Business And Economy Archive

Thread: What is the affect of external markets on the SWG economy

ObiQuixote
Thu Jan 20, 2005 6:56 pm
#1

Depends mostly on what people do to make the money that's sold. If it's honest crafter it probably helps, all the money sitting in one person’s bank isn't doing anything for the economy.

If it's duped that's obviously a problem. A 1k square static harvester farm probably isn't best thing for a server as well.

And on the other hand if outside sales help create interest in the game that’s good.

RamondChappell
Thu Jan 20, 2005 7:29 pm
#2

Things like Ebay and ICE do not affect the SWG economy at all.

The SWG economy is primarily influenced by the amount of credits in circulation and any given time. More credits = less valuation of credits. Ebay and ICE do not add credits to the ecomony, nor do they remove them. They simply transfer ownership of credits from one character to another. The frequency of transfer has nothing to do with the ecomony. Thus, there is no difference between selling 15,000 credits on Ebay and tipping someone 15,000, from an economic point of view.
jmg416
Fri Jan 21, 2005 1:24 am
#3

I've found the vistors of this forum to have a good understanding of how one economic influence might effect another. So I am very interested in what others think of the affects the outside markets have on the SWG economy. By outside markets, I am refering to eBay, IGE and other such outlets for in game items and credits.


Do you feel these hurt the economy or help stimulate it? Does it truly hurt the gameplay for any players directly, or is it just the thought that it's there that detracts from a pure RPing experience? Does it need to be stopped? And can anything actually be done to stop it?
jmg416
Fri Jan 21, 2005 6:10 am
#4

So you both seem to think it actually stimulates the economy. Do you see any problems with it?


Why do you believe that the game makers are so opposed?
Agun_Soric
Fri Jan 21, 2005 6:23 am
#5

Credits is one thing, trading accounts is another. How many of the high end Jedi are owned by the original players? When they change hands when a player quits, that Jedi never goes away. If that player leaves, so should the Jedi.



// There is no such thing as innocence, just varying degrees of guilt. //
Resetgun
Fri Jan 21, 2005 6:42 am
#6






jmg416 wrote:

So you both seem to think it actually stimulates the economy. Do you see any problems with it?


Why do you believe that the game makers are so opposed?





In extreme case where external market would be totally allowed, it might lead to situation where actual money is used ingame. Crafters, buffers and other players ingame wouldn't want ingame cash - they would like to have hard real life cash from their items. How many dollars you would like to pay from advanced armor? Is 0.5cents enough from doctor buff?Players might also try to protectmuch more hardertheir ingame interestwith allkind griefing, cheating and dishonest activity.


Anotherissue is that allowing ebaying, would mean that rich people in real life are also rich people ingame.
We are playing, becauseit is fun (?) and it is escape from reality --> Most ofplayers (like me)aren't richin RL--> Most of players can't buy items for hard reallife currency --> Most of players would be poor also ingame, like in real life --> Most of players would quit, because it wouldn't be escape from reality anymore.

Currently ebaying and other external markets don't have huge game stopping effect, because only limited portion from player base actively selling items in external market (also it seems like that most of duping bugs are fixed). It would be actully intresting to see as sociological experiment what would happend if eBaying would be allowed and ecouraged by SOE... (Ofcourse I wouldn't be part of that experiment, because I really have hard time to find "good loot" and I am not rich.)




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Xeovar
Fri Jan 21, 2005 6:47 am
#7

The external trade of credits is not a problem really. As it was said, its just a transfer of funds within the same market. Problem is that attaching real world value to virtual items or cash, things which are pretty much just a record in database, create reasons for player behaviors that are outside the scope of the game.
It makes a game (a thing you do for fun) into sort of work (something you can earn on).
The real life value of game items attracts opportunists - people experienced with the game, or games in general, who develop methods of fastest credits hoarding so they can sell it.
When you compare a regular crafter to ebayer, the difference isnt big at first glance. They are both driven by will to have big bank accounts. But, in general regular player crafter who wants to be rich ingame, will reach the moment he will slow down, take a break, explore other aspects, spend the cash, generally be a aprt of community. The ebayer-crafter will not be a part of community. Players in MMO creates communities (guilds, cities, make friends) and then have fun together. Ebayer is a lone wolf who has a sole purpose to make as much as possible, he doesnt need/want friends, sharing and helping others is something that perceives as loss. When he is able to satisfy demand for his products he will look for other markets (different profession, different server, etc)
Impact of pure ebayer-crafers is not really significant, beside maybe attempts to monopolise and saturate markets and innate will to make as much profit as possible (greed)

