Business And Economy Archive

Thread: Star Wars Galaxies : The Economy

Seij
Sat Jun 25, 2005 10:48 pm
#1

Now... where to begin...


Let me put out the basics.


Credits are handled in 3 ways, Creating, Trading, and Losing.


Way to create (spawning credits into the game):

1. Any sort of mission terminal

2. Looting credits off of NPCs

3. Selling ship components to Ship chassis dealers

4. Selling loot to Junk Dealers


Ways to trade (exchange of credits/items):

1. Player selling items

2. Players trading items

(No credits are 'lost' just 'exchanged')


Ways to lose (credits are permanently taken away):

1. Maintenance fees (taxation by player cities put money into treasurey = pays maintenace fees of city structures)

2. Repairing (Vehicle/Ship)

3. Deletion of character with credits

4. Imperial fines (like /slap a stormtrooper)

5. The 5% interest fee on bank tips

6. Essentially the deletion of items that could have been exchanged for credits or sold a junk/ship chassis dealer


Now, with that all in mind, let's look at some of SWG's past, and it's economical problems.


Holo-Grinding, one of the worst times in SWG's history. Since many people consistantly grinded combat proffesions (via mission terminals,

tons and tons of credits were being put into the game, and very rapidly increasing the price on things, inflation). New players that joined

after the Holo-Grinding era were very poor because all the vets had millions from their massive grinding, while noobs just grinded their

single proffesion. Tons and tons of money was put into the game, and it was hard for those who weren't grinding to adapt to.


Force-Sensitive had created the same thing, except not as bad, as it happened before. People were accustomed, and the grind isn't as

intensive anymore, therefore, not putting as much money as rapidly.


It's very easy to see how say, Bria, prices would be significantly higher

than say that of Valycn. Bria is very populated = tons of money in the economy, Valycn = not so many people, less money.


I have played for over a year, I usually do not own over 5million credits. My income is based on BH missions (not grinding) and occasionally

selling ship components to ship dealers.


If, for whatever reason, people cease to grind, the economy would crash.


Pawlin
Sun Jun 26, 2005 12:01 pm
#2


Are you trying to make a point?




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
ForceFielding
Sun Jun 26, 2005 12:07 pm
#3




The whole argument that "newbies dont have a chance because of inflation" doesnt fly .. you can become a double master in a few days and then go get loot and sell it for millions (or 100's of thousands, whatever relative ammount your server goes by), so its moot.

"If people ceased to grind" .. people will not cease to grind and even if they did there would still be inflation because you dont even have to hardly try to play the game and you still generate more credits than you destroy.

Put it this way there is so much credits in the game right now if they stopped all credit generation it would take years before anyone would even notice there was less credits.



Message Edited by ForceFielding on 06-26-2005 03:11 AM

bluejanus
Sun Jun 26, 2005 4:13 pm
#4

Like everyone else, I started from scratch to collect my wealth. I had some help when i started out with friends helping me figure out the game and the different professions. One friend even gave me a free house and some money and another gave me low BER harvesters to use when I decided to try mining out. It's not impossible to get rich in the game. You just need to spend the time and effort and customer service to do so. While I'm not the richest on my server, I do have considerably more than 5 million.





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)
Giamai
Mon Jun 27, 2005 1:54 am
#5

is there a point to this thread?


why are we bringing up hologrinding again anyways...that was a year and a half ago. it has little to do with current economic conditions.


so...cliff notes anyone?





TGiamai Oewai (Elder Jedi without a clue)T
T Giaman Srawhe, 12 pt MWS [GS] Weapons, near Theed -3955, 3322T
TGiavamai Oewai, Where's the lewt?T
T Ahazi T
T*Not everyone who wanders is lost...*T
Flatfingers
Mon Jun 27, 2005 11:09 am
#6

If there's a useful/interesting pointthe OP wanted to make, I'd like tosee itmade more clearly as well.


One thing I'd add: In talking about SWG's "faucet/drain" economy (or any economic system, really), we need to be careful not to confuse money with value.


Money isn't the only way that the total value of the SWG economy goes up or down. It also increases when resources are harvested or loot items are obtained, and (as the OP noted) decreases when these objects (or other objects created using these objects) are destroyed. The amount of money entering and exiting the economy will affect prices, but so will the amount of harvested/looted goods being created and destroyed.


Another point that could be made here is thata player's true net worth at any moment in timeisn't just how many credits she has -- italso includes the currentmarket value of all her stuff. On that basis, I wonder how many players in SWG are really "poor?"


What's the definition of "poverty" in SWG, anyway?


