Business And Economy Archive

Thread: Whats one small idea that would help the economy.

Dawgypoo
Mon Jan 31, 2005 10:13 pm
#27

Guys, and gals, most of you are way over thinking this entire issue! The key to cooling the game economy is competition. With proper competition, prices will fall across the board.


And how to youincrease competition? With better communication! Think about it fora minute, youneed a product, you start a looking at vendors, youfindand buythat product at the 10th vendor you visit, but the first vendor who has that product. But unless you visit every crafter that makes the same product, how are you going to know if you got a good deal or not? Who has the time to visit 200+ vendors to compare prices BEFORE you purchase something. And all the time lost that could have been used to make another product or run missions.


Now imagine a vendor inventorysystem like the Bazaar system where you could view products/pricing/stats/location on the same product from EVERY vendor on that planet, or galaxy. You could compare prices and product quality with multiple vendors, from ONE location.


Now this would have many benifits to everyone.

1) Imagine the time you would save by not having to go to 200 vendors to find that last missingpiece or resource for finish a product. Leaving you more time to run missions for money, craftingor some PvP.

2) The crafters would be able to sell more products because more people would be able to find you quicker.

3) Now you get a choice to buy abetter product at a cheaper price, by being able to compare prices with many different vendors.



Right now, there is no real type of competition amoung vendors because 99% of everyone will pay whatever it is at the first location they find it. Think about looking for a high end loot item like a Pearl. On any given planet there may be 5 or more for sale, say one for a price of $1 Million, one at $1.1 Million, 2 at $1.5 Million and 1 for $2 Million. You need one quick for a pending PvP battle, and the first one you find (after stopping at 15 vendors)is the $2 million one. But if you could go to a vendor terminal and do a planet wide search for that pearl, and you now see ALL 5 of them, which one are you going to buy if they are all equal distance from you? Now the guy with the $2 Million pearl is not going to be able to sell it, because everyone can see the other 3 remaining ones for less price. If that person wants to sell it, he's (or she) will now have to reduce the price to be lower then the others. And nowthe cycle of competitionbegins. Reducing prices for everyone, and saving everyone a lot of time in the process.


Now we could go on and on about this, and it would need to have every vendor in it's system for it to work. And I've heard people say that the database would be way to big, but the how do you think your items remain on the server already. It's already on the database, we just need a central way of viewing it!



Dawgy Cancelled
Scrappy-Doo Cancelled
B-Funk
Tue Feb 01, 2005 6:51 am
#28

I have only been playing for less than 2 weeks and have already mastered Artisan and Tailor thanks to some quick friends i made but one thing I noticed is that there is alot of useless things that the lower level crafters make and that nobody wants. Why not implement a system similiar to the recyclers where you could take useless junk and turn it into something else. Melting down survival knives for ship parts or something like that. Make even the lowest level item important.



B-Funk - The original Disco Ithorian Tailor
Holder of the accolade badge for memorable persona
Hero of the CU
Brother of the retired master swordsman X-Funk
and here for one more go around.....for now
MadeEvil
Tue Feb 01, 2005 11:40 am
#29

Yea on items that need looted goods I'm sure crafters make less of a profit.

Put think about it I've seen items that take 200 in resources sell for 60k.

Just doesn't make sense to me.

I know it takes time to make the products and such but even if you pay 10cpu for the resources then sell it at 60k your still maknig a huge profit. You spending 2k on resources and selling it for 60k.

I know some of the resources are rare and such but the point is there should not be this much money in the game to enable people to sell looted parts for millions of credits.

They sell because people have the money to buy it at the price no one is going to take less money.



- Elmer
johnmalm77
Tue Feb 01, 2005 11:57 am
#30

/rant

casual gamers need to stop begging for shortcuts to play at the level of (for lack of a better term) uber addicts. & no I am not uber or what ever.

