Business And Economy Archive
Thread: Inflation What to do?
Born_Tatooinian
Wed Jan 19, 2005 1:18 am
#27
yes, I was'nt aware of that. That's a good thing, almost like how everything returned to normal after the German "GREAT-UBER" inflation back in the 30's.
Mandrim
Wed Jan 19, 2005 1:21 am
#28
ReinerdOne wrote:Well they did a good thing nerfing group missions in order to slow down the money coming into the economy, but the reason prices still havent really fallen is because all they money that was put into the system that caused the high inflation is still there, and it hasnt been syphoned out. Over time it will be taken out of the system, but the money is still there it's just changing hands and is slowly being taken out by vehicle maintenance, structure maintenance and to a less degree travel fees (JTL) ... The devs have done the job of stopping the flow in... but since it takes quite a while to get out, prices wont change over night, and neither will most peoples bank accounts
You took the words out of my mouth.
seline
Wed Jan 19, 2005 1:25 am
#29
There is nothing to do DEV side at this moment. What makes inflation in an MMORPG?
Inflation first starts at your mind. We are all humans behind keyboards, always greedy for more money. As crafters, as combatants. ONLY and ONLY truly dedicated crafters can change this situation.
There is one in our server. Paintings are sold for 1500 credits, R2 droids for 3500 credits and such. Do those not earn? Yet they do. But depending on their playtime, they don't actually like combat rest of us, they don't spend tons of credits to attachments yet we are not sure if working or not.
Effect of this mission based economy will soon fade since money income gets lesser everyday and then we can actually see prices. This also depends on schematics to be lesser needed. Factories / Harvesters to be lesser needs power / payment and such.
Then it will go all better
Born_Tatooinian
Wed Jan 19, 2005 1:26 am
#30
well, SOE sent me an RL E-mail saying "We're giving you in game credits!", 75k for X-mas 
It's also funny how I went to a Loot-store the other day, they sold Wanted poster for 40k (I don't lie), and then I went down the street into another "NoobCo" store, they sold them for 6k each..
Message Edited by Born_Tatooinian on 01-18-2005 09:29 PM
Pawlin
Wed Jan 19, 2005 1:29 am
#31
I think it depends on what kind of items you are talking about.
If a +25 armor experimentation tape gets looted then the price for that tape will depend solely on the bank balance of the armorsmiths on your server and their demand for experimentation points. The Devs won't be able to directly impact that kind of thing at all really.
But if you are talking about the price of a crate of Vasarian brandy then that is something that can be impacted more directly by the payout of missions. If the average mission payout is 25k then its a lot easier for people to spend 200k on a crate of brandy. But if missions pay 5k on average then that 200k is more than people would want to spend given their income stream.
I think any commodity type item is more directly tied to the mission payouts and money sinks. The demand is pretty broad and the price won't be impacted much if a few players have a huge bankrole. Billionaires can only buy so many crates of food or sets of comp armor so they really won't impact the price of that kind of thing much at all.
Its the real high end, rare items that will see their prices skyrocket based on a few rich people.
ReinerdOne
Wed Jan 19, 2005 1:33 am
#32
Born_Tatooinian wrote:
well, they game me 75k for X-mas
In a greater perspective 75k is nothing compared to 1 person in a group of 20 making 1 mil every couple hours from 30k mokk missions
20 people making 1 mil everything 3 hours and the buff group ran 18 hours in 1 day
thats 120 mil .... in 1 day
compared to 4000 people on a server with JTL get 75k... a ONE TIME injection of 3 mil
3 mil vs. 120 mil
and it took them months to get rid of the huge influx of money happening every day
Born_Tatooinian
Wed Jan 19, 2005 1:34 am
#33
Pawlin wrote:
Its the real high end, rare items that will see their prices skyrocket based on a few rich people.
Yeah, Exactly. It's the guy that buys the first or one of the first objects of that kind who, so to say "choose" the price of that object
Cafa
Wed Jan 19, 2005 1:48 am
#34
Preface: I never duped credits, have known anyone that did, nor have a clue how to do it.
If credits we not duped and earned, then any suggestion of deleting someone else's property is just foolish. If I go out and get a friend to join the game tomorrow, and he walks up[ to you in noob clothes, do you hand him over all that you've earned?
Of course not. If people have earned their money why is the solution to steal it from them?
Fivo Asia
Bumpity
Wed Jan 19, 2005 1:59 am
#35
prices will remain what they are because people will pay what they are. The amunt of money in existence has a smaller effect on prices than you think. The great depression did not remove a single dollar form the US economy the amount of money was exactly the same as before, and after.
Things cost what they cost because you the customer will pay that. Very simple, theplayers have been convinced that things cost more when they are better ( a suit of 20% base composite costs the exact same to make as a 70% suit). How can this be you ask?
