Creature Handler Archive

Thread: After the CU

SeCKSEgai
Fri Apr 01, 2005 1:48 am
#14


There will still be plenty of money in the economy per-say, as there are currently very few ways money leaves the economy such as through travel tickets. What may possibly happen and hopefully will is that eventually the value of credits will continue to appreciate and items will not actually lose their market value, but instead prices will reflect the increased value of credits.


The CU has been having a huge effect on Corbantis and people are weary of making huge investments until things are stabilized after the CU. Its not necessarily a bad thing, but isn't the only thing affecting the economy either.


The market will never get to a point where "no one" can afford anything. If lower economic classes can no longer afford the price of armor suits, it will create a huge surplus in the supply. There is no profit if your products don't sell. Competition will naturally drive prices down as armorsmiths struggle to find a new balance in pricing their wares. And it wouldn't be the case of armor is cheap, it simply be the fact that say, 100k would then be equivalent to the buying power that 300k had months before.


The lower economic classes won't have too much to worry about in the CU. The higher classes on the otherhand, will most likely remain at their status. But it will probably much more difficult to ascend to the higher tiers from the lower brackets.

Message Edited by SeCKSEgai on 03-31-2005 12:48 PM



SeCKSEgai of Corbantis
Professional Lady Killer and Dragon Slayer
Crystals and More
3672 -6243 less than 300m Behind the Rebel Outpost on Rori
bluejanus
Mon Apr 04, 2005 1:14 am
#15






SeCKSEgai wrote:

Merriam-Webster Online's definition of inflation:


"...an increase in the volume of money and credit relative to available goods and services resulting in a continuing rise in the general price level"


Just because there is only one currency in SWG does not mean that the value of credits hasn't been affected, as its the very basis of inflation.


Credits have more buying power now. Yes, many items have dropped in value as well, as many of them will possibly no longer have any use after the CU.


Money has no value if there is nothing to back it. For example, Confederate printed bills became worthless other than for mattress stuffing or making fires because there were no solid assets to back it up. The dollar bill of the United States helps retain so much value because of the gold stored in Ft. Knox.


Now while the situation is a bit different as it is a player based economy, credit value in this game is more based on time invested. Because only a limited number of players can still perform 30k missions for full payout, the flow of money into the economy has been reduced immensly. And because money is "harder" to aquire, it is thus slowly becoming more valuable.






The U.S. has been off the gold standard for a long time now. Dollar bills are no longer tied to the value of gold. I believe there are a few currencies left that are tied to the gold standard, but none of the major ones are or have been for some time. And what you cite doesn't indicate inflation. Now there is an endless supply of available currency, but the flow in-game is controlled and the credit unit is constantly beingcycled out of the economy via credit sinks that return no value to the economy. The available goods levelis fluctuating. I'm not sure if it's rising or falling, but the general trend for the prices of crafted goods and looted goods is that their prices fall over time. And this is generally what is coming back from the servers.


You are right about the fact of one currency not really affecting the question of inflation, but it is significant if you try to reference the backing of the currency. There's only one means to set values in this game and that is the credit. We do not have Stone of Jordan equivalent set up as a secondary measure of value.


Via dictionary.com,


"Inflation: A persistent increase in the level of consumer prices or a persistent decline in the purchasing power of money, caused by an increase in available currency and credit beyond the proportion of available goods and services."


Prices are falling, meaning that the value of the credit is higher. The availability of goods fluctuates but we haven't seen great collapses in the availability of goods. Available currency increases are tempered by credit sinks that return no credits to the economy. There aren't any indications that any inflation is present.





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)
SeCKSEgai
Mon Apr 04, 2005 12:38 pm
#16

Merriam-Webster Online's definition of inflation:


"...an increase in the volume of money and credit relative to available goods and services resulting in a continuing rise in the general price level"


Just because there is only one currency in SWG does not mean that the value of credits hasn't been affected, as its the very basis of inflation.


Credits have more buying power now. Yes, many items have dropped in value as well, as many of them will possibly no longer have any use after the CU.


Money has no value if there is nothing to back it. For example, Confederate printed bills became worthless other than for mattress stuffing or making fires because there were no solid assets to back it up. The dollar bill of the United States helps retain so much value because of the gold stored in Ft. Knox.


Now while the situation is a bit different as it is a player based economy, credit value in this game is more based on time invested. Because only a limited number of players can still perform 30k missions for full payout, the flow of money into the economy has been reduced immensly. And because money is "harder" to aquire, it is thus slowly becoming more valuable.



