Business And Economy Archive

Thread: They should give us something fancy that you purchase from an NPC

bluejanus
Tue Jul 12, 2005 4:36 pm
#14



Vastar wrote:


bluejanus wrote:


Vastar wrote:

jollyemu wrote:
It appears that you guys are all player economy purists though



If they left it up to me, we'd start with X credits and that's it. Nothing in, nothing out. I just can't figure a way around people making characters for the credits, transfering them to an alt and repeating.




That would be rather strange. I can't think how a system like that would even work.




If you kept the same general style that we have with SWG, you'd have to use player created missions that payout from the mission givers' bank accounts. You'd also have to make sure people had good reason for making missions.




I knew you'd say that but what reason would there be to make missions? Why bother going into space? A system where credit is scarce will probably foster a barter system, so we'll be doing a Diablo SoJ system.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
bluejanus
Wed Jul 13, 2005 5:18 pm
#15



Vastar wrote:

bluejanus wrote:


Vastar wrote:


bluejanus wrote:


Vastar wrote:

jollyemu wrote:
It appears that you guys are all player economy purists though



If they left it up to me, we'd start with X credits and that's it. Nothing in, nothing out. I just can't figure a way around people making characters for the credits, transfering them to an alt and repeating.




That would be rather strange. I can't think how a system like that would even work.




If you kept the same general style that we have with SWG, you'd have to use player created missions that payout from the mission givers' bank accounts. You'd also have to make sure people had good reason for making missions.




I knew you'd say that but what reason would there be to make missions? Why bother going into space? A system where credit is scarce will probably foster a barter system, so we'll be doing a Diablo SoJ system.




You'd have to incorporate the completion of that mission with something the creator is after. For (crude) example, let's say I want 100 of an item. I'd put up 100 missions to find that item. Someone goes out killing, searching or whatever and when it enters their inventory, it's instantly transfered to my bank account. The credits are payed out from my account then as well. The creator might want to put in a time limit to avoid people taking missions and leaving them sit in the datapad (or whatever it'd be called). Given enough time, I'm confident a workable system could be set up but no one is paying me to design a MMORPG at the moment.

By the way, you're a posting machine.




I still think a limited credit system will eventually spawn a barter system, and eventually credits will have no value.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
bluejanus
Wed Jul 13, 2005 5:19 pm
#16

Heh, you should see all those people with 10k posts.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
Vastar
Wed Jul 13, 2005 6:29 pm
#17


bluejanus wrote:

I still think a limited credit system will eventually spawn a barter system, and eventually credits will have no value.


I would count on some bartering, for sure. In fact, I would consider a limited amount of bartering to be a pro of such a system. I would disagree that the ability to create new credits gives the existing supply value. Also, a limited amount of credits doesn't have to indicate a low limit. Again, though, you'd have to figure out a way for the deletion and creation of characters not to throw it out of whack (intentionally or unintentionally on the part of the players).



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Meaningful labels don't require self application.
Vastar
Wed Jul 13, 2005 6:31 pm
#18

Oh, and if someone wants to come in and post something on topic, don't let us stop ya.



____Zlatan Fulgere________________
Zlatan baby, Zlatan
Meaningful labels don't require self application.
rocco81b
Sat Jul 16, 2005 12:26 am
#19






bluejanus wrote:





Vastar wrote:




bluejanus wrote:





Vastar wrote:





bluejanus wrote:





Vastar wrote:




jollyemu wrote:
It appears that you guys are all player economy purists though





If they left it up to me, we'd start with X credits and that's it. Nothing in, nothing out. I just can't figure a way around people making characters for the credits, transfering them to an alt and repeating.






That would be rather strange. I can't think how a system like that would even work.






If you kept the same general style that we have with SWG, you'd have to use player created missions that payout from the mission givers' bank accounts. You'd also have to make sure people had good reason for making missions.






I knew you'd say that but what reason would there be to make missions? Why bother going into space? A system where credit is scarce will probably foster a barter system, so we'll be doing a Diablo SoJ system.






You'd have to incorporate the completion of that mission with something the creator is after. For (crude) example, let's say I want 100 of an item. I'd put up 100 missions to find that item. Someone goes out killing, searching or whatever and when it enters their inventory, it's instantly transfered to my bank account. The credits are payed out from my account then as well. The creator might want to put in a time limit to avoid people taking missions and leaving them sit in the datapad (or whatever it'd be called). Given enough time, I'm confident a workable system could be set up but no one is paying me to design a MMORPG at the moment.

By the way, you're a posting machine.






I still think a limited credit system will eventually spawn a barter system, and eventually credits will have no value.




now, I haven't been playing long, I will admit that. But, when I came on the game, I seen it costed 100k for an xwing. I found out how long it would take me to even GET to that part of the game, I was thinking, ok, I can handle that. Then I looked at houses. OK, I need to save up X amount of credits to buy a house. That is something to work for. Wait, there are some cool clothes on that vendor. OK, let me go work towards getting that.


Think of this like real world. If you NEVER had to worry about making money, what would you do with your time? If a crafter is not going to get anything useful out of crafting, why is he going to bother even making that furniture? Yes, you can say its fun. Crafting can be fun. Stocking thousands of items on your vendor every week, is not too much fun, at least to me.


