Business And Economy Archive
Thread: Another Oz Nerfing of the Economy from Behind the Curtain? Where're the spawns?
Message Edited by Crizis on 02-02-2005 08:07 AM
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.
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.
- 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.
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.
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It sounds like the temporary 'kick' has been rescinded, and now that those premium resources are drying up, and people ships are getting chewed up by decay, the market for ship chassis may very well pickup, and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.
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
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.
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.