SeCKSEgai of Corbantis
Professional Lady Killer and Dragon Slayer
Crystals and More
3672 -6243 less than 300m Behind the Rebel Outpost on Rori
Otarr
Mon Apr 04, 2005 8:33 pm
#17

I was just thinking what I might take up as a damage profession after the CU and wondered what my other fellow creature handlers were thinking about as a good match. I’m staying Master creature handler no matter what. I've been this from the beginning good times and bad and could not bear to give it up. After CH it leaves me several options with 144 pts. As a wookiee without any armor for some time I adopted a battle tactic to keep an eye on my pets and take a more mid-battle position. This worked well even after wookiees got armor. This tactic always killed all of the brawler lines, as my pets are great tanks already. Also I hate chasing down targets.

Bounty hunter - Assault Armor (Points after CH 52)
Offense: 4---Defense: 4---Crowd Control: 1
Not the highest damage but fun to play. With the points left over I could be still get two trees in pistoleer, carbineer or rifleman or just master marksmen thanks to the requirements for bounty hunter overlapping with creature handler. I see a lot of over lap in skills under master marksmen but the master box is nice, I also get two types of armor mitigation Assault form BH and Battle form CH.

Rifleman - Reconnaissance Armor (Points after CH 38)
Offense: 5---Defense: 1---Crowd Control: 3
Highest offensive but with little defense I could still pick up two trees on BH one being the Light lighting cannon- rumored to be recently moved to rifle class. Also remember rifleman is reconnaissance armor so only Ubese, Tantel, Mabari, Kashyyykian Ceremonial, Ithorian Guardian, Marine Rebel (Factional), Scout Trooper (Factional). In short- light stats. I like this one. My pets could tank while I hammer them down them at a distance and with my certs from CH I can use Battle armor for better protection. The big issue is without stat migration my mind as a wookiee will be really low and without big buffs and high-end brandy I might be out. Too bad wookiee's are the only ones that can use a bowcaster and it's a rifle.

Commando - Assault Armor (Points after CH 23)
Offense: 5---Defense: 3---Crowd Control: 1
Matched offense with rifleman not sure if it is as high but it's still high. Also not sure its all worth the cost in points with so little I could have left over I could only get Novice pistoleer.

Carbineer - Battle Armor (Points after CH 38)
Offense: 4---Defense: 1---Crowd Control: 4
I’m a little worried. It’s too much area attack and I’ve not been lucky with AE attacks., things tend to get out of control, lol.

Pistoleer - Reconnaissance Armor (Points after CH 38)
Offense: 2--Defense: 3---Crowd Control: 4
I am that now and feel I could do a little more damage.

A good CH character builder
http://www.standen.id.au/swgcb/



Otarr - Drop winning auction or shop a @ Crazy's Ed's Power sales
Corellia@UAT (978 -5559) or Naboo@Amyrlin ( -275 3675)


GadonThek
Mon Apr 04, 2005 9:02 pm
#18

Well, according to the CU docs, CH's "stats" will depend on the pet they use, and many, inclyding myself, have taken that to mean our pets can be Tanks, Damage Dealers or Crowd Controllers. Im planning TKM with some CH and some Pikeman, or perhaps just pure TKM/MCH depending on how elite profession testing pans out on TC.
Otarr
Mon Apr 04, 2005 9:19 pm
#19

GandonThek,

That is interesting in your situation you are the tank and the creatures help you get damage? I would also think they could possibly help with crowd control too? I had not thought about that, interesting idea.



Otarr - Drop winning auction or shop a @ Crazy's Ed's Power sales
Corellia@UAT (978 -5559) or Naboo@Amyrlin ( -275 3675)


albynomonk
Mon Apr 04, 2005 10:39 pm
#20

Something to keep in mind is that kinetic damage resists will be highest on assault armor. CH gets battle armor, which is OK against kinetic, but if you want to make sure you won't get hurt too badly, you'll want BH, Commando, or Squad Leader.



"What'choo talkin' 'bout, Yoda?"
--Luke Skywalker, to Yoda (Star Wars: The Empire Strikes Back)
SeCKSEgai
Tue Apr 05, 2005 9:52 am
#21






bluejanus wrote:





SeCKSEgai wrote:

Merriam-Webster Online's definition of inflation:


"...an increase in the volume of money and credit relative to available goods and services resulting in a continuing rise in the general price level"


Just because there is only one currency in SWG does not mean that the value of credits hasn't been affected, as its the very basis of inflation.


