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Thread: 10000 credits, we could nearly get our own ship for that much!
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LamirVargas
Sun Oct 10, 2004 10:58 am
#1
Before anyone griefs me, no I am not a Beta tester, thus I am not breaking any NDA.
This is basically a post to state something some of us have known for a bit, that as regards economy, questions need to be answered.
I am fully aware of resource cost, being that I have a Master Architect character, so the question has to be asked, how come most servers that I know of it costs more than 10k for a speeder and yet here we have young Luke Skywalker advising us that for just a bit over 10k we could get a ship that 2 people could travel in?
I know "This isn't the movie, it's a game" reply, so don't even bother with that, I would like to point out that am referring more to someone just wanting a ship, without super souped up defences or weaponry (I know that to start with the main emphasis of JtL is 'ship battles') I also know that it is mainly the Devs fault for making it that cash is easy to get for the majority of people.
But it just amazes me the lengths some people goto when it comes to selling items.
I mean, the other day I was looking in a shop with my Rebel character and saw the 'Endor Helmet' which I had one of ages ago but sold it because I was sick of the attention it seemed to bring to me (from Imperials who obviously realised because I had the helmet I was a Rebel... besides also the fact my dot on their radar was obviously showing that too even when covert), but lately, I've been wanting to have one again and so I asked the shop owner how much they were selling them for (as they had a few), the reply was 2 million credits... 
For a Helmet, that doesn't even have any bonuses or anything... other than it being an old quest reward that couldn't be got... fair dues for that last comment, I guess something like that IRL would be worth something, but NOT 2 million.
Now whilst I said earlier that for majority of people it is easy to get credits, for some it isn't soo easy... I mean, a house should cost more than a helmet!
What am saying is, that I hope a lot of Shipwrights have sense to not just look at those wanting the absolute souped up ships, but for those just wanting a means of transportation that is a little bit better than the junk they start off with (seeing as any pilot gets a starter ship).
I myself am going to be switching my Architect character to Shipwright (and maybe keeping the furniture tree of Arch if possible) and will be looking out for each and anyone, not just the rich people.
Lamir Vagas - Gorath Server, Rebel Rifleman/Ranger
Oman Turner - Chimaera Server, Imperial Architect
Feudo Howesti - Chilastra Server, Neutral Swordsman/Medic
Galak_Dessan
Sun Oct 10, 2004 11:04 am
#2
It's the way the ecenomy runs. Ever since the first few months of the game, people have foun tons and tons of exploits to mkae easy money. The crafters know this, so they charge insainly huge amounts of credits for the more rare (and not so rare) items.
If the devs would have found this out earlier and wiped the ecenomy system, we wouldn't be having this issue today.
Ihareo
Sun Oct 10, 2004 11:09 am
#3
The reason is that in Star Wars, there are over millions planets to mine from, not to mention ateroid belts and meteors. There is also salvage and new mines being opened all the time, so resourses are fairly cheap and easy to come by. It's MAN POWER that's expensive.
In SWG we have 9 planets from which to gain resourses, and those resourses are running out. You may remember in the beginning, right in the instruction book it states that there is a FINITE amount of resourses on each planet, and once those resourses are gone, they are gone. So resourses are getting more and more expensive, ESPECIALLY quality resourses. So the resourses are costing more and more, therefore the products are costing more and more.
We need to be able to buy average quaitly resourses from NPCs to balance it out.
In SWG we have 9 planets from which to gain resourses, and those resourses are running out. You may remember in the beginning, right in the instruction book it states that there is a FINITE amount of resourses on each planet, and once those resourses are gone, they are gone. So resourses are getting more and more expensive, ESPECIALLY quality resourses. So the resourses are costing more and more, therefore the products are costing more and more.
We need to be able to buy average quaitly resourses from NPCs to balance it out.
theyoungballa
Sun Oct 10, 2004 11:36 am
#4
Ihareo wrote:
The reason is that in Star Wars, there are over millions planets to mine from, not to mention ateroid belts and meteors. There is also salvage and new mines being opened all the time, so resourses are fairly cheap and easy to come by. It's MAN POWER that's expensive.
In SWG we have 9 planets from which to gain resourses, and those resourses are running out. You may remember in the beginning, right in the instruction book it states that there is a FINITE amount of resourses on each planet, and once those resourses are gone, they are gone. So resourses are getting more and more expensive, ESPECIALLY quality resourses. So the resourses are costing more and more, therefore the products are costing more and more.
