Business And Economy Archive

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

MadeEvil
Wed Feb 02, 2005 7:38 pm
#40

You're right the game should not be about grinding credits.

It should be about rewards.

I feel no reward for buying a swoop or a House its just stuff to do I never feel like I acheived anything by obtaining them.

Thats because they are to easy to get.

Seems to me that the focus on rewards is only the high end stuff.

I'd rather the high end stuff be the really big rewards. DWB is the only place that has anything like this.

Part of the adventure is getting that new gun or that new swoop. yea right now they are tools but I'd rather have them as items worked for. A swoop should be almost a luxuray item. Only those really wanted one would bother getting one. the rest would consider the cost to much to mess with.

Seems the game is all about loot now days where is the sense of accoplishment.

I've been down in the DWB more times than I can count I was there when Tempest's first jetpack was crafted. And I loved it! But that only happens every so often getting a good group together and such it doesn't happen often.

I've been playing this game off and on since beta and my favorite times was when if you had a medium house you where considered rich! Buying a scout blaster for the first time was a acheivement. Not just something you go grap before a hunt.

I'm not wanting to turn this game back into the newb days but I just feel that most of the things we get don't feel like rewards.

There is such a excess of wealth in the game that no one has to really work for anything other than the uber loot.

There are plenty of the challeges in the game don't get me wrong but I think that ability to aquire items is to easy.

To to close up there is a excess of weath in the game in my opinion, there is not really any inflation prices are not going up. Its just that everyone has so much money that these items are to easy to get. I never see price wars because everyone can afford everything. People just set a norm and stick with it.



- Elmer
elmomcelroy
Wed Feb 02, 2005 9:12 pm
#41

You all are guilty of the classic forum rant the issue at hand and the simple answer to your question is yes...... a commando does by his way down to the bottom of death watch he paid to get his armor then he paid to get a uber weapon then he paid to have them sliced then he paid a doctor to give him a buff..... Dont get me started on the jedi ask any jedi how much money they've spent in game and the response is.... Millions... The item of concern is the issue of general economic fairness people who have started recently have a much more dificult time playing... just look at the how much money in a day forum the person that started that thread was proud of making 500k in a day of hard work for any one who has truly played well long term thats nothing i expect to make that much off my vendors on a bad day.... this is an economic forum and in this game money does flow and it is important thats my only point



"Once the game is over the king and the pawn go back in the same box" Italian proverb
elmomcelroy
Wed Feb 02, 2005 9:16 pm
#42

In response to phael... yeah sorry read that wrong i was more concerned with the duping issue he talks about as a reason .....



"Once the game is over the king and the pawn go back in the same box" Italian proverb
Shadine
Thu Feb 03, 2005 2:03 pm
#43

remove item decay for dying.


Instead make everything get damaged by the same amounts.


uninsured 1% - 5% damage per item random, not set.


Insurance is a flat 1% damage to an item.


PVP should be 1% damage to the items insured or not.


when something hits 0 max condition. it becomes <item> Junk.It's only good for salvage at that point (enter alternate recycler use)


then allow people to re-do the applicable quests. If the item that poofed was a quest reward.


And lastly, everything. AND I MEAN EVERYTHING! Medical droids, tool kits, survey tools, crafting stations, everything. Should have a min/max condition. When these items hit 0/max they become disabled until repaired. when the max condition hits zero. Time to buy a new one.


In all fairness to this. Repairs need to change to accomadate these rules. Otherwise this is grossly unfair.


Repair kits have an effectiveness rating. This is how many condition points it will heal per application.


Crafters professions recieve repair multipliers when using repair kit to repair items they can make. (make this progressive, masters can repair a lot more than a novice could)


to determine how much condition is lost from an item during a repair it's simple.

take the total amount of damage before the repair divide it by the damage repaired. Then multiply this % by the total condition of the item. this is how much condition is "unrepairable"

Ex: Rifle 500/1000 condition


500 damage / 250 repaired = 2 then change 2 into 2% and: 1000 max condition X 2% = 20


The Rifle after a repair looks like this: 750/980


*Note that the repair i used in this example would be by at the very least a novice weaponsmith. Crafters know how to properly repair and maintain weapons. Everyone else just has a rough idea.
Scudder
Thu Feb 03, 2005 2:26 pm
#44

Here's a simple suggestion that I'm sure will be flamed. I'll say right now that I haven't thought out all the consequences. It's just an idea to kick around but what about implementing acap on the amount of credits a player can have. We're limited in the amount of items we can hold, store and sell. Why not cap the credit inventory at a reasonable amount?