Do you volunteer yourself to make all these items for nothing at all? if so, become a crafter with merchant, undercut everybody around. Who cares if you make money? If you don't want to go through the trouble of crafting, then you have nothing to complain about. Crafters earn what they deserve. They keep combat personnel armed and covered. They do a job other people without the patience don't want to do. If you think you can do better or the same for less, then hop to it. Undercut everyone else. If you craft enough (thousands a day) then yes, you might be able to lower server wide prices. I don't think prices are too high. Yes, I have a crafter, but after the grind, after feeling good about making it, I decided full time wasn't for me. Those that it is for, then they deserve EVERY penny, and who am I to undercut them?



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Niccolado
Wed Jul 27, 2005 1:42 pm
#20



jollyemu wrote:
I'm not complaining about prices at all. I was just thinking of a way to get rid of credits in the economy. Also i'm saying players would be eligible to purchase the veteran reward, but only once.

It appears that you guys are all player economy purists though Well in the real world, people don't print out their own money (mission terminals) so I think there should be some way to keep the "credits out" the same as the "credits in"




And what about they who have been hanging around for 2 years, but is so broke that they cant afford it? There are a few of these too. That means only rich players who have stayed around for the 2 years should be eligeble for the veteran reward.

Im sure that would have been a nice move of SOE to reward their loyal players...




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Sarec
Wed Aug 03, 2005 7:04 pm
#21

Never posted here before, not sure if anyone has suggested this, but I'll give it a shot:


NPC resource vendors. I think it would be a great idea. They would work the way a free resource crate would by offering any reource available on the server from any time. The catch would be an significantly inflated cost(like +200 cpu in 10k stacks)for the resources so that it wouldn't affect the player economy by creating direct competition with players who deal in resources sales. It would at least give people the opportunity to buy resources that are out of circulation, while maintaining the value of rewards such as the 30k resource deeds. I'm sure some crafters would simply incorporate the cost of the resources into the sale of the final product and bump the cost up, but it would still be significantly cheaper to acquire a more recent spawn of a resource, and would keep prices on items down to a resonable level. I know that the new people wouldn't be able to immediately afford this, but thats not what the service would be designed for. I dont think its the perfect solution to removing excess credits from the economy, but I think it would definitely be a start.


Sarec



Sarec Moonstrider / Ceras Freesun
bluejanus
Wed Aug 03, 2005 7:19 pm
#22



Sarec wrote:
Never posted here before, not sure if anyone has suggested this, but I'll give it a shot:
NPC resource vendors. I think it would be a great idea. They would work the way a free resource crate would by offering any reource available on the server from any time. The catch would be an significantly inflated cost (like +200 cpu in 10k stacks) for the resources so that it wouldn't affect the player economy by creating direct competition with players who deal in resources sales. It would at least give people the opportunity to buy resources that are out of circulation, while maintaining the value of rewards such as the 30k resource deeds. I'm sure some crafters would simply incorporate the cost of the resources into the sale of the final product and bump the cost up, but it would still be significantly cheaper to acquire a more recent spawn of a resource, and would keep prices on items down to a resonable level. I know that the new people wouldn't be able to immediately afford this, but thats not what the service would be designed for. I dont think its the perfect solution to removing excess credits from the economy, but I think it would definitely be a start.
Sarec





The point of having resources spawn in and out randomly to create opportunity and scarcity is kind of defeated by adding ideas like this. I opposed the 30k resource kits personally. And the ADK's and self-powered harvesters. The latter two are worse than the 30k kits because they can indefinitely remove the need for a good segment of the merchant community for a good amount of time.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
Sarec
Wed Aug 03, 2005 8:36 pm
#23

I agree on the issue of ADK's and no-power harvestor deeds being a bad idea for the economy, but items like armor and weapons require quality named resources. A lot of times, servers go for months where a resource may not spawn, and when it does, it sucks. The ability to buy previous spawn resources, in small amounts, would be useful to just about every crafter looking to make a quality item. The opportunity for resource sellers to make money in both the short and long run would still exist because players would still be able to sell their resources at a significantly lower cost while maintaining a large profit, and in much greater quantities.An NPC resource vendor would offer the ability to buy these rare,and sometimes required, resources at a significantly higher cost than purchasing from any player.These resources would still be considered scarce, because anyone purchasing resources at over 200CPU in small amounts wouldnt be sharing them. The whole point of the OP's post was to offer the community something in exchange for removing their hard earned cash from the economy. Why not offer something that serves a purpose and is ultimately consumable?

Message Edited by Sarec on 08-03-2005 10:37 PM



Sarec Moonstrider / Ceras Freesun
mattos90
Sat Aug 06, 2005 2:32 am
#24

Wouldn't this be steering us towards a non player-based economy?



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bluejanus
Sat Aug 06, 2005 3:26 pm
#25

A system like this favors the well-established and rich rather than the newer people, in other words, people who probably have the better resources anyways. This is a redundant benefit.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
Mandinga3
Sat Aug 06, 2005 4:03 pm
#26

I think that the Original Idea is not a bad one....They give us these anyway which already hinders crafters, just keep us limitedto the one per 3 months and the 1 per account lifetime specialties. Though It would just raise the price on the Veteran Rewards so people can make their profits but It would help take some credits out of the game. I'm not the richest guy out there, but I have plenty of credits to buy just about anything I want. I haven't really had any of my credits leave the game since JTL came out other than the occasional repair of my AV-21 which doesn't decay that fast and my house "Not including that Storm Trooper I smacked around".


Mandinga
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