/rantoff
Vastar
Tue Feb 01, 2005 5:13 pm
#31


Dawgypoo wrote:
Guys, and gals, most of you are way over thinking this entire issue! The key to cooling the game economy is competition. With proper competition, prices will fall across the board.
And how to you increase competition? With better communication! Think about it for a minute, you need a product, you start a looking at vendors, you find and buy that product at the 10th vendor you visit, but the first vendor who has that product. But unless you visit every crafter that makes the same product, how are you going to know if you got a good deal or not? Who has the time to visit 200+ vendors to compare prices BEFORE you purchase something. And all the time lost that could have been used to make another product or run missions.
Now imagine a vendor inventory system like the Bazaar system where you could view products/pricing/stats/location on the same product from EVERY vendor on that planet, or galaxy. You could compare prices and product quality with multiple vendors, from ONE location.
Now this would have many benifits to everyone.
1) Imagine the time you would save by not having to go to 200 vendors to find that last missing piece or resource for finish a product. Leaving you more time to run missions for money, crafting or some PvP.
2) The crafters would be able to sell more products because more people would be able to find you quicker.
3) Now you get a choice to buy a better product at a cheaper price, by being able to compare prices with many different vendors.
Right now, there is no real type of competition amoung vendors because 99% of everyone will pay whatever it is at the first location they find it. Think about looking for a high end loot item like a Pearl. On any given planet there may be 5 or more for sale, say one for a price of $1 Million, one at $1.1 Million, 2 at $1.5 Million and 1 for $2 Million. You need one quick for a pending PvP battle, and the first one you find (after stopping at 15 vendors) is the $2 million one. But if you could go to a vendor terminal and do a planet wide search for that pearl, and you now see ALL 5 of them, which one are you going to buy if they are all equal distance from you? Now the guy with the $2 Million pearl is not going to be able to sell it, because everyone can see the other 3 remaining ones for less price. If that person wants to sell it, he's (or she) will now have to reduce the price to be lower then the others. And now the cycle of competition begins. Reducing prices for everyone, and saving everyone a lot of time in the process.
Now we could go on and on about this, and it would need to have every vendor in it's system for it to work. And I've heard people say that the database would be way to big, but the how do you think your items remain on the server already. It's already on the database, we just need a central way of viewing it!





A vendor inventory system like the one you speak of would remove a lot of the "strategy" of being a Merchant. Selecting/Obtaining a suitable location to set up shop would not matter. The effects of advertising would be minimal, if anything. The drive to have a well stocked shop would also be down the toilet. I mean, need a few million? Throw a few things on the Mega-Merchant-Bazaar... doesn't sound like much fun to me.

Don't get me wrong, I don't enjoy shopping around forever any more than the next guy. I just find this alternative less appealing.



____Zlatan Fulgere________________
Zlatan baby, Zlatan
Meaningful labels don't require self application.
Implementor
Wed Feb 02, 2005 8:02 am
#32






WILDMAN_SOLO wrote:





MadeEvil wrote:
Look its not about if the fighters can pay for the items its that the crafters are making huge profits..

So the richer are getting richer and the poor stay the same.

a economy where people can easy make 1000% on goods and people can pay for it makes no sense to me.

Sure they can afford it but why should the crafter charge so much just because the fighters can afford it lets try to get these prices down to a more reasonable rate

no one should be making 1000% profit on items, 200-300% at most in my opinion.




you are full of crap I am sorry to say. You accuse crafters of making insane profits yet fail to realise or state how much it costs crafters to get some of the looted items to make these high end weapons.


The looters make more profit that the crafters period. Prime example, a looter gets a set of 11 krayt tissues, they automatically get makerd up in the millions as most looters tbh are idiots and automatically price their loot as if the end weapon will get a 35% damage slice.


Weapons you see marked up in the millions cost that much becase the components/enhancements used to make the finished product were in the millions to begin with.


The whole cash cycle starts with the hunters/looters. If hunter charge 300cpu for wooly hides you can expect to see very expensive Comp armour, if looters charge 2 million per acklay bone you can expect to see very expensive weapons. Don't blame it on the crafters, they have to recover their costs from being gouged by looters and unfortunately this means the customers end up bearing the brunt.






too true




Gx-Advanced Weapons Labs
-680 -5489 Tatooine
Manifest Apocrypha
12-point Force-Crafter Master Weaponsmith
Chirikiti
Procurement Specialist O_o
MadeEvil
Wed Feb 02, 2005 10:51 am
#33






Implementor wrote:





WILDMAN_SOLO wrote:





MadeEvil wrote:
Look its not about if the fighters can pay for the items its that the crafters are making huge profits..