Skud
--------------------------

Level 80 Smuggler
Darjani Peaks, Dantooine, Kauri Galaxy


EdOWar
Thu Feb 03, 2005 3:27 pm
#45






Scudder wrote:

Here's a simple suggestion that I'm sure will be flamed. I'll say right now that I haven't thought out all the consequences. It's just an idea to kick around but what about implementing acap on the amount of credits a player can have. We're limited in the amount of items we can hold, store and sell. Why not cap the credit inventory at a reasonable amount?







There already is a cap. It's around a billion credits in the bank and a billion in cash, iirc. Frankly, I don't see how setting a lower cap would really help the economy. For one thing, people will find ways around the limits, such as spreading the money around their alts (thus giving a larger advantage to players with multiple accounts), or storing the cash in their vendors. Or they'll just pay up all their structure maintenance for years in advance.


It would also likely cause/increase inflation, as players would be inclined to spend the money instead of hoarding it. Right now, wealthy players who hoard credits act as a type of credit sink...they're effectively removing the credits from circulation. Lower the cap, and suddenly all those credits will be in circulation again (use-it-or-loose-it).


Slim Vargo, Corbantis

FishyDude
Thu Feb 03, 2005 7:29 pm
#46

Alot of us crafters have an overall business. to take care of. It takes a lot of credits and resources to get started and unless you have million in this game it will take you at least 6 months to get all the good stuff you need. So this is how I ahve figured it. The economy on this game is like no other. This is a real life viable economy. I say the dev's come up witha SWG stock market for you to sell shares of your business on the market. Tell me what you think of that.



Atos Reshi: Master Armorsmith

FishyDude
Sat Feb 05, 2005 4:13 pm
#47



Shadine wrote:


FishyDude wrote:
Alot of us crafters have an overall business. to take care of. It takes a lot of credits and resources to get started and unless you have million in this game it will take you at least 6 months to get all the good stuff you need. So this is how I ahve figured it. The economy on this game is like no other. This is a real life viable economy. I say the dev's come up witha SWG stock market for you to sell shares of your business on the market. Tell me what you think of that.



not that this is a bad idea, but i'd prefer a commodities market first. You know something that moniters the rate at which a given resource sells at. The only sales that would need to be monitered would be the ones on the bazaar. Perhaps have 2 sets of numbers:

  • The first would be how much the average unit is going for. (this would track all resources listed on the bazaar)
  • The second would be how much they have sold for. (this would track say all sales over the last week)

you could then only limit them by planetary levels.

Then add in the option for a Master Merchant to view the galactic level.






Not a bad idea at all. This way you can tell a great many things if you are good with financials and numbers. You could tell trends in sales, sales growth and also compare to the real investors and legit merchants and to the ones out there that all they care about is making a quick credit. LOL add in for master merchant a ticker report scrolling at the bottom of the screen..lol..



Atos Reshi: Master Armorsmith

bluejanus
Sun Feb 06, 2005 1:30 am
#48



MadeEvil wrote:
We all have these grand idea's on how to get fix things in the economy but unless the Devs devote alot of time to this its not going to happen I'd like to make a thread where we think of small changes that would help it.

Things they could easily change.

Nothing big like stop all server lot swapping.

Something small like increase player city maintance costs so their is a larger cost to keep player cities up so mayors raise taxes and money is sucked out of the economy to slow down inflation. (its just a idea I know if they raise it to much alot of people will just move out of the player cities because they can't afford to pay the taxes and such.)


Please post any small idea's you may have.




This kind of post would have you flamed by the politician profession. City maintenance is already expensive. This kind of change might help reduce the number of player cities in game, I don't think it would great affect the amount of credits ingame though. Btw, I don't think reducing the number of player cities is a good thing either.





