Business And Economy Archive
Thread: Why did everyone complain about the money system/infalted economy?
Cafa wrote:
...In your opinion, if prices change proportionally to credit nerfs what exactly was accomplished by nerfing solo group missions?
My take on why SOE would do it:
They need to balance the amount of money coming into the game versus the amount going out. If they do not do this then it will cause real inflation. Now as pointed out that isn't a problem for the people making the money, but it IS a problem for the newb starting on day one with 1k credits and missions paying 500-1000 credits. And it is also a problem for the various people who do not use solo groups, i.e. people running 'normal' missions for the payout levels SOE first intended. So the point of nerfing solo missions would be to keep the economy stable and specifically to keep it from hurting new players and those who don't use solo missions.
The other way they may look at it is that the solo missions were not 'supposed' to work that way. AS in it wasn't the intended way. Now this is really up to the viewpoint or opinion of whoever is defining how things are 'supposed' to work. But if they decide it is 'broken' then they'll 'fix' it.
So in short 2 reasons that I think SOE would nerf solo missions: To keep the economy stable. To fix what was broken (by their definition).
IntoTheGarbage wrote:
For my part, I thinkyou have spelt outone of the problems right there. The economic game is just way too easy. I am in the same boat as you, and I want the economic game to be more challenging.
Bluechiss wrote:
I play this game for the economy and i didnt really understand why many people found a problem with it....
I then picked up crafting and did quite well by collecting uber resources and 12-point suits for it, doing the proffesion for 2 weeks and then quitting and selling everything (repeat). Also PSG manufacture (i love those little guys!!).
My record money height was 218 million. It is currently at 140 million.
I have about 50 million in ready-to-sell goods (i re-rolled and took away my vendors), a full RIS suit and a speed-capped swordsman.
I did none of this through exploiting or underhanded dealings. I did it all the hard and honest way. I
But then you have a ton of what I see here, people griping that a 3-week old player doesn't have the ability to compete in crafting against an 18-month player. Nominally, I''d say, "DUH".
The same issues popped up when the devs changed and remove the resource caps on crafting for a whole day. The "Chicken Littles" of the community saw the sky falling. It didn't fall, and all they accomplished was pissing off the developers who treated us all with a broad stroke of penalty for the action of a vocal minority.
How do you make the entry into the market viable for new players without the perception that it is impossible to achieve tops at your profession? Personally, I think the player driven economy does it just fine, but the saying that "reality is 90% perception" may be true in this instance and I have blinders on.
Fivo Asia
Narreem0884 wrote:
I can make enough to get by, but I can never hope to make the millions necessary to buy the good stuff for my profession, the NS Energy Lance being the foremost thing on this list. I'd have to spend days in space to make the necessary amount of cash and though I'd like too, I have other things to deal with.
Not singling you out, I just wanted this one particular statement. I'll come back to this.
The whole solo group nerf was a crock. Prices are too high, money was too easy to come by. Horsestein...cow chips...bull pucky, everything was directly proportional...need a suit of comp it would take you roughly ten missions to get it. IF this whole solo group nerf works as intended, missionrewards go down and eventually crafted goods go down with it and guess what...it will still take you ten missions to get the same piece of comp. So you're paying 100k instead of 300k big deal, it's directly proportional to the effort it takes you to attain credits. It's easy to get credits...prices are higher.
In the long-term, won't make much difference, in the short-term, you've got one extreme in Nareem who feels like he can't compete so he may quit on the other hand you've got bluechiss who is having everyone point at the credits he EARNED and trying to figure out how to take them away from him...The difference between the haves and have nots is greater because bluechiss' 150million credits are now worth more because credits are harder to attain. It's going to get really bloody when the crafted goods start dropping, because the resource prices are still going to be last, so lots of people won't be able to afford going into a crafting skill if they don't already have millions of credits. So in the short-term, players will for one reason or anotheer likely leave the game...oops too late.
mistereous1 wrote:
Not singling you out, I just wanted this one particular statement. I'll come back to this.
