparison.


I think what you are describing there for the archtiect business is more the result of what the architect market has become in general. 3-5 cpu is fairly common pricing for us. Its not 'ruined' relative to our normal state. 1-2 cpu for heavy harvs is a ruined market for architect.


If you do only have 1 large architect on the server that is probably more a result of the other larger architects quitting or deciding to do other things and there being a lack of demand for our products.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Ciirybeccaskyr
Wed Mar 23, 2005 7:50 am
#22









Believe it or not, folks, my comments have nothing to do with gloating so park it at the door. The fact that you cannot envision someone caring about other players and attribute your own insecurity to someone's comments about potential problems never ceases to amaze me.


Pawlin here, is correct, but I have seen the markets effectively controlled on Bria, Valcyn and Naritus AT ONE TIME from a group that wished to do so in various markets. Quite frankly, I quit Bria over the large weapons floods at prices too minimal to deal with. On Valcyn the market for DE and Architect goods went into a spin and after 2 months of people basically dumping on the market at prices below resource costs I left that too. I seem to remember a big problem on Naritus, too, but it was a while back.


The comments about people not sustaining these burnouts are reallypointed to me. There is nothing in the game that someone could do to ruin my play from an economic viewpoint. I have my base of familiarity, a wholely potential society within my guild capable of providing anything, and our core group of 60 or so players which all have worked hard to build an experience we enjoy logging in every night to play together. Very soon now I will achieve padawan with all my main toons. I'm pretty happy.


Call me crazy, but I see beyond my personal needs/wants and think about the past, what happened, and don't want to see it ruin the play of others. The makeup of Tempest has been unique in that most of the major economic powers understand/practice growth of inclusion, and other various means of sustaining an economy.


I simply say it is possible, and handing tools to people to do it more effectively vice making the profession SOE created to handle sales ingame more effective really baffles me.


Fivo Asia







Seems to me that "someone careing about other players" (usualy a drivel from the crafters a reuining us mindset by charging TOO much) has been adopted by you to try to support that crafters are undercharging.



Im sorry but you need to understand at least a little about how real world economics really works first before making these statements cause they are unsuportable. If people where charging too little to compensate them for there time they would quit there business and if they start charging too much competitors will come in and take over there market share.


Now keep in mind this only happens outside some given range of prices due to the "sticky price" condition discussed earlier


Maybe i am wrong but i keep reading "The economy is Shot cause i cant make money" or the "poor poor nooblets argument" and neither of these hold water. From nothing to 10 mil took me less than 3 weeks ,along with speed cpaping swordsman and getting acklay swords and bats, when i decided to test out the poor nooblets theory and I have gone from rich to poor too many times to count on my home server in NEW business. That is a new crafter was able to take on the big bad price gouging (lol since we are talking about low prices) established market.


The economy is the one thing in this game that is working dispite its limitations and lack of a trye financial system as we think about it in RL. This lack DOES make the bank acounts of the rich equivilent money sinks to the US$ demoninated US goverment debts held by forign country reserves. These both take money out of circulation with no real posibility of reintroduction.

Message Edited by Ciirybeccaskyr on 03-23-2005 08:51 AM



SoroSuub Industries
Located just 830m south of Coronet at -237-5557
12point -- Armors, Sliced Weapons, Foods, Buff Packs, Top quality Tailoring and Resoruces
Cafa
Wed Mar 23, 2005 10:05 am
#23






Ciirybeccaskyr wrote:



Seems to me that "someone careing about other players" (usualy a drivel from the crafters a reuining us mindset by charging TOO much) has been adopted by you to try to support that crafters are undercharging.


Im sorry but you need to understand at least a little about how real world economics really works first before making these statements cause they are unsuportable. If people where charging too little to compensate them for there time they would quit there business and if they start charging too much competitors will come in and take over there market share.


No, you are incorrect. Let's start with the fact that you seem incapable of making an argument without attacking me with assumptions as to my character, understanding or experience in real world economics. I've made no personal attacks on you, mate. Is it so hard to base your argument in a manner that reflects the same respect?


Youshould realize that the semantics of this game are very closed. There isn't a regulator showing up at your door requesting your certification for HAZMAT, there isn't a tax base manager for the county/city/state appearing and going over your quarterly reports for the past 5 years to exercise a penalty over plausible assessments, and there isn't a predicated process where people can sequence average cost indexes to their marketing and market share results systems. This is a closed loop economy with an endless supply of cash. There are no limits on the amount of cash the purchaser can acquire relative to the product line. On top of that, there is no recognizably planned purchasing in this game. I would bet that 95% of purchases are impulse just from the patterns of purchase I've witnessed over the past 20 months. In this game it is entirely possible to bank years of resources (the blood of our economy) and simply do nothing with them. They do not decay, they cost relatively nothing to maintain, and they can be used strategically as well whether they are 20 months old, or 1 day.