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)
Shadine
Sun Feb 06, 2005 1:32 am
#49






FishyDude wrote:

Alot of us crafters have an overall business. to take care of. It takes a lot of credits and resources to get started and unless you have million in this game it will take you at least 6 months to get all the good stuff you need. So this is how I ahve figured it. The economy on this game is like no other. This is a real life viable economy. I say the dev's come up witha SWG stock market for you to sell shares of your business on the market. Tell me what you think of that.







not that this is a bad idea, but i'd prefer a commodities market first. You know something that moniters the rate at which a given resource sells at. The only sales that would need to be monitered would be the ones on the bazaar. Perhaps have 2 sets of numbers:



  • The first would be how much the average unit is going for. (this would track all resources listed on the bazaar)

  • The second would be how much they have sold for. (this would track say all sales over the last week)

you could then only limit them by planetary levels.


Then add in the option for a Master Merchant to view the galactic level.

bluejanus
Sun Feb 06, 2005 1:35 am
#50



MadeEvil wrote:
You're right the game should not be about grinding credits.

It should be about rewards.

I feel no reward for buying a swoop or a House its just stuff to do I never feel like I acheived anything by obtaining them.

Thats because they are to easy to get.

Seems to me that the focus on rewards is only the high end stuff.

I'd rather the high end stuff be the really big rewards. DWB is the only place that has anything like this.

Part of the adventure is getting that new gun or that new swoop. yea right now they are tools but I'd rather have them as items worked for. A swoop should be almost a luxuray item. Only those really wanted one would bother getting one. the rest would consider the cost to much to mess with.

Seems the game is all about loot now days where is the sense of accoplishment.

I've been down in the DWB more times than I can count I was there when Tempest's first jetpack was crafted. And I loved it! But that only happens every so often getting a good group together and such it doesn't happen often.

I've been playing this game off and on since beta and my favorite times was when if you had a medium house you where considered rich! Buying a scout blaster for the first time was a acheivement. Not just something you go grap before a hunt.

I'm not wanting to turn this game back into the newb days but I just feel that most of the things we get don't feel like rewards.

There is such a excess of wealth in the game that no one has to really work for anything other than the uber loot.

There are plenty of the challeges in the game don't get me wrong but I think that ability to aquire items is to easy.

To to close up there is a excess of weath in the game in my opinion, there is not really any inflation prices are not going up. Its just that everyone has so much money that these items are to easy to get. I never see price wars because everyone can afford everything. People just set a norm and stick with it.




You don't have to participate in the economy as it is. You can go your own way. You can boycott people who you think charge too much and only buy things that sell at a rate that you're comfortable with. You don't have to do anything that involves other players in the economy. Course it seems like you think that other players should conform to your view on what the economy ought to be.





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
Sun Feb 06, 2005 1:38 am
#51



MadeEvil wrote:
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)




People are able to charge so much because some is willing to pay. If we reduce the amounts of credits across the board where 100k has the purchasing power of today's 100 million, what has really changed? What's the difficulty level that prevents you from collecting a lot of credits but is still fun to play?





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
Sun Feb 06, 2005 9:22 am
#52


Shadine wrote:


FishyDude wrote:
Alot of us crafters have an overall business. to take care of. It takes a lot of credits and resources to get started and unless you have million in this game it will take you at least 6 months to get all the good stuff you need. So this is how I ahve figured it. The economy on this game is like no other. This is a real life viable economy. I say the dev's come up witha SWG stock market for you to sell shares of your business on the market. Tell me what you think of that.



not that this is a bad idea, but i'd prefer a commodities market first. You know something that moniters the rate at which a given resource sells at. The only sales that would need to be monitered would be the ones on the bazaar. Perhaps have 2 sets of numbers:

  • The first would be how much the average unit is going for. (this would track all resources listed on the bazaar)
  • The second would be how much they have sold for. (this would track say all sales over the last week)

you could then only limit them by planetary levels.

Then add in the option for a Master Merchant to view the galactic level.






I think such a system would be too easy to manipulate. I could put X resource on there for whatever CPU I want and buy/sell it 100 times to a friend or whatever.



____Zlatan Fulgere________________
Zlatan baby, Zlatan
Meaningful labels don't require self application.
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