Business And Economy Archive
Thread: The economy and how it effects player fun factor
ofim wrote:Point in fact is that the highest un-grouped payout is 11k from Yavin if I'm not mistaken, While at this time you can run these missions pretty easy and fast....thats going to change drasticly with the CURB.
Kliknik missions on Yavin run 12k-12.5k. Anglers are 11k, though.
/flameoff
I have no trouble whatsoever making money, you just have to know how(harvesting resources is my way)
( I used a Protector as an example so nobody would come in here saying " well you shouldn't solo Elders!" )
ofim wrote:
While I think most of uscan agree that the economy was hurdling out of control from "solo" grouping, I don't think much time was spent on why, even if possible, it came to happen. The underlying truth is that people like big numbers in thier bank accounts, no mater if it's usefull or not, we all like to see the "fat cash" roll in, it makes us feel important and special. I agree that something had to be done about the huge amounts of cash flooding the markets, however, I think that the correction has been to drastic for most players to swallow. The economy, in fact, has gone into a plumiting correction and has caused a significant resession for most servers. While the "income" generated from the solo group era was way out of line, I also think that the currentungrouped terminal mission payout is lower than what it needs to be. Point in fact is that the highest un-grouped payout is 11k from Yavin if I'm not mistaken, While at this time you can run these missions pretty easy and fast....thats going to change drasticly with the CURB.That in turn will make the resession we have now look like childs play....and may cause a "depression" era that the game may well not recover from. Also just as disturbing is the fact that you can't make as much grouped as you canungrouped, this encourages people to not group at all and is something that I think isjust as bad for the game as solo grouping. The simple fact is that if players leave the game...the're not likely to come back.....and getting hit in the virtual wallet is almost as damaging to a persons pride as getting hit in the real wallet and if you loose a player...you loose a part of the economy. I think the DEV's should take serious consideration in the economy, as it is a part of the game thats asimportant to as many people as combat.
Actually I'd disagree. The economy wasn't out of control, as a matter of fact it was pretty stable. But of course that depends on your definition of stable. Stability to meis a look at markets. I knew what a quality good was and a good range for that quality of good. For example: a top of the line suit of armor would cost me between 225-300k that was server wide. Some places in a good location or with more variety were on the higher end and some remote places with fewer selections were on the lower end. But it was consistent. I knew a swoop would cost me between 22k and 26k. That was also consistent. A small house would cost me 8 to 10k and that was consistent. What I believe those of you who argue the economy is unstable are really arguing is the incremental value of a credit is too low. It seems like a credit should be worth more...to that I reply, so. That's like saying the entire world should use dollars, forget your yen and your lira's and your rupee's. These are all currencies with different incremental values. Who cares if it takes 300k to buy a suit of armor, because the means of generating that suit of armor is still in place. The real measure is TIME. In the solo group days, that's ten missions or roughly an hour, faster for some, so I'm trading an hour of my time to buy a suit. So if it's 11k a mission and 110k suit, there is no difference. The problem with that though is the existing money in the system...the credit is revalued. A credit solo group days is now worth less than a current credit. So if you have a million solo group credits it's now 2 million in the current state. Now take that and multiply it times 100 for the people that have been playing since launch. They will never be out of money. The people that will suffer are the new people who can't generate enough money to compete.
I do agree with the combat revamp further depressing the economy. The backbone of the SWG economy is the crafter. We are responsible for collecting, distributing, and destroying money.
Combat player runs mission and buys goods from the crafter. The only other outlets for his credits are travel which is now almost gone in the JTL days and his house payments.
Crafter collects money for his goods and distributes it to other players by buying loot, creature resources, or other materials. And removes money from the system through factories and harvesters...a miner is essentially a crafter that sells raw materials.
So the crafters over the past three months have been hit with the solo group nerf, meaning the customer no longer can afford the goods and two JTL effects, the first is radioactive no longer being a single use item, the second is customers no longer needing their goods. Don't need a buff to fly a ship, armor...for what???, weapons???
I don't know if a depression is in store, buta lot of fringe crafters won't survive. You'll have to have millions to weather the storm, so you'll only see more exits from the game, because you can no longer make millions.