Business And Economy Archive

Thread: SWG Stock Market

Yogol
Wed Jan 19, 2005 1:00 pm
#14






Keltrien wrote:
I've been thinking about a stock market for a long time now.

I think the best way to do it would to create a commodities market. The stocks would be units of resources. If you had the top 20 resources on the market and had some way to deliver market info on each resources (scarcity, who uses it, how rare it is), players could buy and sell shares of the resources. You make it valuable by allowing players to take ownership of their resources at any point, but strongly recommending that people who play the game keep them in the system.

It's on my plate of things I might do this year. It'd take a website with some crafty coding.




In another game I played ATITD (A Tale In The Dessert) they had this system instead of money. There was no money made in-game, the players made it themselves : a central "bank" gave you a note that sais "1.000 PN" if you gave them 100 of 3 resources. Everyone with such a note could go to the bank and say "here is a note, gimme the resouces", but people rarely did.


But we don'tneed a system like this, because we got in-game money.


I played with the idea to make "RIS-notes" : 1.000 RIS would be worth 1GDK scale, 1 Gurh king hide and 1 Woolamander bone, but after asking around no-one was intrested, so... Even at the contrary, people didn't like the idea, because it would draw away the resources from the market since the bank had to keep them in-stock.




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OdiousEncounter
Wed Jan 19, 2005 5:41 pm
#15

Even cooler would be to invest in player companies. I'd love to invest in some of the top crafters on my server, and it could be interesting to sell stock in my new Shipwright buisness . Probably way too complex to ever implement, though.



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Stemman-Intrepid
Wed Jan 19, 2005 6:23 pm
#16

it would be really really cool, but would be tooo complicated... have an actual system where you can issue bonds and the such, but ofcource then all your profits go into a business account, you would have other people running your business, telling you when and when you cannot make a T21 rifle... would be kinda cool but too complicated...



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RagNoRock5x
Wed Jan 19, 2005 7:30 pm
#17

I agree The player market would be a bit to complicated for a MMORPG.


However the Resource market and the NPC market might be a bit more viable.



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Flatfingers
Wed Jan 19, 2005 11:58 pm
#18




IntoTheGarbage wrote:

The main reason to incorporate (other than the tax incentives which obviously don’t apply) is the infusion of cash from investors. Any crafter who can run a successful business in SWG will already have a huge credit surplus and so would have no reason to incorporate.




Absolutely correct.


I love the idea of new features intended to promote advanced economic activity in SWG. But a stock market just isn't something that's necessary enough to require implementation, and that's because -- as IntoTheGarbage said -- stock markets exist to support capital formation,which simply isn'tnecessary in SWG because it's so amazingly easy for an individual to make lots of money. (This is different from the real world, where individuals with no connections or collateral generally have to work hard for many years to obtain lots of money.)


It's the same reason SWG doesn't have (or need) banks. Banks thrive by lending large sums ofmoney to people who want to create or grow their business... but when everyone can make plenty of money purely through their own action, who needs banks? Why pay interest to acquire money for capital investment when you canvery nearlypick up money off the ground for free?


It's also true that even if you could get large quantities of money, what would you invest it in that could offer a good chance of a positive return on that investment? Plant [i.e., harvesters] is easy to acquire on your own after a little work, and SWG doesn't support intellectual capital [i.e, inventing new items] -- so what's the point of systems such as banks or stock markets whose function is to promote investment in these forms of capital?


Again, I don't have a problem with adding new economic features to SWG. This is a game -- if enough people feel that having a stock market would be fun, that would be fine by me.


It just isn't the most useful economic feature we could add.


--Flatfingers

IntoTheGarbage
Thu Jan 20, 2005 12:42 pm
#19






Flatfingers wrote:

-- as IntoTheGarbage said -- stock markets exist to support capital formation,which simply isn'tnecessary in SWG




Please refer to me as "IntoTheGarbageChuteFlyboy," That name was so cool, but I really hate the shortened version of my name.


