Business And Economy Archive
Thread: Cross Server lot trading
Message Edited by Cafa on 01-20-2005 01:47 PM
We can't really stop people from placing houses. but we can make it where only elite crafting proffessions can place anything bigger than personal harvesters.
I know I know alot of resources will be drained out of the economy
Anyway no one is going to want to master a elite crafting proffession to just do a server lot trade, well most of them anyway.
Also you could have it where only owners can put money into harvesters and only a set amount of cash each time to where it is a pain to keep putting money into harvesters that you don't use. No one is gonig to want to log on and put money in someone's elses harvesters every week or so.
You can't totally stop it but you can at least slow it down. maybe limit the amount of structure's people can have admins to....
Just my idea's really
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Message Edited by Cafa on 01-20-2005 08:15 PM
People can still compete just not at the volume that you do.
they can make 100 guns you can make 15000 guns
Message Edited by Cafa on 01-20-2005 09:02 PM
Ybagi wrote:
Cafa wrote:
150 lots that are my toons.
LMAO
SWG OWNS YOU!!!!!
hehe
I can understand your point, but most of my friends spend more on golf, sailing and travelling on a monthly basis than I do on a year's worth of SWG's subscriptions for8 toons.
Fivo Asia
Example #1:
- at 500k or under per completed rug, the market for potential buyers increased. 500k vs 2.5 million is a big difference.
so in this example, the price lowered as a result of the supply increasing, and at the same time the demand increased because the item was
- desireable
- affordable
Cross-server Lot Trades:
Some people say that cross server lot trades have hurt the game. In a sense, yes, because they have made manufactured items much more common. But i would argue they are actually good for the game, for the game's economy and for the players.
- Less competition among crafters to buy resources, because the supply of the resources is vastly increased
this simple fundemental is beneficial to 99% of the server. not every crafter buys resources, but a large majority of us do. a crafter's prices begin at the source, and the source in this case, is resources.
Without Lot Trades:
low supply of resources, means crafters have to fight over the lots of resourcesamongst each other. in this case, it is pure demand. the demand exceeds the supply and as a result, the price raises. when the rich buy every lot, then, what you have, is the rich producing the best goods, frankly because they have the best resources. this does not do a lot for the part time crafter. their good(s) will be viewed as inferior if they do not have the resources to keep up with the richer crafter. the richwill have a somewhat monopoly on their trade, and they will always, and i repeat, always, beable to pay top dollar for resources/enhancements for their wares, often at the expense of others. when the rich can produce a product that noone else can match, then they can charge a premium for their good because, it IS the best.
With Lot trades...
but with lot trades, the resources are now so much more abundant, that anyone can acquire the given resources because there is always going to be a lot going around. because of the abundance, which in this case, is a high supply, the price will go down of resources. again, this is the heart of a crafter, his/her resources. and when you lower the initial price to produce, the price of the end product lowers. now, take this into consideration. with more able to afford/acquire the top resources, the rich aren't going to be the only ones producing the "best products". by allowing anyone to craft the "best", competition is created, which results, in players undercutting each other to get business.
One Variable:
Choice: One of the major variables is that of "choice". Without lot trades, if a 3 great spawns comes up, then a player, or miner for that matter, must "choose" which spawn(s) to mine. With 10 lots, that player may choose to split 3/3/4, maybe 5/5 and not mine one, or maybe put all 10 on one resource. Regardless, the player must choose and will not get as many units as he/she would if he/she had say...10 or 20 more lots. The direct result is that crafter did not meet their quota, and must find a way to subsidize the quota. In most instances, this means going to the open market and paying someone else for the resource. and without lot trades, there may not be a high supply, as miners and other players will have probably had to make the same choices.
Obviously there are a ton of other variables which can directly and indirectly effect the above scenerios. But i think you should get the basics of the system.
Summary:
Don't ask why i posted this info. For many, its fundemental. But for some, its interesting to get a look into the crafting industry. many players have never ventured down that line and are not all too familair with the processes we go thru daily.
There are items in this game right now that in 3 or 4 months will be worth considerably more than they are now. The reason? The supply is going to go down, and the demand will either stay constant, or increase. But the question begs, what items are those?
I can understand your point, but most of my friends spend more on golf, sailing and travelling on a monthly basis than I do on a year's worth of SWG's subscriptions for8 toons.
Will you be my friend ![]()