Business And Economy Archive

Thread: Another Oz Nerfing of the Economy from Behind the Curtain? Where're the spawns?

Crizis
Wed Feb 02, 2005 9:04 am
#1


I usually have harvesters out. They've largely been idle. We have gone a long time without a premium meds spawn, gone a long time without a shipwright-worthy spawn, and gone forever since an even remotely decent spawn of Lok Wild Wheat.


It's no fun crafting with garbage, and putting garbage product on vendors. While everything doesn't have to be uber, we should have a decent opportunity to work with at least "good" ingredients, if not sometimes "great."


We are not allowed to have more than 10 lots to share among competiting structure needs, so when a great spawn does happen (rare these days), we can't hit it for a huge stockpile to last the draught till the next at-least good spawn.


I'd personally settle for anything above 500 sometimes for meds goods, but haven't even seen that for Lok Wild Wheat. This dismal state of crafting is followed closely by Class 4 Liquid Petro, Dol Iron, and Tats Fiber, on the list of dismal spawns; though these see infrequent but all too rare good spawns occasionally. For all of these though, there are long draughts that exceed our ability to stockpile within the conventional constraints of game design, creating needs to find unconventional solutions that are not fair to the average gamer/merchant/competitior, such as extra accounts.


What is going on with spawns? Are they being manipulated to constrain and drain the economy? This is not fun gaming to weather these draughts.

Message Edited by Crizis on 02-02-2005 08:07 AM



===================SIG================
Management change and credibility is expected & deserved, and really a requirement for me to desire to log in and not have my MMORPG time completely wasted. SWG's mismanagement, ongoing, lacks credibility. I have no desire to log into my toon, attempt to accomplish something, only to find out that my blue zebra, 12th level, with 20 badges, isn't going to be turned into tomorrow's 4th tier yellow monkey, and all the zebra's stuff is no longer of value. Without credibility, its just a duck hunt game that doesn't even keep score of how many shots land on a duck.
Yogol
Wed Feb 02, 2005 9:10 am
#2






Crizis wrote:


What is going on with spawns? Are they being manipulated to constrain and drain the economy?



Bad spawns don't drain the economy of one credit, do they ?


Even the contrary : if there are good spawns morepeople placeharvesters. And thus the economy is drained from more money because of the maintenance on them.





000000000000
000000000000Yogol Elder Jedi.
000000000000
000000000000Yoggie Trader on Corellia -320 -5500.
000000000000
000000000000Yogu Wannebe Medic.
000000000000

Cookie Cruncher.
Crizis
Wed Feb 02, 2005 9:12 am
#3

It drains the economy because we're not crafting... not crafting means no sales... no sales means no profits... no profits means as we continue to spend on everything from consumables to maintenance to travel to repairs, the outgoing cashflows continue, but the incoming revenues are halted or slowed.



===================SIG================
Management change and credibility is expected & deserved, and really a requirement for me to desire to log in and not have my MMORPG time completely wasted. SWG's mismanagement, ongoing, lacks credibility. I have no desire to log into my toon, attempt to accomplish something, only to find out that my blue zebra, 12th level, with 20 badges, isn't going to be turned into tomorrow's 4th tier yellow monkey, and all the zebra's stuff is no longer of value. Without credibility, its just a duck hunt game that doesn't even keep score of how many shots land on a duck.
Blinky999
Wed Feb 02, 2005 9:13 am
#4

So .... are the crafters having trouble making money now? i wouldnt complain with the solo groups gone all combat profs can do is become a loot whore and sell rare stuff to you rich merchants



RRBLINKORR Pre CU FTW!

RRMuShRooMTripRR Acid is fun

RRSkeTChYRR -2070 -5385 tatooine

EdOWar
Wed Feb 02, 2005 9:39 am
#5






Crizis wrote:

It drains the economy because we're not crafting... not crafting means no sales... no sales means no profits... no profits means as we continue to spend on everything from consumables to maintenance to travel to repairs, the outgoing cashflows continue, but the incoming revenues are halted or slowed.





The flaw here is that the combat professions still run missions and bring in money. If they aren't buying anything, then it just collects until they do find something to spend it on. If the Devs are manipulating resource spawns, it certainly wouldn't have the effect of draining the economy of credits.


Slim Vargo, Corbantis
Happymob
Wed Feb 02, 2005 10:11 am
#6

It's random, and sometimes that leads to a long string of bad spawns. As a medium-sized resource dealer (catering to chefs and medical crafting), I track resource spawns very closely. I know everything artisan-harvestable spawn on Scylla over the last 6 months (and 90% of them for the 6 months prior to that).


I have seen no change in the number of excellent spawns. At any given time, there are 3 to 6 spawns that I want to be harvesting (this is only for food and medical reosurces). This has been consistent for the last year. However, if I was only tracking resources for a single profession, there are times when there is nothing available. For example, right now there are4 good to excellent doctor resources on Scylla, but only 1marginally goodchef resource. At other times, I've had no good medical resources, but multiple good chef resources.


My point is, if you only concentrate on resources for a single profession, there will be times when there is nothing worth harvesting. Also, as you get good at the resource gathering game, your standards about what is "good" goes up. As a result, it may appear that there is less good stuff, when the reality is, there may be stuff you would have previously considered good.


One more point - on the rare spawns, have a long drought is very common. Scylla is has only had a single (completely garbage) spawn of class 1 radioactive in7 months out of a total of 30 classified (non-unknown non-polymetric) radioactive spawns. Bad luck for combat medics, but it's just that - luck. We've had 24 spawns of Dolovite in that time with an average OQ of 528. Good luck for doctors. Even on an always available resource, like Lokian Wild Wheat, you might go through 6 spawns between good ones. But with flora shifting in 7 to 21 day cycles, 6 cycles can seem like an eternity (3 or more months).