Since i am MAS i will use what i do as example.
simple harvesting my own resources costs the same amount when its OQ 3 steel or its OQ 997 steel.yet you seem to think it costs more to harvest the higher OQ steel. ( i never got this one at all )
my factories cost so much an hour no more no less. the factory doesnt care if its a awesome piece of composite or the crappiest bone armor. But again the BELIEF is there that to make high end composite this costs more. taking longer isnt a issue because if my factory made nothing at all this cost would be the same.(static cost that is always present, the quality of anything made has no bearing on this cost, but it should be included in an items price)
my time ? varible but since you believe that my time in game is somehow worth more to you than your timeand your willing to pay huge credits for me to log on and make armor im gonna ask for it. ( now this is just insane isnt it? grinding out a crafting profession usually takes less time than a combat profession (except tk) if you grind crafting with the same power you grind combat. i did MAS in 4 days with only 6 BER 10 harvestors ... )
special ingredients for crafted items, well since i cant fight a bit i have no choice but to buy these from you the combat guy. You ask millions of creds for these things yet expect me to use them and lose money? Again this is a belief that an item has a value that it does not have. ( i under stand they are hard to get and require expert planning and fighting to aquire but so does making the armor for you with the items so again as long as people believe these are worth million's thats what they will cost, and so will the items made from them)
anyway ... want to lower prices? then stop believing that something is worth more than it actually is. Dont buy it.
flame away every crafter in the world is gonna hit me for this one im sure.
MousePad
Wed Jan 19, 2005 10:20 am
#36
First of all... value is subjective... meaning, that if nobody want to pay 50k for a set of doctor's buffs, then doctors will lower the prices if he want to sell buffs.
Me and my at-st make 10k in one minute, on a slow night. Paying 50k for a set of buffs that last 3 hours is not a problem for me... if I am grinding cash, that is.
Why I am refering to doctor's buffs is because I used to be a master doc a long time ago, while the standard prices were 6k. I had my "Master Doctor" tag on, and were constantly getting /tells:
"You Buffin?"
(me) "Yes, 50k 800-900 base, I can't guarantee anything"
The more mature players either said "ok" or "maybe another time". While the others, surprised by the amount I charged said "Are you crazy you dumb XXXX?"
"Yes I am crazy, but I have better things to do, than wasting my time buffing you, or even defending myself... so I don't really know why I am talking to you anyway" ...or something like that.
So, what am I saying?
Value is subjective... HOWEVER... it is also related to mission payout (where all theCredits comes from) and SPENDING.
If you lower the payout (trying to fight the "inflation")... new players will have a hard time buying anything, because it will take longer for players to SPEND the money. With "SPEND" I mean putting the money BACK INTO THE GAME. That is paying for houses, harvesters, speeders, tickets etc... everything that makes the money go away from the player market.
So lowering the mission payout will only hurt the new and/or poor players. Sure, the rich will take a bigger blow (because all their money will be worth less), but they will still have plenty.
Instead I suggest that SOE should increase the "SPEND" factor (see above) for rich players. That is, bigger houses and harvesters cost much more etc.
That would force the rich players to "SPEND" more,and wouldn't affect the poor players.
The housing costs are ridicoulusly low imho. Doing two missions (about 5min) I can pay the rent for my house for several months.
That's all I had to say.
Thanks for reading.
DrElJefeMD
Wed Jan 19, 2005 10:44 am
#37
For everyone, i really suggest you read and understand the underlying principles of economics in regards to Inflation before trying to discuss it. I heartily suggest the writings of Uncle Milty and Bernard Bernanke of the Federal Reserve. I especially suggest reading the following
http://www.federalreserve.gov/boarddocs/speeches/2001/20010717/default.htm
Without a true understanding of what "causes" inflation and what inflation truly is you are just singing in the wind
Dr. ElJefe MD
Pawlin
Wed Jan 19, 2005 10:53 am
#38
This isn't the real world. Everyone has access to a mission terminal where they can make money. SO there is no need for welfare. THe only unemployeed people in SWG are actually people who don't want to work or who are simply lazy.
Lets step back one minute from the idea of taking away money from the rich and giving it to nobody.
What is the problem? Subject line says inflation. Nobody has presented any evidence that there is real, economy wide inflation.
If it ain't broke, then don't fix it.
Bumpity
Wed Jan 19, 2005 11:13 am
#39
Pawlin wrote:
This isn't the real world. Everyone has access to a mission terminal where they can make money. SO there is no need for welfare. THe only unemployeed people in SWG are actually people who don't want to work or who are simply lazy.
Lets step back one minute from the idea of taking away money from the rich and giving it to nobody.
What is the problem? Subject line says inflation. Nobody has presented any evidence that there is real, economy wide inflation.
If it ain't broke, then don't fix it.
you just dont play on a server where the lowest thing costs 100k... and quality things run for millions the best for 10's of millions or even 100's of millions.