What is much more damaging is when ebayer starts to abuse/exploit the system to gather money. The most prevalent examples can be:
- grinding/selling jedi - jedi being in high demand mean you can easily make a living by just grinding them to knigh and selling them. Making it a way to earn leads to exploiting every possible flaw in system just to do it faster.
- loot camping - at least a few good spots to get loot are timed spawns - both mobs to kill and places to loot. Ebayer logs on, kills/loots the spawn, logs out just to come back the moment items/mobs spawn and do it again. This not only is abuse of system and prevents regular players their chance on getting the loot, but in some cases it can also lead to monopolizing the market for certain loot item. Please note that ebayer can do it on many servers at once - it takes 5 min to loot the spawn and timers are long enough so you can repeat on other galaxies.

All that said, ability to sell in-game items and credits tend to bring out the worst traits in every human being, exactly as CA$H does in real world. It leads to increase of abuse of game system, greed showing everywhere, people not playing but just exploiting the system to earn real life bucks and so on.

What I personally dont like most, is that without ebay, people are generally more generous. Fact that anything you own is just virtual makes it easier for every human being to share with others, lend, give away, building great communities and a world that is sort of better the real life. Ebay screws it royally.



--
Xeovar Stone
Ex-Leader of Empires Elite Force
Chairman and Founder of GSX Corporation
R0ZM4N
Fri Jan 21, 2005 8:18 am
#8






Xeovar wrote:

What is much more damaging is when ebayer starts to abuse/exploit the system to gather money. The most prevalent examples can be:
- grinding/selling jedi - jedi being in high demand mean you can easily make a living by just grinding them to knigh and selling them. Making it a way to earn leads to exploiting every possible flaw in system just to do it faster.
- loot camping - at least a few good spots to get loot are timed spawns - both mobs to kill and places to loot. Ebayer logs on, kills/loots the spawn, logs out just to come back the moment items/mobs spawn and do it again. This not only is abuse of system and prevents regular players their chance on getting the loot, but in some cases it can also lead to monopolizing the market for certain loot item. Please note that ebayer can do it on many servers at once - it takes 5 min to loot the spawn and timers are long enough so you can repeat on other galaxies.





this is the 'answer' to the original post. The ability to sell on ebay leads to an increase in 'players' who have no interest in playing and who mine (for want of a better term) the game for it's real world value at the expense of the true gamers.


In short, people who buy and sell accounts/items/credits externally degrade the experience of the legitimate players.


Kisses


Cass





...From the desk of Colonel Cass L'Arcana...
Imperial Armed Forces | Distinction & Honour
jmg416
Fri Jan 21, 2005 8:27 am
#9

You are assuming that most credit sellers are people who play the game purely for profit. I don't think this is the case. The biggest long term seller that I am aware of is a top WS and Jedi on his server, and takes great joy in the game and forums. I don't see people playing a game just to turn a profit on eBay. Even the best and richest crafters would have to put in more time than it would be worth to play purely for the real world cash.


While I'm not disagreeing with this statement in the least,

In short, people who buy and sell accounts/items/credits externally degrade the experience of the legitimate players.


I would like to know your opinion on how it degrades the experience for others. I definately feel that it does, but only in a way that they are not directly aware of.

R0ZM4N
Fri Jan 21, 2005 8:57 am
#10






jmg416 wrote:

I would like to know your opinion on how it degrades the experience for others. I definately feel that it does, but only in a way that they are not directly aware of.





##started forming a reply but have to leave work now to catch the train lol, well here are my early thoughts, should be fairly easy to pick holes since it's just straight from brain to page ###


I would certainly agree honey that many of the credit sellers do not *think* they play the game purely for profit but, taking your WS as a prime example, how much are his prices, indeed his entire Galaxies prices if he is particularly prominent, affected by the fact that he sells them externally? SWG is a virtual economy and should therefore react swiftly to changes in the market. In fact, changes tend to happen very slowly and I think you'll find this is due greatly to the influence of credit sellers. They have a reason outside of the SWG economy to keep prices artificially high when internal factors would otherwise see them lowered. Take the recent solo group nerf. Solo group income is one of the 2 *big* economy inputs and it was slashed at a stroke, this should have had a knock on effect on all prices, but after an initial 'wobble' most servers saw prices level out not much below that at which they started. This, I believe, is because of the heavy dampening effect of credit sellers who have strong incentive to keep prices as high as the market will stand. In this case forcing gamers to play 'harder' (do more missions etc.) in order to receive the same rewards. Players blame SOE for the nerf and the clear effect it has on their experience but in fact, if the SWG market was totally independent of outside factors, players playing for the 'fun' of it would earn less and the prices would drop accordingly.



