Business And Economy Archive
Thread: The Economy: The next major revamp...
NeoMaximus wrote:
1) Revamp structuresso they decay, and can only be repaired byArchitects
2) Revamp the credit flow system so NPC credit spawns equal NPC credit drains
3) Revamp structures so they are not perminant (even if repaired by Architects)
4) Revamp crafting so that all items (including vehicals, etc...)decay, and eventually are destroyed
1) I agree with this, but the "sky is falling" idea about archs is foolish. People since release have been saying that arch will die and become totally useless because of lack of demand,but the demand is there. People need new harvs and furntirue, and even the occasional house. New players also need to be set up.
2)The spawn is almost the same is the drain, look at the numerous posts on inflation(Milgrams one is good)
3)Same as one
4) Furniture, structures, and clothing are the only things which really don't decay in a meaningful way.
NeoMaximus wrote:
In my opinion, The SWG economy is flawed. For starters,the economy is to based on mission terminals and "spawned" money, that is, credits that are created and handed out by NPC's and Terminals. This type of cash adds money to the market, without any benefit to the economic status of the entire galaxy, in other words: it doesn't benefit anyone but the person who ran the mission. In the real world, you can break down everyone in an economy into two types: the buyers and the sellers. In SWG this only exsists with player crafed items where there is a distinct seller and buyer. However for a mission terminal or NPC you are getting rid of 1/2 of the equation. this means there is a one directional flow of money into the market.
Beyond the fact that money is flowing in, and inflation on some severs is wild, I think the other major problem is the unrealistic approach to crafting in general. I personally like how items are crafted and wouldn't change anything with the crafting sessions, resources use, or experience needed in the "crafting" occupations, but the real problem lies with the unnatural decay, or rather non-decay, of major buildings and structures in the game. For example, one person can buy one house, and pay a "maintenance" fee to keep that structure arround infinantly. This leads to major major problems in two aspects of the economy. The first has to do with the one sided economy that I talked about above. You see, the players money disappears, it goes to no in game player and is removed from "circulation". This is an excess flow out of the galaxy, which idealy should counter the flow in I talked about above.
Whether the NPC credit flow in and the NPC credit flow out is equal or not it doesn't solve the problem of the perminant exsistance of certain structures and crafted items within the galalxy. I predict that within a yearcertain ocupations will be completely obsilete. For example: the architect profession... seems great, you build the most expensive things in the game and reap the benefits of constructing houses,town halls, mineral extractors, etc... but this isn'ttrue... You see these objects never decay and for (sometimes) between 10 c/hr and 100 c/hr, these structures will never disapear, plus theycan be re-deeded and moved... Now that is not realistic... Architects are screwed...
I would never critize without a solution, so here's what I got:
1) Revamp structuresso they decay, and can only be repaired byArchitects
2) Revamp the credit flow system so NPC credit spawns equal NPC credit drains
3) Revamp structures so they are not perminant (even if repaired by Architects)
4) Revamp crafting so that all items (including vehicals, etc...)decay, and eventually are destroyed
Tavtrin wrote:
NeoMaximus wrote:
1) Revamp structuresso they decay, and can only be repaired byArchitects
2) Revamp the credit flow system so NPC credit spawns equal NPC credit drains
3) Revamp structures so they are not perminant (even if repaired by Architects)
4) Revamp crafting so that all items (including vehicals, etc...)decay, and eventually are destroyed
1) I agree with this, but the "sky is falling" idea about archs is foolish. People since release have been saying that arch will die and become totally useless because of lack of demand,but the demand is there. People need new harvs and furntirue, and even the occasional house. New players also need to be set up.
2)The spawn is almost the same is the drain, look at the numerous posts on inflation(Milgrams one is good)
3)Same as one
4) Furniture, structures, and clothing are the only things which really don't decay in a meaningful way.
bluejanus wrote:
Tavtrin wrote:
NeoMaximus wrote:
1) Revamp structuresso they decay, and can only be repaired byArchitects
2) Revamp the credit flow system so NPC credit spawns equal NPC credit drains
3) Revamp structures so they are not perminant (even if repaired by Architects)
4) Revamp crafting so that all items (including vehicals, etc...)decay, and eventually are destroyed
1) I agree with this, but the "sky is falling" idea about archs is foolish. People since release have been saying that arch will die and become totally useless because of lack of demand,but the demand is there. People need new harvs and furntirue, and even the occasional house. New players also need to be set up.
2)The spawn is almost the same is the drain, look at the numerous posts on inflation(Milgrams one is good)
3)Same as one
4) Furniture, structures, and clothing are the only things which really don't decay in a meaningful way.
Well, droids and pets decay somewhat but do not turnover very quickly, especially since most droid usage is non-combat. I'm not sure about ship decay. Someone else will have to jump in about that.
Your right, I forgot about droids although I thought that pets decayed, not sure about that though. And I'm a non jtl swger, so I wouldn't know about ships I just assumed they decayed.
Tavtrin wrote:
bluejanus wrote:
Tavtrin wrote:
NeoMaximus wrote:
1) Revamp structuresso they decay, and can only be repaired byArchitects
2) Revamp the credit flow system so NPC credit spawns equal NPC credit drains
3) Revamp structures so they are not perminant (even if repaired by Architects)
4) Revamp crafting so that all items (including vehicals, etc...)decay, and eventually are destroyed
1) I agree with this, but the "sky is falling" idea about archs is foolish. People since release have been saying that arch will die and become totally useless because of lack of demand,but the demand is there. People need new harvs and furntirue, and even the occasional house. New players also need to be set up.
2)The spawn is almost the same is the drain, look at the numerous posts on inflation(Milgrams one is good)
3)Same as one
4) Furniture, structures, and clothing are the only things which really don't decay in a meaningful way.
Well, droids and pets decay somewhat but do not turnover very quickly, especially since most droid usage is non-combat. I'm not sure about ship decay. Someone else will have to jump in about that.
Your right, I forgot about droids although I thought that pets decayed, not sure about that though. And I'm a non jtl swger, so I wouldn't know about ships I just assumed they decayed.
Message Edited by Leuther on 03-21-2005 02:09 PM
Message Edited by Leuther on 03-24-2005 02:38 PM
Message Edited by Leuther on 03-24-2005 02:39 PM
Message Edited by Leuther on 03-25-2005 12:46 PM
Vrond wrote:
Ships decay slowly taking frame damage as destroyed. Ship parts can decay faster but for the most part the are built by Re Engineering Looted parts at high level so they are more loot based economy then crafter economy.
Thanks for the input, I haven't really explored JTL very much other than usiing it to hop planets without going through the hassle of using the ticket terminal. So even at this point, I'm woefully unknowledgeable about how the system works, the effects of mass, etc.