Business And Economy Archive
Thread: Economic Reform
ofim wrote:I think your also missing the point that Crafters don't "print" the money in the game.....the combat charecters do, we can only charge what the combatants can afford based on the quality and rarity of the item. Any type of reform has to take into account both ends of the cash flow, crafters aren't going to charge less so combatants can keep most of the money and combatants aren’t going to spend money on way over priced things they can't afford.
None of the above are the real cause of issues in this game. There is no such thing as people being able to say that "people are crazy to pay such prices." In any trade, the two people made what was considered a legitimate (or "fair") trade or they would not have made the trade in the first place. It takes two to tango. The real issue is inflation because it acts as a money distributor, generally from the poor to the rich. The economic basis in the real world is the money supply is supposed to reflect the resources within the economy; thus, I can trade my hide in for cash with the expectation its fair value will be held when I use the cash to buy a weapon. Inflation occurs when the money supply increases outpaces resource generation. Given the fact that money is printed on whim (not to mention the rampant money duping), SWG left the vast majority of people behind. Funny enough, it is because of money printing that the "mortals" can survive. There is a distinct two-tier status: those that have stayed on top of inflation and have 100's of millions in the bank and those that have not and only survive by printing the cash they need where they can. At any rate, until a fiscal policy is established, it's all meaningless ranting, anyways. Anyone who thinks that money sinks are a viable game mechanic obviously flunked basic economics. That is our real problem: Even if an effective policy were determined, it is highly unlikely that the developers would implement it (or just perhaps successfully).
Message Edited by Beldraen on 01-18-2005 07:31 PM
Beldraen wrote:
ofim wrote:
I think your also missing the point that Crafters don't "print" the money in the game.....the combat charecters do, we can only charge what the combatants can afford based on the quality and rarity of the item. Any type of reform has to take into account both ends of the cash flow, crafters aren't going to charge less so combatants can keep most of the money and combatants aren’t going to spend money on way over priced things they can't afford.
None of the above are the real cause of issues in this game. There is no such thing as people being able to say that "people are crazy to pay such prices." In any trade, the two people made what was considered a legitimate (or "fair") trade or they would not have made the trade in the first place. It takes two to tango. The real issue is inflation because it acts as a money distributor, generally from the poor to the rich. The economic basis in the real world is the money supply is supposed to reflect the resources within the economy; thus, I can trade my hide in for cash with the expectation its fair value will be held when I use the cash to buy a weapon. Inflation occurs when the money supply increases outpaces resource generation. Given the fact that money is printed on whim (not to mention the rampant money duping), SWG left the vast majority of people behind. Funny enough, it is because of money printing that the "mortals" can survive. There is a distinct two-tier status: those that have stayed on top of inflation and have 100's of millions in the bank and those that have not and only survive by printing the cash they need where they can. At any rate, until a fiscal policy is established, it's all meaningless ranting, anyways. Anyone who thinks that money sinks are a viable game mechanic obviously flunked basic economics. That is our real problem: Even if an effective policy were determined, it is highly unlikely that the developers would implement it (or just perhaps successfully).
Message Edited by Beldraen on 01-18-2005 07:31 PM
Phaelyn wrote:
You seem to be referring to the Gold Standard which many countries, including the US held to for a long time. However, with the country using a basis of a Gold note (1 paper dollar = a set amount of Gold), prices and value of the paper money was definitely tied to whomever could amass the most Gold - A situation that was never in the game mechanics to begin with. A false standard was applied from the very beginning with each character being given X amount of credits, and then being able to earn X amount of credits on missions. Now, to simulate a skill based economy, as you progressed in your chosen profession, your mission payoff should increase - BUT, in the game, it didn't increase except through grouping with large amounts of other players. This caused the beginning inflation to begin with. A completely artificial payoff level based on numbers as opposed to a payoff system based on Skill. Each profession should have been given the ability to make more money as they rose in ability, with a hard salary cap at the top level. If you were a double/triple master, whichever profession had the highest cap would be your default. This would have kept the thrill of being in a GROUP as the main mechanic of combat (and fun), but kept everyone's payoff at the end tied to their individual caps.Unfortunately, we can't simulate a Gold standard -And it's too late to institute a salary cap, UNLESS it were tied to the new CU. With a salary cap, people know ahead of time what they were capable of making per day - which in turn lets the Merchants know what the market could afford. Right NOW, the sky is the limit, as in any Free Market economy. With a set salary cap, and the limitation of what their "job" pays, the limit on sales pricing is dictated automatically by the created economics of the system. merchants wouldn't charge the sky, because they would know the sky.. Is too high to attain.BUT - I disagree with you heartily that there is a "distinct 2 tier system", at least as far as the server *I* am on goes. Yes, there are the ultra rich - there are the dirt poor.. But there is ALSO a thriving "middle class" that are somewhere in the middle....