Added onto the pile that it takes less than 10 accounts to maintain a stockpile in the hundreds of millions of units of resources, and you have a system in where the institution of a undercutter with real intentions to manipulate a market and purge its competition are a very real element. The Valcyn Architect market very much fits into this scheme. Prices were plunged to the sub 1 cpu level for months to make the competition quit, very successfully I might add. So while you postulate that it couldn't happen, I, and others, reflect that it already has and continues to be so to this day.


For the record, I do not have 10 accounts, but I have more that 10 toons on Tempest now. I know of at least 9 people on Tempest that have over 12 accounts. If any of them have opened toons their span of control is obviously going to be very grand, and their intent is only going to be controlled by their personal agenda, not limitations of having only 1 toon.



Now keep in mind this only happens outside some given range of prices due to the "sticky price" condition discussed earlier


Maybe i am wrong but i keep reading "The economy is Shot cause i cant make money" or the "poor poor nooblets argument" and neither of these hold water. From nothing to 10 mil took me less than 3 weeks ,along with speed cpaping swordsman and getting acklay swords and bats, when i decided to test out the poor nooblets theory and I have gone from rich to poor too many times to count on my home server in NEW business. That is a new crafter was able to take on the big bad price gouging (lol since we are talking about low prices) established market.


Up until the "Galaxy Wide Search" I would have been the first to agree with you on this point, but now an advertising medium is being given away at Business III and the potential market undercutters have a fully indexed tool to cause havoc whenever they want. It is not about gaining credits. A TKM/Doc or Swordsman/Doc is capable of making 10 million a week in missions alone. A decent JTL pilot is capable of making 3 million a day if played relatively hardcore. But at the end of the day, if you allow a market to be dominated to the point where there are relatively no suppliers for your product line many professions will end up dead (Architect for one) as the need for supply disappears and those that want to explore crafting are cut off by an inability to be profitable in those endeavors. Why would anyone want this? Why is price the only thing that the developers see wrong in a system that precludes market creation tools other than a freaking price list?


Contracts, consignment sales tools, heck even signs would be tools of great use in the game to compensate Merchants with the ability to play more efficiently. Being able to control the sales ingame by having vendors in a private house would open the system to a multitude ofpolitical/factional play effects. But, we get simple answers that include a price indexed database with potential problems laden throughout the context. At least if someone tries to purchase from me and try the /guildr trick to get a CSR to override my property rights there is a log of the activity on my vendor as to their toon's state. My understanding is no such log exists from the "Galaxy Wide" sale.


From my point of view, I also couple this problemto the base fact that no one asked for this. The myriad of things suggested from the Merchant profession to help with this "supposed" problem would fill a book. But, instead of giving the community one iota of feedback or inclusion we are shunted into a role that most of the Merchants active on the forums obviously do not want to fulfill. Within the past week the largest meds and weaponsmith crafters/merchants on Tempest have quit production rather than be involved with this travesty of a system. These are not greedy people, they are community builders, like myself, that have worked diligently to bring and include players in the crafting professions all along. I valued (and still do) their roles in the server knowledgebase and economy. One of them is the current Weaponsmith correspondent.


The economy is the one thing in this game that is working dispite its limitations and lack of a trye financial system as we think about it in RL. This lack DOES make the bank acounts of the rich equivilent money sinks to the US$ demoninated US goverment debts held by forign country reserves. These both take money out of circulation with no real posibility of reintroduction.

Message Edited by Ciirybeccaskyr on 03-23-2005 08:51 AM




The economy works because people have financial incentive to explore crafting in the game. The size of my bank account means nothing compared to what I do with that money. But your example explicitly describes why this game economy cannot reflect a RL example. RL Money, in any form, does not just sit in a bank. It is always working. SWG money is fully capable of being removed from the game by player choice with no real consequences.


Fivo Asia





- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Ciirybeccaskyr
Wed Mar 23, 2005 10:26 am
#24

im not saying you dont have a few good points or i would have never bothered to respond to you. However you are missing the most fundimental part of this discussion. There is and always will be a trade off in this game, just as in real life, in time spent to make credits. If a person charges too little they will not spend much time doing it cause the reward isnt there.


This is very simply why we will not have large scale long term attempts to control the martet through charging too little. There will always be people that feel the need to help others by "undercutting the market" but since these people get less reward for there large scale work then they do for there individual sales this will not cause as far as i have seen in watching SWG economy fora while now or knowing alittle about people.


There are some areas where this economy does fail but lack ofa banking system isnt one of them since it would add far more complexity to SWG than the devs are willing or capible of controling. These interactions IRL consume the full time energys of millions of people attpeming to control and predict and not always sucessfully either the devs are correct in knowing they have no hope of controling a full fledged economic simulation so they have to take the more complex elements out.


