Business And Economy Archive
Thread: Inflation What to do?
Bumpity wrote:
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.
Well I honestly don't think any server is that bad.
You're on Bria right? Quick skim of Bria trade forum and I see fusion power for 1-1.5 cpu. There is one guy selling 150M of resources with prices in the 0.9 - 2.7 cpu range some of which has a few stats >900. Comp armor suits for 180k.Stim-bs power 495 for 50k a crate. I see adhesives auctioning for 100k-110k. Those prices are not very far from other servers I know and arenot really inflated.
I don't dispute that some uber items will go for insane money. That will never stop as long as those items are very rare and in high demand.
Fidgiter wrote:
Give the super rich something to waste their money on as this is how playboys in the real world squander their fortunes.
Yogol wrote:
Phaelyn wrote:
So, if I am reading you right, you are proposing a money drain in order to level the playing field? Think hard about that - Do you really want to make a sweeping change that takes all the hard work of a long established character, sweep what they have EARNED through their gameplay away, and make it so that Little Johnny who logged on just 5 minutes ago can have all the same advantages? That would lead to far more reaching problems than a perceived Inflation - it would lead to driving MOST of the established, veteran players to quit the game in droves, because at the end of the day, sorry kid - Little Johnny MUST have what you do, without putting in ANY of the work.
Earned ? Wedidn't have to work as hard as new players for our money,becausewe had the solo mission-possibility. We earned it, but in a easier way that they can evern dream of earning it. So it's only fair that we give part of the easy-gained-money up. IMHO an old player that worked (say) 400hours to make money should have the same money as a new player that works 400 hours. And because of the huge nerf of solo missions that's no longer the case.
Yes, EARNED. I didn't solo group myself to being successful - I considered it THEN as I do NOW as the lazy man's way to credits. I started by using my 10 lots to grab Wind power, which I sold on Bazaar - took profits, switched to 50% Fusion, 50% mineral harvesting. Used the power to supply myself first, and sell reserves 2nd. Crafted up to Master Artisan, and used my 1st vendor to sell goods and excess resources. Mind you, I did not "power grind" artisan either - I took time and LEARNED the profession, in order to make high quality goods I could sell at a few creds more than the next guy. I have done this through Weaponsmith and now Shipwright. Am I what you would consider In Game rich? Possibly, although I know quite a few who have far more than I do. I have done well because i took TIME to learn the game, TIME to perfect the crafting process. I care about the quality of my goods. If I don't have a good product - I don't sell it, period. (On a side note, many crafters will "practice" on their inadequate experimentation results until they get a "perfect" result, and add the cost of failed exp to their prices - This I don't and never will do) Even to my RE business within the Guild - I pay 1 credit to players who donate parts to RE - I save the best combinations, and RE them for optimal parts in return - And then sell the parts to my Guildmates - At 1 credit. Because I have been successful, YOU wish to have me penalized because there aren't Solo groups anymore - And I didn't get where I am that way. Aside from that - Player A taking a combat profession will never make in 400 hours what player B taking an Artisan profession will make in 400 hours of play. So where do you draw the line? WHo gets shafted in the long run through all of the ideas I've seen? Yes, the super rich through Solos will be taken down anotch - but so will *I*.
So the problems and difficulties people have in finding goods in effect removes all lesser know vendors from the supply. This leaves the well know vendors with an artificially high demand. So, the most drastic thing they could do to lower prices is a global item search from a single interface with the same abilities to buy now and pick up later as cross planet purchasing on the bazaar.
Yogol wrote:
Earned ? Wedidn't have to work as hard as new players for our money,becausewe had the solo mission-possibility. We earned it, but in a easier way that they can evern dream of earning it. So it's only fair that we give part of the easy-gained-money up. IMHO an old player that worked (say) 400hours to make money should have the same money as a new player that works 400 hours. And because of the huge nerf of solo missions that's no longer the case.
Keep in mind that not every player used solo-grouping to earn their credits and still have very large bank accounts.
Also, an old player that worked 400 hours should not have the same as a new player that worked 400 hours. Because in 400 hours that new player was working, the older player didn't stop. At the bare minimum, they should have twice what the new player has.
I understand what you're getting at, though. The players that made their credits using the solo-group got them much more quickly and much more easily than a new player has the opportunity to do now. Taking those credits away from the older player doesn't make it any easier for the new player, though. A new player *should* have to work at building themselves up and not be handed the same level of success that older players worked for.
