Business And Economy Archive
Thread: Inflation horrible no money sinks in this game
ForceFielding wrote:
FeydmanKassan wrote:
How about this idea. We do nothing and leave things as they are since the system WORKS.
The system "currently" works, however there is a credit cap of 1,999,999,998 per player.
So as long as more and more money keeps flowing onto the economy. Unless they fix it so that you can have more credits than that, eventually all credits will be worthless.
So yourcomment is kinda like saying "Let's not worry about global warming because the polar ice caps are still there."
Actually the credit cap is higher than that. You're forgetting that you can retrieve maintenance from vendors. It's like having a bank in your house.
I think everyone posting on this theme have agreed all along that raising prices high enough will cause people to look for other vendors. So yes it works.
I see you you have pulled out the old books. If you want to take semantics to narrow specific economic definitions the you are correct about desire vs demand. Everyone had taken the wording at a general level so far.
Your Wal Mart analogy doesn't entirely hold up within the context of this thread. Wal Mart sets prices as an aggressive growth strategy. People here have been posting about pricing as a way of driving away customers.
One thing we do agree on is that the SWG economy doesn't match the real world economy.
Epsilon125 wrote:
...I see you you have pulled out the old books. If you want to take semantics to narrow specific economic definitions the you are correct about desire vs demand. Everyone had taken the wording at a general level so far....
No, everyone was not taking the wording of 'demand' to mean 'desire' in a general nature. You were.
Of course when talking about prices andinflation in the Business and Economy forum we are going to use the economic definition of demand. In the future I recommend you make sure you understand the concepts being discussed before you try telling people they are wrong.
I'm bored, it's 4am so I'll drop an opinion..
When i started playing I was a BE.. I sold products (well, someone with Merchant sold them for me for a percentage) from very low levels all the way to master. I raised my prices based on demand. If I spent a week making product and it sold in eight hours, this ment my price was to low. If I finished a second batch and had left overs, this ment the price was to high. I raised and lowered my prices on a weekly basis as demand shifted.
I see nothing wrong with that, it makes sense and it works.
Over the months I've been a Bio Engineer, Doctor, Combat Medic, Artisan, Droid Engineer, Architect and more and I've sold all kinds of products. And I make more money as a strick combatant than I ever did as a crafter, but I did have a lot of fun as a crafter, keeping up with demand can be a blast.
Crafters charge based on what the market will pay, like it or lump it that's the way it works. I don't have an AV-21 or a BARC, and I don't have any "super uber" weapons. I've got some nice Krayt and Gorax guns made for me special order out of loot I personally grabbed.
While it might be "nice" to have some of the "nicer" things they are NOT a must. Most people get upset because they can't afford what they WANT, not what they need. There's always crafters out there willing to sell you a decent gun for a decent price. Want amazing guns, be ready to pay amazing prices.
As far as money sinks go, we have plenty in the game. But I do agree some things could be changed to encourage people to spend a little more now and again. How about making houses single use. Seems kinda odd to me that I get my house back in deed form for almost nothing. Why not make people buy another one, they're not that expensive and it would give return business to architects.
How about slightly raising the price of house maint. a little. I know houses can be expensive for a casual gamer sometimes, but honestly I have servers that I play on for less than 5 hours a month and I manage to pay for houses there, they seem pretty cheap to me. Raise the price and maybe people like me wouldn't have 10 of them down on our main servers.. heh..
Some real droid decay might be nice, would give DE's something more to do and would get some more of those credits moving around.
A docking fee, I wouldn't charge a monthly rate but as someone that does travel often using my ship I wouldn't mind paying a small fee for docking. If nothing else, saving time may be wortha few extra credits. If it cost 500 credits to travel from point A to point B, docking at point B could cost 500 or even 1000 credits.
There is no "inflation" in this game, the market prices are self controlled and as people have already stated the developers are well aware of every credit that comes into the game and goes back out. They keep things in balance.
If some new sinks are added, they will be added because the developers have decided they need to bleed some credits out of the game. My only hope is they bleed them out in ways that are "optional" to players.
Traveling 100 times a day with your ship is not really needed. You could likely plan your trips better. Moving your house 10 times to get it positioned just perfectly is "optional", things like this could work.
Message Edited by TheRealXur on 06-18-2005 02:32 AM
Epsilon125 wrote:
"So to keep up with demand AS's have to raise prices to reduce demand to a level that is sane."
Written like a true crafter trying torationalize maximizing prices. Charging prices that the market will pay is fine, but that is a truely bull***tstatement.
QFE
When did I tell anyone that they were wrong?
And BTW, even in economics, the generic word Demand can have multiple meanings depending on how it's used in a given situation, and who uses it. That's why economistsgenerallyusespecific descriptors with the term. The term isoften used generically.
So no, I'm not wrong.