In the end, you just have to be patient and things will eventually work themselves out. But realize that's it's always possible that it will be a year or more before the next good spawn of whatever you are looking for. In the meantime you can:


  • Harvest the "best available" resource for your profession, just in case you run out of your good stuff on that later.

  • Harvest the "best available" reosurce across all professions, so you can sell the resources and make some cash.

  • Harvest nothing and enjoy the extra time you have to explore other aspects of the game.



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


UmmonPrime
Wed Feb 02, 2005 10:52 am
#7






Happymob wrote:


  • Harvest the "best available" resource for your profession, just in case you run out of your good stuff on that later.

  • Harvest the "best available" reosurce across all professions, so you can sell the resources and make some cash.

  • Harvest nothing and enjoy the extra time you have to explore other aspects of the game.




I like these points, especially the last one.






Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


Kinshi
Wed Feb 02, 2005 12:28 pm
#8

I seem to recall many posts about how the resource spawns were NEVER supposed to be as good or as plentiful as they have been. I mean cmon a OQ 999 spawn w/ 90%+ concentration is ridculous but they have been happening.

Honestly, I think the devs did a temporary boost to the resource spawns to kickstart the shipwright economy and get everyone into some kind of spaceship as fast as possible so they could all enjoy JTL.

It sounds like the temporary 'kick' has been rescinded, and now that those premium resources are drying up, and people ships are getting chewed up by decay, the market for ship chassis may very well pickup, and premium prices for high mass chassis will be more common.

Good news for shipwrights, and incentive for pilots to learn how to fly better and not get themselves blown up so much

I think not having top qual resources spawning all the time is a good thing ,and makes truly good items worth more as they should be. Its abnormal to expect to be able to buy the highest quality item at bargin basement proces.
BleuDestiny
Wed Feb 02, 2005 3:54 pm
#9








EdOWar wrote:





Crizis wrote:

It drains the economy because we're not crafting... not crafting means no sales... no sales means no profits... no profits means as we continue to spend on everything from consumables to maintenance to travel to repairs, the outgoing cashflows continue, but the incoming revenues are halted or slowed.





The flaw here is that the combat professions still run missions and bring in money. If they aren't buying anything, then it just collects until they do find something to spend it on. If the Devs are manipulating resource spawns, it certainly wouldn't have the effect of draining the economy of credits.


Slim Vargo, Corbantis





Agreed.


I still don't see the point in having borked spawns where we go months without quality spawns. The game enjoyment is deiminished for the crafters who like to craft things, particularly things that bring reputation and noteworthiness in the galaxy, and who wants to go out there with marginal products and say, ohhh shop here! Kinda sux yes?


The wheat is a good example,don't think its been above 400 OQ for many months. It's a joke on our server, and its very disappointing to a crafter.


It also imbalances the game to those who have played a long year or so and have resources in storage, and those who are starting the game and have no opportunity to earn a trade, when their trade relies on 8 or more resources which will not spawn again for another 8 months in a quality even remotely competitive. Keeping us harvesting on an ongoing basis is fine, keep good spawns regularly cycling thru. Whats the point of draughts that last for over 4 months? I see no game enjoyment sense to that at all.

Message Edited by BleuDestiny on 02-02-2005 02:56 PM





Fundamentally opposed to the SWG GR (Game Revamp) - Fix Classic SWG incrementally rather than embarking on balancing a New SWG from scratch - Players have suffered enuf for 2 yrs., time to build on strengths, thanks! - CLICK HERE
TJMaverick
Wed Feb 02, 2005 5:15 pm
#10

Simple fact about spawns and the economy



More good/frequent spawns = More crafters able to compete


More crafters able to compete = More competition


More competition = Reduction in prices




Simple!






|||[|V|]|I|n|d|u|s|t|r|i|e|s|||

[12pt Weaponsmith]

[Vocix]

[Vocix]
NomadicCommentator
Wed Feb 02, 2005 6:14 pm
#11


It never ceases to amaze me how players will argue (and one-star)for their own (short-term) in-game economic interest, no matter how bad it is for the game as a whole.All current crafters and resource dealers with stock from previous spawns have incentive to argue against more frequent or better spawns, regardless of how their struggle for economic power is strangling the game.


Sure! Too much of anything is not good, but right now there seems to be too little of most everything. It's a balancing act andany player with a vested interest in scarcity will likely err on the side of scarcity. No big surprise there. I just hope some dev is even looking at this issue and filtering out the bias of a few in favor of the benefit of the many.


SWG needs to enable new crafters to enter the market and succeed, or the game will continue to dwindle. Sad but true.



...must... ...resist... ...reading forums.!.
...must... ...resist... ...posting to forums...
ah hell! I guess I just care too much.
Chamze
Thu Feb 03, 2005 5:49 am
#12






Crizis wrote:

It drains the economy because we're not crafting... not crafting means no sales... no sales means no profits... no profits means as we continue to spend on everything from consumables to maintenance to travel to repairs, the outgoing cashflows continue, but the incoming revenues are halted or slowed.



That's true for you as an individual, but for the economy as a whole selling crafted stuff does not influence the amount of money in the game since it's player-to-player sales : maintaining harvesters = money going out, missions = money coming into the economy, selling to the space-vendor = moneu coming in but sales to other players is neither.

Page 1 of 1
Previous Next