...From the desk of Colonel Cass L'Arcana...
Imperial Armed Forces | Distinction & Honour
Pawlin
Fri Jan 21, 2005 11:08 am
#11

I do believe that external credit selling can impact the SWG economy. I don't think its a widespread problem and probably isn't something we'd feel individual but there is some impact I"m sure.


Some people who sell credits on ebay do things in game specifically to get the most money they can. These few individuals make a pseudo business out of it.They will find the thing that will get them the MOST money possible so they can maximize their real world income. Now this is assumption on my part but I think its a safe bet. I believe that a couple ways people have made credits for resale are to AFK camp loot caves and auction the loot or to setup vast cross server lot trade farms and build a huge resource business. These are 2 of the easiest ways to make huge amounts of money in game and particuarly without having to be ATK all the time. So they would be the most likely targets for people looking to get as much credits as they can to resell for the most RL money.


Setting up AFK macro looters in the Borgle cave is I"m sure something that many people did see and I think most of us who were around at the time knew was going on. And I am pretty sure some of those people were selling credits. That activity did impact the economy in some way. First it took an income form away from legitimate ATK players who went to the POI being camped looking for loot. That makes things more difficult for those people. Also it probably increased the supply of skill tapes since macro looting is probably more efficient than ATK looting. THis increased supply would then decrease the cost of those skill tapes.


If someone had setup a large resource business with cross server lot trades then they could definitely impact the economy on a server if thier business were large enough. Increased supply of resources would decrease the cost of materials. It would also make it harder for the small, individual miners to make a living at it. THe amount of income the lot trade miner could make is only limited by the time they invest.


So basically I think that : some power gamer credit sellers could impact the SWG economy by setting up large money making businesses in game which would hurt their competition a lot but might have benefits to other elements of the game primarily by increaseing supply of a commodity and therefore decreasing its price.




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IntoTheGarbage
Fri Jan 21, 2005 11:16 am
#12


Ok first off, I have never even looked on E-Bay to buy credits, they are too easy to make as it is. However I do not believe that the trading of credits on E-Bay is widespread enough to effect the SWG economy. Even if it were, the effect would be minimal.


If online buying and selling of credits were widespread the effect would be minimal since the pre-conditions for widespread online trading would create the very situation that online trading would induce.


Right now, the value of credits is determined by what they can buy in game. Widespread selling of credits IRL for real money would create a new means of valuing credits. If buying credits were common and expensive it would increase the value of the credit. If buying credits were common and cheap it would decrease the value of the credit.


The first scenario (sales are common and expensive) is unlikely. In order for this to happen, credits would have to be very difficult to obtain in game. Such a low money supply would inflate the value of the credit. Therefore the inflated value of the credit due to this expensive online trading would only increase a trend already in place.


The second scenario (sales are common and cheap) is even less likely. For online prices to be low, there has to be a lot of credits available for sale. That would only happen if there were a vast surplus of credits in the game. A large amount of credits in circulation would push the value of the credit down. Again, the downward pressure on the credit, caused by widespread cheap online sales, would only exacerbate a trend that was already in place. This scenario is less likely because if credits are widely available in-game, players are less likely to bother spending real money to get more.


Just my humble theory of course, if I am wrong please point it out.




___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
Tinkergirl
Fri Jan 21, 2005 11:27 am
#13

Here's a thought -

In game credits get sold for real cash.
In game credits then have a 'real value', at least according to some.
Can you sue for credits lost in a server wipe? A glitch? An error? If they're worth something...

The common sense answer is no - you can't. They 'belong' to SOE, they're part of the game.

Does that mean that you're selling something you don't own? Tricky.

Some people say they're selling the time and effort to get those credits. Fair enough, but here's a thing - that time and effort has a real world value then. Can you be taxed on it? Are you 'working' while you're in the game? Child labour laws kick in?

BIG STINKY CAN OF WORMS.

Sure, most of us know how ridiculous this sounds, but it's tiny steps all the way. In a world where you can sue because you scalded youself on a hot coffee, and a world where you have to say that a bag of peanuts 'may contain nuts' - these are not so unlikely steps that could be taken.

Even when not thinking about this - it creates a division between players who have money to spend, and those who don't. I don't think we play to have real world limitations inflicted on us again - where the real world haves and have nots end up virtual haves and have nots too.

In the long run, you'll end up with people who want cash, farming.
People who want easy credits, buying.

And the people who feel it's unfair, leaving in droves. I'd be one of the latter.



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