/bow


/thank




Message Edited by IntoTheGarbage on 01-20-2005 11:44 AM



___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
Flatfingers
Thu Jan 20, 2005 6:08 pm
#20




IntoTheGarbageChuteFlyboy wrote:


Please refer to me as "IntoTheGarbageChuteFlyboy," That name was so cool, but I really hate the shortened version of my name.




Consider it done.


--Flatfingers

Corran950
Sat Jan 22, 2005 1:12 am
#21

1000 shares of Industrial Automation and Cybot Galactica please.



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elmomcelroy
Thu Feb 03, 2005 7:56 pm
#22

I like the idea of creating some kind of banking system [other than just to store credits]. Another idea in the "banking" world might be: loansharking a smuggler and a merchant get together to loan people money for intrest.... if you dont pay your dues .... player bounties



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nbd9k
Thu Feb 03, 2005 8:01 pm
#23






elmomcelroy wrote:

I like the idea of creating some kind of banking system [other than just to store credits]. Another idea in the "banking" world might be: loansharking a smuggler and a merchant get together to loan people money for intrest.... if you dont pay your dues .... player bounties







The problem is whats really required would be a combination of these ideas. a functioning bank that could generate money based on a fluxuating stock market. they take your money, invest it, and generate interest from it. players with a bit of moeny to spare can invest directally in the stock market, but the risk is greater. lastly, smugglers could loan large amounts to people and contract dues out to bounty hunters, who then take the money and gamble or invest....


boom, instant economy.

bluejanus
Sun Feb 06, 2005 1:13 am
#24



OdiousEncounter wrote:
Even cooler would be to invest in player companies. I'd love to invest in some of the top crafters on my server, and it could be interesting to sell stock in my new Shipwright buisness . Probably way too complex to ever implement, though.




Well actually this could be player implemented easily. The problem is what purpose the investment would have and how do you prevent fraud? Player companies and top crafters are probably not hurting for money. One of the prime commodities in the game are lots. It can be argued about the detrimental effect of lot trading, but that obstacle is diminished by the lack of mobility and thus usefulness of lot trades.

I have seen quite a few player companies, though player co-ops are more common.

Perhaps there should be way to lease lots or vendors from the game itself and eliminate lot trades. That could possibly create a need for investment, if the fees were high.

Commodities markets I think are too useless in this game. And there are far too many types of resources. It's not like you're buying copper certificates. You've got codoan, thallium, platinite, polysteel, mythra, and beyrillus to name a few. Sounds complicated. And updating a board with the available of each type of copper and each spawn of copper seems daunting.

Trust mechanisms are built into bank tipping, vendor purchases, vendor sales, bazaar sales, and the like. Trust mechanisms between people aren't very well developed, unless you consider fraud tickets to CSRs a good mechanism.





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TheDigitalDiamond
Wed Feb 16, 2005 11:55 am
#25

Too be honest, they couldn't even get anything in smuggler to rely on quality, making it all entirely random. How much interest do you think they have to devoting themselves to comthing like a stock market? It'd be more work than JTL was, minus maybe the modeling.
Milgram
Sun Feb 20, 2005 5:59 am
#26

Stock markets are more than just luck. They are real companies that do real things. The forums are a form of stock market. You can monitor how much different things are going for, and invest appropriately. I am very familiar with the pearl/crystal market, so it will be my example. Pearls and crystals have steadily increased in price, up to 6 million per premiumon some servers (5 million on my server). They took a significant hit after the solo group nerf, but steadily climbed back to about 4-4.5 million. Right after the Krayt boom, the price became 4 million, as now everyone wanted only premium fueled saberes, but is currently falling fast, especially after the second population increase. Good tunes can now be protected by decay kits. On the other hand, there seems to be a stealth nerf on the pearl drop rate, and the combat nerf is on the horizon. More jedi are born every 3 weeks. On the other hand, unless the uber crafters start releasing more credits to the general public via ebay, credits are going to continue gaining value, meaning lower selling pearls/crystals. All this combines to a very volitile and real market that everyone (with certian financial means) can participat in.


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