I am not referring to the gold standard. It was a misguided belief that value is money is backed by the ability of a government to pay on its debts. If the government held enough of a commodity that was non-perishable, desirable, and generally fixed in quantity, people would believe in the currency. What was figured out was that the value of the currency is belief in the currency to remain stable for purchase of any form of goods (purchasing power). People believe in the dollar because the U.S. government has never defaulted on a loan and performs very good fiscal policy. Fiscal policy is not necessarily about caps or legitimacy of pay.
A fiscal policy is the statement, "What kinds of activities do we consider beneficial and detrimental in our economy and what actions should we take when each's activity become significant enough that we need to do something about it?" This means that we have to measure the economic activities, decide what activities we wish to track, and actions we should take if those activities become significant. For instance, inflation has been huge in this game. One of my complaints is that the bazaar has only reflected a 200 Consumer Price Index (C.P.I.) when it is acutely obvious that inflation has been well higher than that. It is my belief that the bazaar should be raised so that most common goods should be tradable through the bazaar (like a create of food, stims, etc).
Another point made in this thread is about increasing merchant/consumer contact. What this person is really saying is the Marginal Propensity to Consume (MPR, rate people spend versus save) can be increased so that the Magnifier Effect is increased. An increase in the Magnifier will lead to faster shifts in money, which is one way can (not necessarily will) work against inflation.
My over all point is that people tend to provide technical solutions (we should raise bazaar limits, we should use caps, we should have greater money sinks, crafters should be be paid more, etc) without having a framework/model/policy that allows us to say what our ultimate goal is. After all, if we have no fiscal goals, how can we know if what we are doing actually does what we want it do?
I get the strong feeling that a lot of you did not really read my post. (It was kinda long winded
) The ONLY changes I am proposing are to:
- increase advertising;
- open the NPC cities to player merchants; and
- give merchants the ability to access any vendor in the galaxy. (advertised or not)
The results would certainly increase competition, and therefore push prices down. I believe that it would especially push resource prices down because they are highly inflated right now, and because these changes would make it very easy for any player to make money selling resources.
I think the increased competition and lower prices are a slam dunk result. I realize that the increase in resource sales is far more theoretical.
But consider how easy it would be to make money. Plant a harvester. Come back in a week and collect your resources. Place the resources in a basic robot vendor in the basement of your house. Within a day or two, some merchant will have bought it. Even at only 2-3 cpu, I think players would do this. But this is just my theory, if you think they would not, I am open to hear your arguments why.
I am not claiming that all resources will be uniformly cheap. The laws of supply AND demand will still apply. Increased supply of all resources will push all resource prices down, but the higher demand for high end resources will keep their price above the price of low endgrinding materials.
I am also most certainly NOT:
- advocating price controls
- lobbying to abolish lot trades
- saying that ANYONE is price gouging
For my part, I am a pure crafter. (MDE, MSW, MArt, and part Merchant.) I have made piles and piles of money myself, and found that it was not even remotely challenging. I want getting rich and staying rich as a crafter to be fun and challenging, and I want non-crafters (my word for combat characters
) to enjoy their interaction with crafters. Those are my only goals here.
Message Edited by IntoTheGarbage on 01-19-2005 10:45 AM
IntoTheGarbage wrote:
1) Make the act of buying and selling basic items a simple matter for players who just want to buy their equipment so they can play the way they want to play.
Issues
Ok the next important step is to list the issues. I am not going to even attempt an exhaustive list here, I am just going to list those issues for which I can suggest solutions.
1) Resource pricing. Resources can be harvested for about .5-.8 cpu (credits per unit) and are sold for 4-10 cpu. A profit margin of over 1000%! This is not the fault of the players, they are charging what the market will support. Clearly though, resource prices are way out of proportion, since they are the foundation of the economy, this throws the economy into chaos.
Resources
The most disruptive factor in the SWG economy is the price and availability of resources.
Why are resource prices so high? Every single player can place as many as 10 harvesters and sell the resources as a source of income, so why hasn’t the market been flooded and prices forced down? There are several reasons.
First, most players who dedicate their lots to harvesting are crafters themselves. This is because many players would rather use their lots for houses, ships etc. However, the crafters usually don’t sell their resources, but use them for their own crafting, or keep the resources in their inventory.
Third, simply harvesting and selling resources is not that much fun. If you actually dedicate the skill points to being a merchant, yet do not become a crafter. (If you were a crafter, you would use the resources yourself, not sell them.) All you wind up doing is monitoring your harvesters and stocking your vendor. It’s not very engaging when you think about it.