Business And Economy Archive
Thread: So you want to save the economy?
EdOWar wrote:
Bis Cuit, SWG has never once, since it went live, sold anything via AI on the bazaar.Everything that was ever bought or sold on the bazaar was done so by a player. Everything. The AI does not generate random stuff that it throws on the bazaar for people to buy. Everything on the bazaar is either looted or made by a player.
Message Edited by ASHRID on 05-19-2005 03:32 PM
- players selling overpricing items
I dont see this as a problem in a free market economy. The market sets the worth of an item. If people are willing to pay that proce, then it is a perfectly valid price. This capitalism, not communism, thus no 'government/SOE price fixing should come into play)
- players selling overpriced resources
See above..demand dictate value
- players needing better equipment to grind (be it jedi or anything else)
This is purely subjective as NEED by definition is purely subjective. There is very little NEEDED to have a postive XP & cash flow in SWG/ ALL that is NEEDED is you to sit at the keyboard and play. The real issue is the rate at which you gain XP and cash. Then you may NEED better things to gain XP faster but its just to gain it faster.
- platers needing more resources to grind with
Im not sure what the issue being brought up here is. You want to advance, you need to make things, those things require resources. Large things take large amounts of resources, and thus give a larger XP reward. That is a balanced system.
- players wanting ONLY the best there was
This is true in R/L. I WANT a Mercedes 500 series sedan but that doesnt mean I am going to get one any time soon. You can want all you want, and if you have earned the money, then go for it. Otherwise this is a case of a champange appetite on a beer budget. If you want the best, then you are going to face harder mobs, and will likely face death and item decay more frequently to obtain those items. This is also a balanced system
What used to be VERY imbalaced was how easy it was for nearly anyone of any skill level could attain the highest power items in the game. Hopefully the CU will limit such broad access to the best there is. Frankly 'Best' is a meaningless concept when everyone has the same thing.
- crafters becoming elitist with the items they made . . . only the best
Give the crafters some credit..its a PITA to get to Master lvl and in the past they had to be Master because players refused to buy anything NOT made by a Master. It had to be 12 pt or bust. Not the crafters fault. They would be VERY happy to be able to sell their lesser wares if there was a market for them. (that would also encourage Novice crafters to spend time in the lower levels of the game because they could make money selling the lower level wares rather than grinding as fast as possible to the top.)
- crafters quiting diminishing any competion
It hurts when crafters quit but crafters get replaced. The harsh reality of business is that 90% of smal businesses go out of business within their first year of operation, mainly due to lack of adequate funding. Its not easy to build a business, people do not simply come because you are there. A crafter DOES need to be a merchant (or partner with one) if they expect to sell their wares at a profit.
In SWG, there is no shortage of crafters, yes I may have to go to different planets to find things but the fact is I always find what I am looking for. There are little merchants tucked away in all kinds of hidey holes across the SWG galaxies, some serving the whole galaxy, some serving just their own region or just.
Frankly you need to have a a 'business' plan if you expect to turn a profit. You need to know how much you make and how much you spend, and target a specifi audience. If you are small, it is unreasonable to try to compete on the same scale of a super merchant with 50 vendors and 100's of harvesters and factories when you start. You have to work to get there, doesnt happen overnight and most of you WILL fail (just like in r/l)
The big crafters/merchats arent some evil empire like Wal-Mart out to kill the little guy. They had to start small lke everyone else but they rose to the top because they showed some business saavy.
Bottom Line
If you want to compete , you need to learn to be business saavy as well. In a capitalistic system, its all up to you being able to learn and adapt to the world around you. If you expect the world to adapt to you, you will find yourself flat broke in short order.
Message Edited by HNelson on 05-19-2005 02:30 PM
Message Edited by HNelson on 05-19-2005 02:32 PM
XStarbracer wrote:
Crafters need to get the boot out of SWG like they do in every other popular MMO these days,Loot and npc venders is the only way a MMO can work. All the Greedy Arse Crafters PROVE players arent mature enough to run an economy. 3mil for faction armor? Riiigh, get real.
LMAO. Like loot whores aren't greedy. I've seen how much looted crap goes for in other MMORPGs (as well as SWG).
Here's a suggestion: If YOU can't handle it in a mature, grown-up economy, why don't YOU quit and go to another MMORPG that has a tame and nicely managed kiddie economy, so you don't get hurt.
Slim Vargo, Corbantis
i would say to you all.. try anarchy online. it have loot and Npc vendor economy
i played it for 1year. and you think peeps here charge much.
the mission are payout are better, more time consuming and harder then here.
good armor that are crafted here would be loot on anarchy online and the price you can 10x-20x the price of what you pay here. depanding on who drops it
try that game on trial, and se if you like npc economy. the new expansion pack alian invasion had some new uber armor, that havent to bad drop rate. but high lvl alians. prices on thoose for me were way to high to even get close to anything.. TRY IT. if you like that type of economy cool. play it
swg are unique due to the crafting and player economy. and to be good at swg are much easier then AO.
I just disagree with orginal poster.
If you want loot based game go and find it. There is plenty of them already. That is what you are proposing.
I'm going to disagree a tiny bit with my previous post, and with some of the other responders.
I believe it is possible to implement an AI-supported player-based econcomy, without destroying the player based economy. I believe that I know how to go about doing this, and that some who read this know how to do so. That said, there are three points I would make about such a system:
1) If properly implemented, it would work best if no one knew it was there, and such a system could in fact be present in a hypothetical game without players' knowledge.
2) I don't see any reason for implementing such a system in SWG at the present time, for reasons alreadyasserted abundantly throughoutthis thread.
3) I would not expect SOE to implement any such system with the finesse and delicacy needed to avoid obliterating the player economy.
Saego, Wanderhome