Credits have more buying power now. Yes, many items have dropped in value as well, as many of them will possibly no longer have any use after the CU.


Money has no value if there is nothing to back it. For example, Confederate printed bills became worthless other than for mattress stuffing or making fires because there were no solid assets to back it up. The dollar bill of the United States helps retain so much value because of the gold stored in Ft. Knox.


Now while the situation is a bit different as it is a player based economy, credit value in this game is more based on time invested. Because only a limited number of players can still perform 30k missions for full payout, the flow of money into the economy has been reduced immensly. And because money is "harder" to aquire, it is thus slowly becoming more valuable.






The U.S. has been off the gold standard for a long time now. Dollar bills are no longer tied to the value of gold. I believe there are a few currencies left that are tied to the gold standard, but none of the major ones are or have been for some time. And what you cite doesn't indicate inflation. Now there is an endless supply of available currency, but the flow in-game is controlled and the credit unit is constantly beingcycled out of the economy via credit sinks that return no value to the economy. The available goods levelis fluctuating. I'm not sure if it's rising or falling, but the general trend for the prices of crafted goods and looted goods is that their prices fall over time. And this is generally what is coming back from the servers.


You are right about the fact of one currency not really affecting the question of inflation, but it is significant if you try to reference the backing of the currency. There's only one means to set values in this game and that is the credit. We do not have Stone of Jordan equivalent set up as a secondary measure of value.


Via dictionary.com,


"Inflation: A persistent increase in the level of consumer prices or a persistent decline in the purchasing power of money, caused by an increase in available currency and credit beyond the proportion of available goods and services."


Prices are falling, meaning that the value of the credit is higher. The availability of goods fluctuates but we haven't seen great collapses in the availability of goods. Available currency increases are tempered by credit sinks that return no credits to the economy. There aren't any indications that any inflation is present.





Hehe Sojs, very few people these days seemfamiliar with the classic Diablo2.


Anyway, I do believe I stated the reason and proof for inflation, as it was the main reasoning for the solo-group nerf to my understanding. When there was a majority of players running mokks and jantas for 30k a pop, melee fighters could easily make 600-700k an hour. Since it took less than 3 hours to make a million for those who didn't mind the repetition, it wasn't hard to become a millionare.


Now with that said, when something looted was made available for purchase, such as a defense vs dizzy attachment+5, it would sell for 5-15 million easily on Corbantis before the solo-group nerfbecause of the demand of so many players with credits to spend and with its limited availability. While items like these tend to hold a high resale value, others have declined dramatically.


A two-handed speed +5 would also go for 5-15 million easily on my server a few months ago. But as the supply increased, and the possible CU changes became better known, demand dropped significantly. Unlike the dizzy attachment, two-handed speed was unable to retain its resale value because of its limited use and decrease in demand.


Now both of these are just examples that don't directly show inflation. However, their prices are a reflection of the market on Corbantis and can be analyzed. While there are no sojs in this game, certain items can help reflect the status of the market, but these items may be added or removed to the list as changes in a game of this nature will affect value, as well as supply and demand.


While not nearly as rare, I would say that one example that could serve as a soj of sorts would be the premium krayt pearl. I'm not sure of how many jedi you have on kettermoor, but on Corbantis I would say there is upwards of 200 or more. While not nearly as rare, their availability and demand appear to stay fairly balanced as only certain professions can hunt them fairly efficiently and grouping is not nearly as common (or necessity) as in games like eq2. Before the Krayt boom, I believe premium pearls were selling for 3-4 million. After the krayt boom and solo group, they remained at 3-4 million constantly on my server even though they were technically "easier" to get ahold of at this time.


The price only recently dropped to 2-2.5 as the competition for sales increased, although it wasn't really necessary, as the market had yet to be flooded completely with pearls and outweigh the demand, but a few sellers became impatient and thus brought it down. Still, they act as a decent indicator of market status.


In terms of crafted goods, prices haven't really droppedsignifcantly because good competition (corbantis)is scare and there is little variance in quality or price from the main distributors on Corbantis, and is usually more a matter of personal preference. Demands on Food and Armor remain consistant, and as they've always fallen in a price range available to most players, the prices have remained more or less the same.


So to summarize, inflation is no longer present, as the solo-group nerf reduced the amount of credits constantly flowing into the economy. In regards to credit sinks, prior to the solo-group nerf, I can't think of anything that would act in such fashion, as I may have spent less than 5k on the Galatic Travel Commision but add over a million in credits to the economy in a single buff session through mission payout.


