Business And Economy Archive
Thread: JTL economic impact
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mistereous1
Thu Jan 29, 2004 10:38 am
#1
As far as cash inflow and outflow, I think JTL is probably a larger cash inflow than outflow for most of the reasons listed. Outflow you've got the chassis dealer, and ship repairs. Inflow you've got the ability to travel (which reduces a prior outflow) turning in loot to the chasis dealer and the credit chip, which is a little more than the credit drop from janta missions etc.
Other effects are fewer goods needed from non-shipwright crafters as armor/weapons/food is not needed for replacement as often. Harvesting would be about the same, a decrease for armorsmiths and weaponsmiths but an increase for shipwrights. And no one has mentioned radioactive which is now more than a single use item, so it would increase the cost of harvesting (though not necessarily the price as there are other factors pushing downward on the price harvesters can command)
IntoTheGarbage
Wed Jan 26, 2005 2:32 pm
#2
Ok I there was a comment in the Stratics discussion on how JTL had a major impact on the economy. That got me to thinking and so I went back and reviewed what little economic data had been made available to us: the Astromech stats posted on April 30, 2004.
The second chart in that post seems to indicate that the travel terminals represented about 20%-30% of the money out of the game. (pre-JTL) SOE has not released the numbers on JTL, but if even half the active players have it, then that means at least 10%-15% of the money that used to be leaving the game is staying in. That alone would be a significant inflationary source.
The other economic factors arising from JTL are the mission payouts, looted credits, and the sales of looted components to the chassis dealers bringing money into the game. Then there is the ship repairs, and purchasing chassis taking money out of the game.
Remember purchasing blueprints and components is NOT a factor since they are purchased from other players, therefore that money stays in the game. (It just goes out of your pocket
)
It is also likely that the addition of a new crafting profession, shipwright, has increased the amount of harvesting, increasing the structure maintenance, thereby taking more money out of the game. (Especially considering the large resource demand for ship blueprints.)
From my own experiences as a player, I would say that most of these factors balance each other out, though on balance, I suspect they bring more money into the game. The significant change is the decrease in the use of travel terminals.
Anyways I don’t really have enough DATA to anything more than guess here, and I certainly don’t have ENOUGH to offer any solutions. [emphasis mine
]
Just my thoughts on the issue.
Jagged-F3l
Wed Jan 26, 2005 3:29 pm
#3
IntoTheGarbage wrote:
Ok I there was a comment in the Stratics discussion on how JTL had a major impact on the economy. That got me to thinking and so I went back and reviewed what little economic data had been made available to us: the Astromech stats posted on April 30, 2004.
The second chart in that post seems to indicate that the travel terminals represented about 20%-30% of the money out of the game. (pre-JTL) SOE has not released the numbers on JTL, but if even half the active players have it, then that means at least 10%-15% of the money that used to be leaving the game is staying in. That alone would be a significant inflationary source.
The other economic factors arising from JTL are the mission payouts, looted credits, and the sales of looted components to the chassis dealers bringing money into the game. Then there is the ship repairs, and purchasing chassis taking money out of the game.
Remember purchasing blueprints and components is NOT a factor since they are purchased from other players, therefore that money stays in the game. (It just goes out of your pocket)
It is also likely that the addition of a new crafting profession, shipwright, has increased the amount of harvesting, increasing the structure maintenance, thereby taking more money out of the game. (Especially considering the large resource demand for ship blueprints.)
From my own experiences as a player, I would say that most of these factors balance each other out, though on balance, I suspect they bring more money into the game. The significant change is the decrease in the use of travel terminals.
Anyways I don’t really have enough DATA to anything more than guess here, and I certainly don’t have ENOUGH to offer any solutions. [emphasis mine]
Just my thoughts on the issue.
Don't forget the new money sink: ship repair. Most players do not buy repair kits, they opt for ship repair services.
Xanda
Wed Jan 26, 2005 3:54 pm
#4
Just wanted to say that that was a very nice, well-thought out post. 
What is fascinating to me is how very closely many researchers have followed the trends of inflation in MMPORGs to act as microcosms of the real world.
A funny story that this made me think of is the devaluation of a currency (I can't remember which country, but I remember the Lyre is their currency (and FYI, the country to which I'm referring is not Italy)). In any case, inflation of the their Lyre over time (whichever country it was) had led to things costing millions of Lyre for things that cost at most the equivalent of a few US dollars or European Euros. The government had to devalue the currency by an order of magnitude and is correcting the "value" of their currency basically by dropping a million lyre down to the value of ? 10k or something.
In many ways, we've seen that explosion of growth in SWG. When the game began, high end loot entered the 100k's of credits, and now you see that it's in the millions of credits depending on what you're referring to.
Just got me thinking
.
AceMalanan
Wed Jan 26, 2005 4:09 pm
#5
Don't forget that while it may not drain money to buy theblueprint from the Shipwright, it does drain money to purchase the actual ship from the chassis dealer.
Overall, I know that I have generated more credits than I have drained using the Jump to Lightspeed expansion. However, those credits went to armorsmiths and weaponsmiths which likely paid for the harvestors and whatever other drains they use.
-Ace
hase2
Thu Jan 27, 2005 8:54 am
#6
exactly my thoughts.
at master level you mainly hunt in deep space anyway. every damage you get there gets autorepaired for free when you exit DS.
so you normally deck out your master ships and dont have ANY costs exept ammo (in case you use missles at all).
the only JTL related expenses i have are occasional tips to SW when they RE stuff for me.
the rest is plain profit.
AND during a lot session in deepspace you can get a huge amount of FP that can be traded for factional perks.
mistereous1
Thu Jan 27, 2005 10:38 am
#7
As far as cash inflow and outflow, I think JTL is probably a larger cash inflow than outflow for most of the reasons listed. Outflow you've got the chassis dealer, and ship repairs. Inflow you've got the ability to travel (which reduces a prior outflow) turning in loot to the chasis dealer and the credit chip, which is a little more than the credit drop from janta missions etc.
Other effects are fewer goods needed from non-shipwright crafters as armor/weapons/food is not needed for replacement as often. Harvesting would be about the same, a decrease for armorsmiths and weaponsmiths but an increase for shipwrights. And no one has mentioned radioactive which is now more than a single use item, so it would increase the cost of harvesting (though not necessarily the price as there are other factors pushing downward on the price harvesters can command)
IntoTheGarbage
Thu Jan 27, 2005 11:12 am
#8
mistereous1 wrote:
Other effects are fewer goods needed from non-shipwright crafters as armor/weapons/food is not needed for replacement as often. Harvesting would be about the same, a decrease for armorsmiths and weaponsmiths but an increase for shipwrights.
Good point. I hadn't thought of that. Harvesting has probably balanced out, so no increase in money out there.
Money spent on missles or any other purchase from another player is NOT money out of the game. I am not talking about the expence to players for playing JTL, I am talking about whether JTL is bringing more money into the economy than it is taking out.
If this is the case, JTL will need a money sink. However I don't really want to start talking about something that is so unpopular simply on the basis of our speculation in this forum.
Skuzz
Thu Jan 27, 2005 1:12 pm
#9
In my opinion i think JTL has most likely brought in a ton of cash to the economy, but i could be wrong.
You really cant help but rake in the cash with JTL to be completley honest. One full inventory worth of space loot equals about 300k (once its sold and combined with the credit chip from the kills), and it only takes about 45min - 1hour to fill yer inventory with space loot. Ship repairs are an absolute non-issue once you hit master. I dont even currently use armor and its extremely rare that i have to do repairs.
Thats just my 2 cents tho...
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