Doctor Archive
Thread: Economy so out of Whack makes buff pricing arbitrary
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Crazyboarder
Thu Jul 29, 2004 10:12 am
#14
PhiGon wrote:
For doctors that have the patience to gather all of the best resources to make their own buff packs, yes, I can understand 10k seeming low, but for many of us who buy our buff packs, 10k is a very profitable price. Here's my situation:
Each buff pack crate cost roughly 165,000 credits
6 x 165,000 = 990,000 credits
Each buff has 29 uses and there are 10 sets per crate
29 buffs * 10 = 290 buffs
For illustration purposes, a doctor sells all buffs (not giving any away free or using on self)
290 buffs * 10,000 credits per buff = 2,900,000 credits
Cost for buffs minus Total Revenue:
2,900,000 - 990,000 = 1,910,000 credits
Material Cost per buff packs:
3414 credits per buff
Profit Margin for Buffing at 10k credits each:
293%
This doesn't factor in items such as Bivoli or Havla but Bivoli would have to be calculated seperately to determine how many customers you could buff in one filling of Bivoli and that would be amplified by taking Havla.
That was a nice breakdown of the potential profits of a buffing doc
Thanks
Trichome2
Thu Jul 29, 2004 2:00 pm
#15
ok lets get hiss staraight its the doc upping th price on the resouce themselfs trying to compeete with each other!!!
to avoid this the docs COULD form a group and set the price on the meat and then distribute it evenly. Just a crazy idea to stop the docs from doing this to them selfs
Onahj_Zicohr
Thu Jul 29, 2004 2:41 pm
#16
I think we would see pretty much the same correction we saw the last time the buffs were adjusted. The only difference is that initially the price will go down until there is an equilibrium. Other prices will adjust accordingly and only the hardcore will remain doctors.
THIS NEEDS TO HAPPEN IN EVERY area of the economy not just to us Doctors.
HZ
Master Doctor / Novice Pistoleer
Theed, Naboo
Starsider
THIS NEEDS TO HAPPEN IN EVERY area of the economy not just to us Doctors.
HZ
Master Doctor / Novice Pistoleer
Theed, Naboo
Starsider
EdOWar
Thu Jul 29, 2004 5:01 pm
#17
A few months back the Devs did a Friday Feature on the economy. According to them, more money was leaving the game than coming in, after removing credit dupers. This would suggest that the money supply should be shrinking, thus decreasing inflation.
Reducing mission payouts will reduce the amount of money people have to spend, but it will do nothing to decrease demand for scarce goods. The prices for things may come down, but they will still be expensive relative to the amount of money available to buy them. In other words, the prices for most items, especially the best weapons/armor/loot, is a reflection of their scarcity, not the supply of money.
If you can get more than 10K for a set of buffs, economics dictates that you should charge more. Artificially charging less does you no good, nor does it do the economy any good.
Slim Vargo, Corbantis
PurpleWarrior
Thu Jul 29, 2004 5:29 pm
#18
My wife is a Master Doc on Chimaera. She charges 10K a buff and she buys buffpacks.
She recently consideredpaying 30K per pack, 6 packs @ 31 uses each off a new vendor.
Her cost: 6 * 30,000 = 180,000cr
31 uses each costing (186,000/31) = 6,000cr
She would still have made 4,000cr per buff before Bivoli was factored in, but decided against this deal and got some packs that were about 3 points lower in power at 22,000 per pack.
Cosr 6 * 22,000 = 132,000cr
also 31 uses and costing (132,000/31) = 4,258cr
Now her before Bivoli profit is 5,742cr for a buff that is only about 10 points lower. We constantly run into Docs all over Chimaera selling the exact same buffs for 14 or 15K.
Perhaps a proportion of the current Doctors on our server are just in it to make a quick profit? Buffing at Coronet on peak weekend time they would make around 300K/hour - possibly more if they used Havla too...
I have seen many players who are getting strapped for credits (must be terminaly stupid to end up broke in this game imo
) being told to "make a doc - only takes about 2 days and you can buff for 15K. Have a few million in no time, mate!" *grins*
Tholcrist
Thu Jul 29, 2004 7:21 pm
#19
the wya i see it the peak times is probably when teh lowest prices are charged as that is when you'll have the most competition so you need to bring in customers. The most expensive is right after reset where at least on my server docs realy don't exist (one of my reasons for being one) i buff at around 2500 which i think is good but not sure, with buffs getting better do you really expect us all to charge teh same price that used to be charged for a 1.5k-2k increase? that'd mean we are short changing ourselves because when AS got to 80% kin and such did they keep it teh same price as when it was 50? i so don't think so. it's like saying for WS hmm i put krayt in this gun so i will charge teh same for when i didn't as i don't want the economy to go out of wack *rolls eyes* like that'll ever happen
Washell
Thu Jul 29, 2004 7:27 pm
#20
SpunkyKuma wrote:
I'm afraid of what the 1K buff cap will do to us economy wise, initially people will probably say "**edit**, 10K FOR 1K BUFF! NO WAY!" and resource sellers will probably still sell gas for 35-50cpu, avian for 200cpu+ and C4 for 75cpu+. If this happens I'm cutting down to doc 4400 and CM 0404.