The CU is also having a significan't effect on pricing, but prices had slowly started to drop as supply and demand moved towards a new equilibrium. As the announcement of the new expansion and the CU release became more solidified, general spending has slowed as most players with a large amount of credits banked wait to see what becomes worthy of investment.





SeCKSEgai of Corbantis
Professional Lady Killer and Dragon Slayer
Crystals and More
3672 -6243 less than 300m Behind the Rebel Outpost on Rori
bluejanus
Tue Apr 05, 2005 7:12 pm
#22

I've seen prices drop or hold even as quality rose over a long period of time. With or without the solo-nerf, there has never been inflation like many of you have stated. Back when everyone ran Kunga missions, I used the money to buy my first set of composite. I think I paid some crazy amount like 400k for a suit with 50% resists and no sockets. These days one can buy a much better suit for 100k (or less) with a 70-80% resists. I have not seen any, ANY change directly attributable to the solo-group nerf.


I dispute that the solo group nerf somehow changed the money making dynamic. The players have always gravitated to whatever means provided them the most credits for a specific effort in a specific time. It used to be Kunga missions maybe about a year ago. Then it became Rancor missions. Then to Janta and other Dantooine tribe missions. And these were all normal groups. The solo-group phenomenon is relatively new in the widespread use that we think of now. People made millions before using whatever means were popular. This has not changed.


I didn't play Diablo2 so didn't have a first hand experience with SoJ. But what I recall from Diablo 1 was that specific items had a specific value in shops. Krayt pearls and attachments have varying prices depending on availability, demand and market saturation. They make a poor SoJ equivalent. The reason why people can spend so much on those items isn't because of inflation or even the easy availability of money, the reason is because of the lack of anything high level to buy. There's only so much you can get in the game, excepting exceptional and legendary items which rarely sell if they're of any use. So when attachments and rare loot come out, people can throw money at it because really what else is there to get? Other than these items, what else can be cited to prove that inflation was rampant during the solo-group era? Most prices that I'm aware of either stayed the same or went down. Products like armor/buffs are unfortunately dependent on scarce resources whose availability has nothing at all to do with inflationary forces.





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)
Backlasher
Tue Apr 05, 2005 8:29 pm
#23

the problem is that there are no npc's to buy from so your forced to buy from even an unfairly priced vendor if you can't find another. for example, i was looking for crafting kits one day and the only ones i could find where -12.xx and selling for 6k on the bazaar. i looked for 2 hours and couldn't find any crafting kits so i was forced to buy those pos ones on the bazaar.


however, i try to set my prices lower than most. one, i get more sales with a medium profit. and two, i want to try and bring down either the price or the pocket book of other vendors in my field. either way i get richer than i am currently and they are slowed down...
EdOWar
Wed Apr 06, 2005 9:31 am
#24






Backlasher wrote:

the problem is that there are no npc's to buy from so your forced to buy from even an unfairly priced vendor if you can't find another. for example, i was looking for crafting kits one day and the only ones i could find where -12.xx and selling for 6k on the bazaar. i looked for 2 hours and couldn't find any crafting kits so i was forced to buy those pos ones on the bazaar.






Why didn't you just spend 100 credits and get novice artisan to make your own crafting kits? Or why didn't you ask around to find a Master Artisan who might make you some crafting kits for less? There are always alternatives, even if they may not be very convenient.


Slim Vargo, Corbantis


Otarr
Wed Apr 06, 2005 9:34 am
#25

Yes, that is why BH looked like such a good points deal for CH. You already have scout points and if you were going to get any novice ranged you got all the BH requirements. Plus you get the mitigation of the other armor. Guess we will wait and see.



Otarr - Drop winning auction or shop a @ Crazy's Ed's Power sales
Corellia@UAT (978 -5559) or Naboo@Amyrlin ( -275 3675)


Joker9125
Wed Apr 06, 2005 9:43 am
#26






Otarr wrote:
I was just thinking what I might take up as a damage profession after the CU........snippit...........





Your making the assumption that CH will not be a class capable of dealing damage post CU. While the CH skill tree is staying relatively untouched creatures however ARE changing. The devs have stated in the docs


"Creature Handlers are the ultimate in combat versatility. While they have no innate combat capabilities of their own they are able to fulfill almost any needed role as long as they have a pet with the necessary abilities."


So you may very well be able to do damage as a CH. Just my 2 cr.



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

"If nothing else, I've got time to explore some of the other games my friends are playing. It could easily be argued that the NGE is the best thing ever to happen to guild wars" - Me

Velitham MCH
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