Business And Economy Archive
Thread: possible money sink
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Huk77
Thu Mar 03, 2005 8:58 am
#1
Since the nerfing of the solo-group payouts, inflation has begun to slow down, but that doesn't mean that it has stopped. There is still a need for large scale money sinks other than the ones needed to build a ship for jtl action. What i propose is a sink in the form of NPC real estate salesmen. In the scenario I envision, the salesmen would sell lots for N number of millions of credits(N being any number the devs would see fit) and the price per new lot would double with every purchase. Under my system, the real number of lots available in game would NOT change based on the number of lots sold. (Please make sure to read the previous sentence and think about its implications.) With the static number of lots, this would truly be real estate speculation...there would be no guarantee that you would be able to use all of your lots at any given pt. This would create, without a doubt, a shortage of lots for available structure placement galaxy wide thus driving individuals to place their structures as soon as possible and wherever possible. With increased structure placement, there would be increased maint. costs (read: another money sink) that would have to be payed by the owners of said structures. These purchased lots would also be non-transferrable from player to player, so if a player left SWG, they wouldn't be able to give their lots to their friends...those lots would just be gone. That about sums up my idea...this is just a rough set of thoughts that ran through my head one whiskey-fueled evening, so please don't flame away. Please keep in mind that the very important part of the plan is the setting of N to a very high sum of creds, but not so high as to make it worthless for an individual to wish to purchase....thanks for reading...T
VanzZylander
Thu Mar 03, 2005 9:12 am
#2
W A L L O F W O R D S
Anyways, there are more pressing issues than the need for another money sink. Loot.... bugs... gcw... combat....... profession fixes...... etc.....
DoG18
Thu Mar 03, 2005 9:33 am
#3
ow my eyes....
ok, i think you have some good ideas. but its REALLY hard to look at for more than 10 seconds.
EdOWar
Thu Mar 03, 2005 9:37 am
#4
I'm a bit confused about your proposal. Are you saying that players would no longer get 10 free lots, but that they would have to buy their lots instead? Or are you saying that players could buy more lots in addition to the 10 they start with?
Slim Vargo, Corbantis
beauchamp6543
Thu Mar 03, 2005 9:49 am
#5
look at those green words not reading them for 1 min and look at a white wall
ahhhhhhh it BURNS!!!!!!!!!!!!!!!!!!!!!
Message Edited by beauchamp6543 on 03-03-2005 10:50 AM
Va-Mei
Thu Mar 03, 2005 10:30 am
#7
I can see what your driving at with your idea, and I agree that an NPC managed auction is they way to go. Where I dis-agree with you, is in whatgets auctioned. Private housing is something that nearly every player in the game has or wants to have. It's intended to be affordable for even the part time players. If you pit the part-time NooBs(and everyone else)against the super-elite for housing, who do you think will have buildings?
That said, what I would auction is a ticket to an instanced dungeon.That dungeon should be VERY difficult (ie. DWB), it should spawn every 52 hours or so (2 days plus clock rotation), should involve a long and complex puzzle so players want to try again (but have rewards along the way, so they never walk out empty handed), and the final solution should offer some very cool loot that is valuable for something other than combat or any other form of generating cash. The AV-21 is a good example, the Jet-Pack is another.Useful prestige items that don't really do more than existing items in the game. If the dungeoun did offer combat oriented loot, it should not be superior to items currently available in the game, or that will just spur on the arms race even further. The Executioner's Hack is a good example of this.
Byrunning access to a prestige dungeon this way, the super-rich will compete against each other for the shot at getting in the door, compelling those with the most cash to willingly givetheir money to the sink. A side bonus to a sink like this, is that it will be self correcting over time, and self-tailoring to the economy of each server. As the amount of cash ona given server draws down, players will not be able to bid as much.
Edit: If you want to force the initial price of these tickets even higher, reward every member of the 1st team to solve this dungeon with a unique trinket. A decorative item (ie. wookie orb) that serves no other purpose than a trophey piece saying "I was 1st." To push it even higher, make the reward gold on the 1st server to complete, and silver on the rest.
Message Edited by Va-Mei on 03-03-2005 09:42 AM
Kalano
Thu Mar 03, 2005 2:12 pm
#9
I see it being a very hard nerf on the high end crafters who have mobile farms. meaning they move their harvesters frequently to get the best percentage spawn point of a great resource they need. Especially when many spawn spots end up in places that are not buildable apon with a harverster other than a personal.
It would also hurt the crafters that are just starting out. with high cost on lots, even personal harvesters would be expensive to place and its artisan that make them.
The ending result would cause a major increase in crafted item cost, which would put many items even father out of reach of the casual and low skill players. And would give a major advantage to the elite masters who can afford to drop cash into lots.
There is plenty of money sinks in the game. The biggest problem was to much coming out of the tap that the drain couldn't keep up. Now that solo groups have been axed, the faucet cannot produce so much income that the drain can't handle it, infact, it should now be draining credits back out of the system hopefully. The only spot that might be producing to much in income would be JTL. But we can only tell in time. But what it seem to be happening there is many gave up the pilot life for ground again and don't even use it as a source of income. The devs will have a handle on it, like they have before. Not a very quick handle but they do watch the flow of credits and loot in the game.
Milgram
Thu Mar 03, 2005 5:49 pm
#11
Lmao, man, that really does hurt. Glad it wasn't an interesting post so i didn't need to read it all.
Diaso
Thu Mar 03, 2005 7:33 pm
#12
I have an idea. How about Everyone receives 12 lots so you have 2 lots for a personal home and then 10 lots for Harvesters, Factories, etc??? Simple. Why zre we limitied to 10 anyway???
Huk77
Fri Mar 04, 2005 12:16 pm
#13
It occurrs to me that a few of you are confused as to what i am saying...The lots for sale would be in addition to the system in place, not in lieu of the lots that we each start with. Therefore, a player would automatically get the lots that everyone gets just for being in the game, so if they didn't want the extras they could just get by with the ones they start with. As to the color of the letters in the first post, i apologize about that....T
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