Without these large accounts SWG would see the Core inflation that has yet to be experianced





SoroSuub Industries
Located just 830m south of Coronet at -237-5557
12point -- Armors, Sliced Weapons, Foods, Buff Packs, Top quality Tailoring and Resoruces
Ledao
Wed Mar 23, 2005 11:09 am
#25






Ciirybeccaskyr wrote:

im not saying you dont have a few good points or i would have never bothered to respond to you. However you are missing the most fundimental part of this discussion. There is and always will be a trade off in this game, just as in real life, in time spent to make credits. If a person charges too little they will not spend much time doing it cause the reward isnt there.


This is very simply why we will not have large scale long term attempts to control the martet through charging too little. There will always be people that feel the need to help others by "undercutting the market" but since these people get less reward for there large scale work then they do for there individual sales this will not cause as far as i have seen in watching SWG economy fora while now or knowing alittle about people.






The problem with this analysis is that the relationship between time spent and credits earned is not at all linear (or even direct, at least for crafters).


For me, it takes no more time andeffort to make 1000 stim Bs than 100. Or 1000 state packs instead of 100. And so forth. The time investments in crafting, by and large, have nothing to do with actual production (they have rather to do with resource acquisition and vendor maintenance). Although grinding out a 12-point amazing schematic can take a little while, as a general rule the actual crafting is the least time-consuming thing that a crafter does.


And the same is true for all of the professions that aren't dominated by loot.


I haven't crafted a thing since the resource kits came out, and my vendors still have hundreds of items on them... So, again, I'm back to feeling that if I had continued production, I would be forced to lower my prices significantly to try to keep stock from piling up on me...




Ledao Bohi, Master Doctor
Now with 3 locations: Ledao's Meds in beautiful downtown Galatorbria, Rori (327 -1770), Ledao's Fine Pharmaceuticals @ UAT City, near Coronet (970, -5590), and Ledao's Premium Meds and Resources on Tatooine @ (-1922, -4041) just 750m SW of Bestine.
Comprehensive Stock and Price Listing Here
Cafa
Wed Mar 23, 2005 12:08 pm
#26






Ledao wrote:





Ciirybeccaskyr wrote:

im not saying you dont have a few good points or i would have never bothered to respond to you. However you are missing the most fundimental part of this discussion. There is and always will be a trade off in this game, just as in real life, in time spent to make credits. If a person charges too little they will not spend much time doing it cause the reward isnt there.


This is very simply why we will not have large scale long term attempts to control the martet through charging too little. There will always be people that feel the need to help others by "undercutting the market" but since these people get less reward for there large scale work then they do for there individual sales this will not cause as far as i have seen in watching SWG economy fora while now or knowing alittle about people.






The problem with this analysis is that the relationship between time spent and credits earned is not at all linear (or even direct, at least for crafters).


For me, it takes no more time andeffort to make 1000 stim Bs than 100. Or 1000 state packs instead of 100. And so forth. The time investments in crafting, by and large, have nothing to do with actual production (they have rather to do with resource acquisition and vendor maintenance). Although grinding out a 12-point amazing schematic can take a little while, as a general rule the actual crafting is the least time-consuming thing that a crafter does.


And the same is true for all of the professions that aren't dominated by loot.


I haven't crafted a thing since the resource kits came out, and my vendors still have hundreds of items on them... So, again, I'm back to feeling that if I had continued production, I would be forced to lower my prices significantly to try to keep stock from piling up on me...







I love your insight. Isn't this the bane of the system in general? Imagine you're an Architect with a limited, non-decaying production line. During the player city boom, you make 160 million in a month. Thereafter, the demand for housing returns to maybe 30 a month.


Obviously meds, armor, foods and weapons circulate more due to the very nature of decay/use defined in the game. But the general demand for some meds means that they ascribe to long term inventory. I made 2 1000 unit runs of Wound Pack E's that took over 7 months to sell out. There are a lot of reasons for that, mainly I rarely advertise medical sales like my competition, but it is a fact that they last a long time on the vendor by game standards. They took FOREVER to make originally. A goodrun of buffs sells out in 2 to 3 weeks, along with invariably people buying me out of one type of pack and the others remaining nigh useless to players that want even powered buffs.


I really appreciate the analogy. It's given me a better way to describe why I feel the system is stacked against crafters/merchants in comparison to customer risk.


There's a lot of things that are going to change with the CU, too. Ultimately, I believe that you will see a sharp division spike more between crafting and non-crafting, though, when the people that purchase high-end goods cannot find them as the crafters purge, again, just like when hologrinders dumped the market to regain anything they possibly could to cover the cost of their journey.


Fivo Asia

Message Edited by Cafa on 03-23-2005 11:09 AM



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