Fidgiter wrote:
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So what is the answer? In my experience people are more than happy to spend huge chunks of change on novelties so chave some novelties added for people to blow their money on which doesn't have a chance in hell of resulting in some unfair advantage. Just something that could give them some prestigue for their past accomplishment.
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I think that the new loot fits that bill mostly.Some of the new loot is very rare and fetching high prices. Gives the rich something to blow their money on which doesn't ruin the game for others. Plus since another player is looting it, the effect is to spread the wealth around more.
Fidgiter wrote:
Give the super rich something to waste their money on as this is how playboys in the real world squander their fortunes.
/agree
I always thought it would be cool if we could buy out a faction. For example become head of the Meatlumps. You would get a palace and the ability to raise or lower any other players standing in that faction, and the ability to call in your goons on any NPC or creature. And, naturally, you would get a really cool title to wear around and show off.
Of course it would be so insanely expensive that few players would do it, and no one would do it for long. But it would be a cool pinnacle achievement for those playing SWG as an economic game.
stanbize wrote:
nerfing solo group helps nothing at all.
Take me for an example, I got my credits not from fighting missions but hunting valuable meats for sale at 100cpu up.
That does not affect inflation. You are personally earning money, but that money is coming from other players and is not 'new' moneybrought into the game. The money you get by selling meats is 'old' money which was already in circulation.
It would only be 'new' money if you were selling the meats to NPC's for 100cpu.
Born_Tatooinian wrote:
*Made the first discussion post on the Business and Economy Board w00t*
I'm thinking in terms of lowering the overall payouts of missions (in certain cases you can earn 30-40k for 1 mission). It would most likely make a hard blow on the economy in the first couple of weeks, but then the prices would lower and stabilize.
One can say that "argh, we did just lower the standard prices and payouts, but the inflation is still the same", but IMO, it would be easier for a newbie to be a part of the economic systen, cause then he'd be able to make a living by doing the missions on the Starter-planets.
Just a thought of mine, what do you think about this inflation? What to do? Should we care about it?
The devs already eliminated solo group hunting. This reduced the mission take for fighter class characters by nearly 70% (i.e., an average of 30K to an average of 9K per mission).Are you suggesting that the devs reduce mission payouts even more?
In my opinon, this change itself has severely impacted on the economy on Chilastra. Fighters aren't buying, and as a direct result crafters are lowering prices and even going out of business. I've personally lowered my prices 4 times since solo group hunting was eliminated.
IntoTheGarbage wrote:
Fidgiter wrote:
Give the super rich something to waste their money on as this is how playboys in the real world squander their fortunes.
/agree
I always thought it would be cool if we could buy out a faction. For example become head of the Meatlumps. You would get a palace and the ability to raise or lower any other players standing in that faction, and the ability to call in your goons on any NPC or creature. And, naturally, you would get a really cool title to wear around and show off.
Of course it would be so insanely expensive that few players would do it, and no one would do it for long. But it would be a cool pinnacle achievement for those playing SWG as an economic game.
One star'ed?! Common, what was so bad about that idea...
Ybagi wrote:
fgetce wrote:
The Imperial Empire needs to be taxing people!
Every 90 days (quarterly taxes), the Empire taxes you!
It is based on your current holdings.
You have9999 credits or less whether in the bank or on you or in any combination, you are left alone. If you wish to have uber cash than the Empire will tax you. They take a base fee, plus a percentage.
10000 = 100 + percentage
10000 = 1000 + percentage
100000 = 10000 + percentage
etc...
They take 7% if you are neutral, 5% if you are Imperial. Rebels tax their own, but only tax 5% as well. For a Criminal faction(hint hint), they have to pay a protection fee to avoid trouble with the crime lords of 5%.
Plus, if your rebel you cannot store credits in the Imperial banking system but must use a "certified" rebel bank (meaning only banks in the cities Moenia, Anchorhead, Doabo Guerfel, etc.). This will give some meaning to being Imperial or rebel.
Also alternate tax on starports, shuttle ports. They should fluctuate. One day it may be 115 credits to go one way from Mos Eisley to Bestine and the next day it costs a whopping 460 credits for a one way trip. This would also help to eliminate the fly by night artisans to help establish consistent item quantities.
Interesting idea, I don't think it will make the game more fun for anyone though.