We need to be able to buy average quaitly resourses from NPCs to balance it out.
There is not really a FINITE amount of resources....once they are mined they are gone but....they keep respawning in SWG, so basically they are infinite....
Ihareo
Sun Oct 10, 2004 11:51 am
#5
theyoungballa wrote:
Ihareo wrote:
The reason is that in Star Wars, there are over millions planets to mine from, not to mention ateroid belts and meteors. There is also salvage and new mines being opened all the time, so resourses are fairly cheap and easy to come by. It's MAN POWER that's expensive.
In SWG we have 9 planets from which to gain resourses, and those resourses are running out. You may remember in the beginning, right in the instruction book it states that there is a FINITE amount of resourses on each planet, and once those resourses are gone, they are gone. So resourses are getting more and more expensive, ESPECIALLY quality resourses. So the resourses are costing more and more, therefore the products are costing more and more.
We need to be able to buy average quaitly resourses from NPCs to balance it out.
There is not really a FINITE amount of resources....once they are mined they are gone but....they keep respawning in SWG, so basically they are infinite....
There are new resourse spawns, but haven't you noticed the quality of the resourses going down in the past few months?
It stated plain as day in the Instruction book that came with the game that once a planet is mined out, it will provide no more resourses.
The resourses that spawn aren't randomly generated, they're generated from a decending table based on how much of a resourse has already been mined.
ven if I am wrong about the resourses being ultimately finite, you can't deny that resourse quality has dropped dramatically.
Either way, that's why things are costing so much, coupled with no signifigant way for credits to leave circulation, credits just shuffle around players while the overall amount of credits just grows and grows.
SWG is a bubblegum economy, and it's gonna pop soon.
Kivan28
Sun Oct 10, 2004 11:54 am
#6
Real people cant stay awake 24/7, real people dont die and clone, and carry on doing missions for money.. this is a GAME 
XStarbracer
Sun Oct 10, 2004 11:55 am
#7
Most merchants are just plain greedy, especially on loot items. They want to rip customers off for as much money as they can get, its really sad, thats the problem with a player economy,Rampart Greed.
Ihareo
Sun Oct 10, 2004 1:01 pm
#8
"Do you honestly think the Devs are stupid enough to program a self-destructive economy? One that, over time, slowly eats away it's resources into pure junk? I don't think so."
*gives you a crooked eyebrow look, long enough for you to think about that statement*
Even if you're righ about that, as I said, my point is still a valid one.
*gives you a crooked eyebrow look, long enough for you to think about that statement*
Even if you're righ about that, as I said, my point is still a valid one.
Galak_Dessan
Sun Oct 10, 2004 1:55 pm
#9
So if we calculate this out, in the first few months of the game the resource quality would all start out at 999, then slowly degrade overtime. Since most recources are currently at around 600-800 quality (at least on the 8 servers I play) within the first year, this means that within 3 years of this games opening, all of the resources will have a quality of 100-300?
This really makes no sense to me. Why would the developers of this game make resources slowly degrade over time, yet make new enemies harder and harder to kill? Super Battle Droids should be fought will high grade armor, high grade weapons and high grade food. If you theory is correct, then in a few years it would take a group of 50 people with low grade armor, weapons and foods to kill one Super battle Droid.
Where did you come up with hypothesis anyway? Was this part of a developers post, or just speculation?
Iwoow
Sun Oct 10, 2004 2:38 pm
#10
for a few months now ive thought that Devs should take ANY number that HAS TO DO with credits and divide it by 10 or 100
that includes your inventory,bank,mait,vendors, ticket prices. loots, missions, and so fourth. That would add more of a "star Warsy feel and it wouldnt actually affect the economy.
tIme2DiE
Sun Oct 10, 2004 8:01 pm
#11
Iwoow wrote:for a few months now ive thought that Devs should take ANY number that HAS TO DO with credits and divide it by 10 or 100that includes your inventory,bank,mait,vendors, ticket prices. loots, missions, and so fourth. That would add more of a "star Warsy feel and it wouldnt actually affect the economy.
I have thought of that too, however, it will never happen.
I really think it would be cool to go do a mission and recieve only a 100th of the credits.