--Flatfingers
EntropyNut
Tue Jun 28, 2005 11:38 am
#7

I think the point trying to be made is that without "grinding" there would be insufficient money to support the economy. To this, I would say....DUH!


Mission Terminals are the in-game equivalent of Jobs. If people stopped using the terminals, it would be the in-game equivalent of people quitting their jobs. Without money to buy food, drinks, weapons, vehicles, armor, etc. thenmany crafters would lose their livelihoods.


Any change to an economy creates ripples. Some people will benefit - some will suffer. Eventually the economy will reallign and stabilize itself until the next disturbance hits.


If nothing else, the changes in the game and the economy keep it interesting. How long would people keep producing the same items over and over before they get bored?





Ahazi: Mowab
Naritus: Mowabacca
Wanderhome: Mowab
bluejanus
Tue Jun 28, 2005 4:50 pm
#8



Flatfingers wrote:

If there's a useful/interesting pointthe OP wanted to make, I'd like tosee itmade more clearly as well.

One thing I'd add: In talking about SWG's "faucet/drain" economy (or any economic system, really), we need to be careful not to confuse money with value.

Money isn't the only way that the total value of the SWG economy goes up or down. It also increases when resources are harvested or loot items are obtained, and (as the OP noted) decreases when these objects (or other objects created using these objects) are destroyed. The amount of money entering and exiting the economy will affect prices, but so will the amount of harvested/looted goods being created and destroyed.

Another point that could be made here is thata player's true net worth at any moment in timeisn't just how many credits she has -- italso includes the currentmarket value of all her stuff. On that basis, I wonder how many players in SWG are really "poor?"

What's the definition of "poverty" in SWG, anyway?

--Flatfingers





Technically you don't actually have use the starting planet terminal to play the game. You could just stay in that space station and find chat channels and chat with people. There is no poverty in SWG. There are purchases that you can't afford and nearly no credit system.





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)
Pawlin
Wed Jun 29, 2005 12:27 am
#9

If you removed grinding from the game, then what would be left? Some PvP? A little bit of RP?


Yes, I think grinding is the primary engine for the game in general and therefore the economy.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
KOOLLAYD
Wed Jun 29, 2005 1:03 am
#10


Well you won't get filty rich grinding missions these days. Most missions on our server at every planet including dathomir are no higher then 10k now. I won't even touch the terminals it's so pathedic. I just assume to solelydepend on what rescources I sell or just go broke.

Message Edited by KOOLLAYD on 06-29-2005 01:04 AM



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P__Day
Sat Jul 02, 2005 6:18 am
#11

a couple of days ago i found out double xp was back and decided to get my alt finished with his time, at the time 0-0-4-4 ranger, 4-0-0-3 rifleman, 0-1-1-1 bh, now he is 0-0-4-4 ranger, 4-0-0-4 rifleman and 3-4-4-4 bh and ive made 450k from running those missions.
cubcolt
Sun Jul 03, 2005 9:42 pm
#12

I hate it when people try to make things easier for noobs financially. I'm not saying that i want them to struggle, but they should pay their dues like vets did when they first started. I started a little while after launch and i didnt have many in-game friends/connections to help me out. I remember when i would buy bulk spices from smugglers for like 4k a crate and resale for 6k a crate. 50k was a lot to me about 2 years ago and now it is nothing. Its crazy now because im in a guild and i see these noobs who have been playing for a few days crying about needing help cus they dont have money. Once again i dont want noobs to have and struggle as much as people did after launch, but they shouldn't just becomesignificant players in the server markets a month after they start.
vthings
Sun Jul 03, 2005 11:23 pm
#13






Flatfingers wrote:


On that basis, I wonder how many players in SWG are really "poor?"


What's the definition of "poverty" in SWG, anyway?







Oh, I know this one. Having played the game for more than a month and having to do delivery missions again to get your house uncondemed because you can't do 5k missions anymore and even the lowest 800 credit missions on Tat are out of your league. SOE finally forced me to take up an elite combat profession and I'm a little bitter.


Sure you can't get credit in this game but you can find yourself in the hole if you count a condemed building, those Imperial fees, or you could even consider the fact that you need to repair your speederbike from time to time.


Its true that credits are not the only measure of wealth. I have only 2k to my name at the momentin actual credits but I'm worth several million when you factor in all the stuff I mined out of the ground and is sitting in my house right now. Be that as it may, credits still help.


I don't know what the point of this thread is but I like the discussion.



________________
Rejad
Whatever, I don't care anymore.
Bounty Hunter.
Its mostly because of money, but also because I just don't like you.
Canceled again, dunno if I'll be back. Cheers.
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