So the richer are getting richer and the poor stay the same.

a economy where people can easy make 1000% on goods and people can pay for it makes no sense to me.

Sure they can afford it but why should the crafter charge so much just because the fighters can afford it lets try to get these prices down to a more reasonable rate

no one should be making 1000% profit on items, 200-300% at most in my opinion.




you are full of crap I am sorry to say. You accuse crafters of making insane profits yet fail to realise or state how much it costs crafters to get some of the looted items to make these high end weapons.


The looters make more profit that the crafters period. Prime example, a looter gets a set of 11 krayt tissues, they automatically get makerd up in the millions as most looters tbh are idiots and automatically price their loot as if the end weapon will get a 35% damage slice.


Weapons you see marked up in the millions cost that much becase the components/enhancements used to make the finished product were in the millions to begin with.


The whole cash cycle starts with the hunters/looters. If hunter charge 300cpu for wooly hides you can expect to see very expensive Comp armour, if looters charge 2 million per acklay bone you can expect to see very expensive weapons. Don't blame it on the crafters, they have to recover their costs from being gouged by looters and unfortunately this means the customers end up bearing the brunt.






too true







Let me give you a example of what I am talking about


T-21 Rifle


639 Units of resources


lets say 10 cpu for the resources.... thats if you but them. alot cheaper if you mine yourself


6390 cost of materials


I've seen them easily for 50-60k on alot of vendors


thats almost a 1000% profit....


full of crap my a$$....



- Elmer
Phaelyn
Wed Feb 02, 2005 2:10 pm
#34








MadeEvil wrote:




Let me give you a example of what I am talking about


T-21 Rifle


639 Units of resources


lets say 10 cpu for the resources.... thats if you but them. alot cheaper if you mine yourself


6390 cost of materials


I've seen them easily for 50-60k on alot of vendors


thats almost a 1000% profit....


full of crap my a$$....





Let me ask you a question. Do you eat fast food? Do you drink a soda purchased at a fast food place? Having been a Manager at a major chain that shall remain Mcnameless, let me show you something..


Large Soda


.16 cents in resources. (.10 for cup, .6 for actual drink)


I sold them by the hundreds daily at $1.49


That's almost 1000% profit..


And you pay it daily, without a cry of outrage, and without writing letters of complaint to our Corporate office.


Profits of this type exist in everyday life all around you. Why then is it acceptable to pay 1000% markups outside the game, and not INSIDE the game? Heck, outside the game you most likely only make at most 50K a year. In the game you can make 50K an HOUR, or less.


Does this clear up our position to you at all?




Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
MadeEvil
Wed Feb 02, 2005 2:53 pm
#35

Look my point is that there is to much money in the ecomony.

People charge this much because people have the money to pay it.

I don't think it was the developers idea that everyone can afford everything.

People make so much money in this game that they own almost everything they want.

Everyone can own a swoop because the 65k to buy one is nothing to them. and the repair costs are so small that its no big duel.

They have 3 buildable vehicles, no one uses 2 of them because they are slower the maintance costs mean nothing.

What ever happen to playing a game to work towards something.

If in two hours I can make enuff money to pay my house maintance for a month where is the appolishment in that.

You play a few hours a day and get 100k a day in profit the money just piles up. There is a excess of money.

I personally don't play this game to make money in it. I'd rather be poor and get exicited when I get that new swoop I've been saving up for. But its just to easy to make money.

Credits almost mean nothing in the economy till you reach the really high levels for that really good loot.

Hopefully the CU will make it alot harder to get money but we will see.

I'm not complaining at the crafters

I'm complaining that the economy is so out of whack that they are able to charge this much.

But once God Mode is turned off in the CU hopefully there will be a big drain in the money in the economy.

And I started this thread (that has totally gone of track) is to get some small idea's that the devs could do to keep the economy in check. And if you don't think that there is anything wrong with the economy we do disagree there.

