Business And Economy Archive

Thread: Potential CURB Economic 'Butterfly Effect'

Kinshi
Thu Mar 31, 2005 5:05 pm
#1

OK, after poring through the tomes of stuff posted about the CU, I began thinking about the current levels of certain items in the game's economy and the increase in relative difficulty of high-end encounters post-CURB.

Currently, we have a pretty free flow of high-end loot into the game economy, making certain high end items more accessible to a greater number of people, so much to the point where it concerns many that certain loot items are become too prevalent over crafted items. (note how many vendors are sticked to the brim with loot parts, it seems EVERY mechant has at least one loot vendor)

Post CU, high end encounters will be more difficult if this all works as designed. it seems that certain activites that are 'soloable' in supposedly high end place will not be possible, thus trimming the flow of loot into the game economy (such as if this all works, a single person cannot solo The Warren anymore, nor can they run the Vette by themselves, or run arounnf the Weapons Research facility, or solo Rancors, or Krayt Dragons.

Its a basic fact, it takes more time to assemble a group, even if its just 2 people, and the time involved scales up the more people needed to accomplish the task. This alone dictates that less loot will be entering the economy just because of the overhead of added prep time.

Now, add in the fact that the time to kill said target will likley take longer than before (no more special spamming). More deaths as a result of the encounter are likely to occur, more decay will happen as a result.

As I see this now, its really only an issue for the highest end loot (the stuff that drops of the hardest mobs and/or the hardest dungeons.) Things like Krayt Tissues/Pearls, AV21 parts, certain schematics, etc etc.

As these loot parts get harder to obtain, their value will increase accordingly, making the final high end products more expensive (and the BEST should cost the MOST). There will be lots of crying about this I am sure, but the SWG economy currently has pampered us by making high end loot too easily available.

Now for the actual ripple (the high end stuff is effectively the 'splash')

As current stocks of loot parts get cleaned out, and the price of the best items climb, it opens up opporunities in the economy for items less than the best to be sold. Currently, the BEST items are easliy within reach of anyone who wants to grind for loot drops. If I *really* wanted to, I could run out and get a Exceptional T21, there is no real danger to myself, just have to put in the time.

So as the price ceiling of the high end stuff rises, the mid range stuff becomes more affordable and demand gets created (because you still need the stuff regardless if its the best or not to go hunt). This could have the bonus effect on the Crafters because suddenly more of the things they can make become useful to sell (rather than just being grinding fodder)

Also factor in the statments about new players and armor. NEw players wont be able to suit up and use the best of the best when they start up. They are going to have to have the lower range crafted items in order to progress. A day 1 player will not be hunting on Dantooine anymore in a full set of 80% Comp armor. They will have no choice but to obtain the items suitable for their skill levels.

Essentially this stands to make rare items actually rare and common items actually common (in SWG now its backwards, Rare is Common because everyone has the best, and common is rare because why have common when the best is available?)

Obviously there will be some economic confusion as people make the CU transition and we start learning just how much more difficult killing mobs will become.
bluejanus
Fri Apr 01, 2005 4:40 am
#2

The CU might also make items like the stat stims that you can loot from NPCs actually worth keeping instead of junking.





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)
Phaelyn
Fri Apr 01, 2005 7:41 am
#3






bluejanus wrote:
The CU might also make items like the stat stims that you can loot from NPCs actually worth keeping instead of junking.





No might about it - I was looting NPCs last night, and got a 2 handed Stim. Switched to 2 handed (Since it's part of my pre-reqs).. Popped the Stim... And it helps.. a LOT.



Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
bluejanus
Fri Apr 01, 2005 8:29 am
#4



Phaelyn wrote:


bluejanus wrote:
The CU might also make items like the stat stims that you can loot from NPCs actually worth keeping instead of junking.


No might about it - I was looting NPCs last night, and got a 2 handed Stim. Switched to 2 handed (Since it's part of my pre-reqs).. Popped the Stim... And it helps.. a LOT.





Phaelyn post if you find any attachments. I'm curious if any of the old broken attachments will carry over into the CU Live.





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)
Konar-Bria
Fri Apr 01, 2005 7:50 pm
#5

Kinshi wrote:

"NEw players wont be able to suit up and use the best of the best when they start up."


-----------------------------------------------------------------------------------------------------------------


What are these new players that you speak of? The ones that will pick up the game for the first time, find out they can't kill the lowest thing without a group, and leave?
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