BACK TO ORIGIANL TOPIC: I believe when the game was first deigned by the developers, they did not intend for the style of play to turn out as it has. I remember having to group with several others the first month of play and going to dath, running 11k missions. This was before buffs, 80% kinetic composite, uber weapons, vehicles etc. During this period, ten thousand was a lot of money. Unfortunatly though, they did not forsee how easy the game would be in the future.
During the first six months, pets were the major source of income. Many would adventure with 3 faction pets and have a fourth creature pet by their side. The devs soon nerfed pets, but the plays are too smart. Buffs and armor arose. Welcome the world of huge HAM, 100% composite, and 100cpu dantooine animal bone. Armor was nerfed months ago, limiting it to 80% resist. I think that buffs will, too, be nerfed. After that, the players will find some other way to generate easy cash.
Polarbear868
Sun Oct 10, 2004 8:17 pm
#12
I blame the quest to become a jedi. Holocron grinding taught us to take on uber enemies with low skill using buffs. Then we gain money from missions we took while grinding, and selling the rare loot. Eventually everyone was rich, doctors were making money buffing, combat people were getting rich doing missions which they orginally set out to do for xp, crafters were making money selling uber armor/weapons for leveling and pvp. The entire holocron-based system of unlocking jedi screwed up the game.
Crystalis_Jedi
Mon Oct 11, 2004 12:26 am
#13
Ihareo wrote:
theyoungballa wrote:
Ihareo wrote:
The reason is that in Star Wars, there are over millions planets to mine from, not to mention ateroid belts and meteors. There is also salvage and new mines being opened all the time, so resourses are fairly cheap and easy to come by. It's MAN POWER that's expensive.
In SWG we have 9 planets from which to gain resourses, and those resourses are running out. You may remember in the beginning, right in the instruction book it states that there is a FINITE amount of resourses on each planet, and once those resourses are gone, they are gone. So resourses are getting more and more expensive, ESPECIALLY quality resourses. So the resourses are costing more and more, therefore the products are costing more and more.
We need to be able to buy average quaitly resourses from NPCs to balance it out.
There is not really a FINITE amount of resources....once they are mined they are gone but....they keep respawning in SWG, so basically they are infinite....
There are new resourse spawns, but haven't you noticed the quality of the resourses going down in the past few months?
It stated plain as day in the Instruction book that came with the game that once a planet is mined out, it will provide no more resourses.
The resourses that spawn aren't randomly generated, they're generated from a decending table based on how much of a resourse has already been mined.
ven if I am wrong about the resourses being ultimately finite, you can't deny that resourse quality has dropped dramatically.
Either way, that's why things are costing so much, coupled with no signifigant way for credits to leave circulation, credits just shuffle around players while the overall amount of credits just grows and grows.
SWG is a bubblegum economy, and it's gonna pop soon.
Now, this statement will probably be met by flames, buuut.....
Do you honestly think the Devs are stupid enough to program a self-destructive economy? One that, over time, slowly eats away it's resources into pure junk? I don't think so.
The resource system was made to generate itself. Meaning, when new resources spawn, there are randomized in stats and assigned a random, pieced-together name. There are certain resources out there that are planet specific, and can be repeated, but these resources are usually mid-grade. The true random resources, especially the ones that can end up with insanely high stats, are the ones that are generated, mined, then disappear for good.
As of now, the "trend" of lower stat resources might be just for your server. Even if all the servers were experiencing this, it would be due to some random odds, and they will all eventually recover.
I know this, because there was a dev thread back in the beta days that explained how the resource system on the planets worked. When you take a step back and look at it, it's probably the most complicated system in SWG.
Do you honestly think the Devs are stupid enough to program a self-destructive economy? One that, over time, slowly eats away it's resources into pure junk? I don't think so.
The resource system was made to generate itself. Meaning, when new resources spawn, there are randomized in stats and assigned a random, pieced-together name. There are certain resources out there that are planet specific, and can be repeated, but these resources are usually mid-grade. The true random resources, especially the ones that can end up with insanely high stats, are the ones that are generated, mined, then disappear for good.
As of now, the "trend" of lower stat resources might be just for your server. Even if all the servers were experiencing this, it would be due to some random odds, and they will all eventually recover.
I know this, because there was a dev thread back in the beta days that explained how the resource system on the planets worked. When you take a step back and look at it, it's probably the most complicated system in SWG.
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