(and for the record I don't drink soda's)



- Elmer
Phaelyn
Wed Feb 02, 2005 3:20 pm
#36






MadeEvil wrote:


And I started this thread (that has totally gone of track) is to get some small idea's that the devs could do to keep the economy in check. And if you don't think that there is anything wrong with the economy we do disagree there.

(and for the record I don't drink soda's)




In the end, there's onlytwo ways at all the Devs could do a thing about the economy.


1) Eliminate the economy altogether (One time wipe, adding price and earning caps)


2) Institute a Taxing system. Would have to be from instancing on however - No touching of existing bank accounts, or that penalizes many for their success to that point.


Yes, we will have to agree to disagree. I don't see a thing wrong with the Economy. I see no issue of inflation, and I see no issue of price gouging.


(And for the record, neither do I - But sure sold enough of it)





Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
elmomcelroy
Wed Feb 02, 2005 6:33 pm
#37

Economically speaking youve kindof missed the point I recomend you all read this note from Holocron http://starwarsgalaxies.station.sony.com/content.jsp?page=Astromech%20Stats%20Economy.... It's a basic break down but it will stear you guys back on track in terms of this discussion.... The important part of the game is not getting new players to make more money and catch up but it is to curb inflation by having really rich players "destroy" money or give it back to the system through things like house maint city maint harvestors and other things...... the existence of vast sums of money, the article implies that a given server [bria] creates 50 billion new credits a month? is one of the causes of inflation in the game....



"Once the game is over the king and the pawn go back in the same box" Italian proverb
johnmalm77
Wed Feb 02, 2005 6:52 pm
#38

Elmer tell me if I am wrong.

Can you buy your way down to the bottom of the Death Watch Bunker? Can you buy a lightsaber? or a jedi for that matter? Can you flip the credits into a little jug & BAM all of a sudden you have an end game crafter? Those in my opinion would be a huge problem (& with the inflow of loot, that's what it seems the game is gonna turn into).

I just don't get your whole mentality here. It makes no real sense. I can see there was a problem with "inflation" but none of what you just stated has anything to do with inflation. Everything you refered to are just tools to play the game. Tools shouldn't have to be worked for, the adventure should. The game isn't about grinding credits.. be it a lot of credits or a meager amount of credits. What you talk about is adventure & such... Seriously if you believe that obtaing credits so you can ride around on a swoop is a thrill... come on bud.

Chenza

& PS - there is no reasonable way to take credits out of the pockets of the rich with out hurting the little guys 10x over.

Message Edited by johnmalm77 on 02-02-2005 08:54 PM

Phaelyn
Wed Feb 02, 2005 7:34 pm
#39






elmomcelroy wrote:

Economically speaking youve kindof missed the point I recomend you all read this note from Holocron http://starwarsgalaxies.station.sony.com/content.jsp?page=Astromech%20Stats%20Economy.... It's a basic break down but it will stear you guys back on track in terms of this discussion.... The important part of the game is not getting new players to make more money and catch up but it is to curb inflation by having really rich players "destroy" money or give it back to the system through things like house maint city maint harvestors and other things...... the existence of vast sums of money, the article implies that a given server [bria] creates 50 billion new credits a month? is one of the causes of inflation in the game....







Actually, Data as displayed there rather supports what many of us have already been saying all along - there IS no inflation. Incidentally, you must be reading a different article and seeing different graphs than you provided a link for.


In relation to Bria, it merely shows that out of the top 2000 credit "owning" characters, the top 200 have the lion's share of the wealth. It makes no mention whatsoever of "50 billion new credits" anywhere.


The graphs provided show that on average across the servers, 1,000,000,000 (1 billion) are createdover the course of a month(with most through the Mission system) while 1,500,000,000 (1 Billion 5 hundred million) are removed onver the course of a month(with most through Structure Maintenance). Your interpretation that "it is to curb inflation by having really rich players "destroy" money or give it back to the system through things like house maint city maint harvestors and other things" Is flawed at best. Those fees are aimed at ALL players equally. No matter if you have 10k or 10 billion credits, the cost of maintenance stays exactly the same. It's not as if the system thinks "OK, you have 10k credits, your fee is 10 per hour, but him over there will pay 100 per hour because he has a Million"


Thank you for giving us the link, but please go back and look at it yourself.




Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
Page 3 of 4