The whole solo group nerf was a crock. Prices are too high, money was too easy to come by. Horsestein...cow chips...bull pucky, everything was directly proportional...need a suit of comp it would take you roughly ten missions to get it. IF this whole solo group nerf works as intended, missionrewards go down and eventually crafted goods go down with it and guess what...it will still take you ten missions to get the same piece of comp. So you're paying 100k instead of 300k big deal, it's directly proportional to the effort it takes you to attain credits. It's easy to get credits...prices are higher.
In the long-term, won't make much difference, in the short-term, you've got one extreme in Nareem who feels like he can't compete so he may quit on the other hand you've got bluechiss who is having everyone point at the credits he EARNED and trying to figure out how to take them away from him...The difference between the haves and have nots is greater because bluechiss' 150million credits are now worth more because credits are harder to attain. It's going to get really bloody when the crafted goods start dropping, because the resource prices are still going to be last, so lots of people won't be able to afford going into a crafting skill if they don't already have millions of credits. So in the short-term, players will for one reason or anotheer likely leave the game...oops too late.
ofim wrote:
High end items will always take high end cash, this nerf or that nerf will never solve it. Things like NS energy lances are sapossed to be very rare for people to have, so I would hav to say that the DEV's knew only the ultra rich....or the ultra lucky would ever have items like that. Thing is you never "need" items like that, you "want" items like that.....there nothing more than a shinny nickle at the end of the tunnel keeping you interested.
High end items are supposed to be difficult to get, this is true, but it's kind of ridiculous when the NS Energy Lance components can only be looted from enemies that can't be killed by a pikeman except with the lance in question, thereby forcing pikeman to buy the lance. The item is priced at such a high range that only the ultra-rich can afford one, effectively removing most means to get one.
They should least make it possible for any profession to loot this. Nothing in the game, aside from the largest of creatures (Krayts) and installations (turrets and the AT-ST), should ever have 100% resistance to kinetic, energy, or blast damage types. Of course this still should not be something that can be soloed by a person, Jedi or not.
Cafa wrote:
In your opinion, if prices change proportionally to credit nerfs what exactly was accomplished by nerfing solo group missions?
Fivo Asia
The Devs have created a permanant gap between new users and super rich veterans in the economy....
It matters not; I'm a poor ch was always going to be any way...too lazy to grind out credits, too buzy jumping off waterfalls and riding around aimlessly.
Pawlin wrote:
Cafa wrote:
...In your opinion, if prices change proportionally to credit nerfs what exactly was accomplished by nerfing solo group missions?
My take on why SOE would do it:
They need to balance the amount of money coming into the game versus the amount going out. If they do not do this then it will cause real inflation. Now as pointed out that isn't a problem for the people making the money, but it IS a problem for the newb starting on day one with 1k credits and missions paying 500-1000 credits. And it is also a problem for the various people who do not use solo groups, i.e. people running 'normal' missions for the payout levels SOE first intended. So the point of nerfing solo missions would be to keep the economy stable and specifically to keep it from hurting new players and those who don't use solo missions.
The other way they may look at it is that the solo missions were not 'supposed' to work that way. AS in it wasn't the intended way. Now this is really up to the viewpoint or opinion of whoever is defining how things are 'supposed' to work. But if they decide it is 'broken' then they'll 'fix' it.
So in short 2 reasons that I think SOE would nerf solo missions: To keep the economy stable. To fix what was broken (by their definition).
Problem with this idea is where the money goes in and out from. Do you really think the super rich have any incentive to spend money??? They still have their hundreds of millions and it's not going anywhere, if prices were set around them, then everything would be millions of credits. Prices were set around the mission rate, as I've said before, IF this is the purpose of "correcting" the nerf, AND it works as intended, you'll still have a situation where the proportion is the same. Who cares if it costs you 100k or 300k it still equals ten missions and the effort involved. What's the differnce?
This hurts the newer players because financially they no longer have a way to catch up. I lucked up and the solo group nerf came into play right as I was establishing my crafter. If I didn't, there would have been no way I could afford the resources needed to compete. Even then there was a huge cap on what I was able to get if someone wanted it more.
It may not have been what they intended, but it happened, and the economy wrote itself around it. To force it back the way it was is one of the other problems in the game. A lack of vision, isn't the world supposed to grow and evolve as players grow and evolve?
Message Edited by Aeron-Blackthorn on 01-21-2005 06:19 AM