Don't forget, the combat revamp will make it harder for us harvesters to get nice stacks of creature resources. I've pointed this out to the Ranger Correspondent and frequently repost it in the ranger forum. Harvesting is already very boring and if it's going to take even longer for the same amount the current cpu prices just won't motivateme anymore. I assume I won't be the only one feeling this way.
I'd really like to be able to get twice the resources in half the time after the revamp. This should lower the cpu a bit. I expect the wear and tear on armor/weapons/pets/etc will be less to since people won't be tanking lvl 70+ creatures solo anymore, thus lowering the amount of kills/hour on a server and splitting the damage of theremaining fightsover a group. Lower demand with same or greater supply would help keep the economy steady since money flowing will be greatly diminishedwithout the dant/dath solo groups.
And I really hope the revamp will end the bufflines and docs will join the groups again like they should in a mmorpg.
Nornerator
Fri Jul 30, 2004 12:36 am
#21
PhiGon wrote:
Material Cost per buff packs:
3414 credits per buff
I wish lol man its about6.5k On Gorath
TommyTsunami
Fri Jul 30, 2004 11:08 am
#22
The problem with economy is every profession is trying to get ahead of the is crazy inflation. It all started on release when the Artisans decided that 3 cpu was the standard for resources because they would sell 1000 units for the 3000 credits on the bazaars when that was the cap. Ofcourse, the Artisans made tons of money, but then they started calculating what is cost to maintain all of there havestors, their houses, their clothing, and whatever else they were spending, they put it into the cost of their products. Then armorsmiths, weaponsmiths, tailors, and other artisans products were really high priced, so the combat professions were left to find any missions that gave the highest payout for the quickest amount of time. Once they found their money maker, they repeat that on days end. But the dumb thing instead of playing game without the uber armor or weapon they paid those prices and the artisans saw that, andraised their prices even more. People will say that it is supply and demand, but there are no other options if you want to fight the higher mobs or even the dungeons that the devs put in, you will always need it to advaned until something is nerfed. So combat missions totally control the combat professions for money because there is no loot in the game to sell back to actually make some cash from, unless you have a second account that is an artisan. Which alot of players have, so they do have the money to burn for 200-400k armor, 10k buffs, 50-150k weapons, sockets, tapes, slices, brandy, and other foods.
That leaves the other professions that are reliant on other players for their income, scrapping to make it. Before the buffs were on for Doctors and Chefs, they struggled to make any money, they were just as poor as the entertainers. Smugglers were they only ones with working buffsand had a decent market, you could get a crate of muon gold for 6-8k. But when Chef's got their food working right, especially Vasarian Brandy , they started charging a fortune for it. I saw brandy ranging from100-500k a pop at first then they started selling them by the crate for those prices. The Chefs were tired of not making any money and soon as they had something that people wanted that went crazy with it.
Then the devs put in the Doctor's buffs which took away business from the chefs, but early on doctor buffs prices were a little out of hand, but have come down a lot since then. So the doctors want to make money too, so they can own houses, speeders, custom clothing, and other goods. They are just keeping up the economy, but ofcourse the chef's and doctor's buffs totally hurt the only money maker for the smugglers which is spices. So they are trying to compensate with their slicing prices which have gone up since then. Then finally Image Designers get the stat retooling and charging the public tons for it even though they don't need to spend for packs or resources, it's just their time. So they are making 100% profit right off the bat.
So you can see once a profession has something to offer in the general public that people need they are going rake the people over. The ecomony needs to be overhauled/revamp just like the combat revamp, nerfing buffs or lower mission payouts won't totally fix it. The money sinks that the devs keep putting only make it worse, those won't work until the economy is fixed.We need npc venders, that will sell low level items and low stat weapons or armor, so people that don't have the money can still get the items that they need if they can't afford the high end stuff. They need loot off of mobs, and every type of mob, not just npc's but also creatures too. Let people get meat or bone or hide when they kill a creature( but ofcourse scouts and rangers can still harvest for better quality and quanity). That would lower the prices for those resources. Also change the problem of percentage of resource pool on how the havestor collects it. The % of the resource should only determine the amount you can get from it, not how fast you can get it. Example if you found a resource at 50% and your friend found the same resource but at 80% and both of you had medium harvestors, it would cost you .6993cpu to break even while your friend's cost would be only .3383cpu to break even. The size harvestor should only determine the rate the resource is extracted, the pool should determine the amount. This fix would help decrease cost of resources and items in game. Resource rarity should still be up to the player for markup, but with resources costing less, it help bring the prices down on markups. The also need npc vendors that buy things other than junk, so if you are a combat person and didn't want to do missions all the time, you just go out and explore and kill whatever is in your way and atleast make ok money while doing it becuase you could sell your looted items to npc vendors or on the bazaars. But would free up the bazaars from items that don't sell very well. This would also help that fact of trying to sell something on the bazaar which is not popular will sit ther for the 6 days and will probably be destroyed because you couldn't sell the damn item. There are more ideas that I have to fix the economy, but we need to band together to get the devs to fix the economy, the only opposition is the Artisans because they are the one with the money, many are millionaires and billionaires, which they like it the way it is now.
just my view of things,
Tommee Tsunami on Wanderhome- Smuggler/Pistoleer
and
Teppo on Gorath - Master Musician/on my way to Doctor
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