Merchant Archive
Thread: Anti-Trust: Why in-game Monopolies are pure fiction.
joined42904 wrote:
Sigrun,
Do it, please.And keep us updated.
We'll see. It's probably more effort than it's worth. It's certainly not worththe effortif the devs continue their streak of 1 really bad decision per week.
I know my limits for dev stupidity. I hit that limit on AC2 in 4 months. SOE is very, very close to that limit right now...
BoberFett wrote:GavvotIf the problem is big crafters buying out the stock of new crafters so that people simply find empty vendors, won't a vendor limit hurt new crafters more? A new crafter has one vendor with 50 items. Unless that newbie charges outrageous prices which drive away customers, I as a monopolist could buy it all up and just destroy it. So it costs me a little money, big deal. It maintains my control.This fix, if intended to break up supposed monopolies, will hurt the little guy just starting as it will the big guys.
You, as a monopolistic can buy them and destroy them.
but you don't make any money in the process so :
- you cannot do that indefinitively
- you cannot hurt more than a limited number of crafter.
Basically, you annoy a few people, but you don't control the market and force a big number of player to buy at your price.
You're not a good monopolistic.
This group of people have unlimited money. Flaw #1 - nobody has unlimited money.
A single individual will need some time to achieve this, but a group with a good starting money can have virtually unlimited money.
That's easy in a game where money is generated on demand.
The number of people that can achieve this on each server is limited, but do exist.
All they have to do is go to food shop and buy every single vasarian brandy. Flaw #2 so they can't do this for very long. Flaw #3 - they can't *find* all of them.
#2 As long as they have money, they can.
And as they sell the brandy, they do make money.
#3 They don't need to find *all* of them. They just need to find a vast majority, focusing on the one that are on planetary map they can control a very big market as most of the people when looking for something go on planetary map first.
... so we're nerfing vendors because we don't think the market-driven economy that exists in SW:G can self-correct out any potential monopoly? IOW, fixing a problem that doesn't exist yet? That's retarded.
Well the current state of the economy show that the market cannot self-control.
Money generated by mission don't increase, but price of buff, food and armor don't stop to increase.
And I think they don't nerf vendor for such specific problem.
I think they nerf vendor to spread business on more crafters.
For the moment, a very small number of crafter deal a vast majority of the business in some market. And they don't like it.
The big number of complain from this change already showed that most if not all the merchant don't like to have empty vendor, so if someone always buy all their brandy, they'll just quit. Flaw #5 - no, we don't like the elimination of one of the tools we use to satisfy our customers.
What I say, what you say, any relation ?
Back to Flaw #1 - they do NOT have unlimited money.
see above.
Thanks for playing. Please come back when you understand what Logic is.
Whatever.
You wanna flame, go ahead. Like I care.
How does this stop people from mining power themselves if they don't want to do business with you? For you to have a monopoly on power, you'd have to have the ability to control the harvest of it.
DingoBoi wrote:
I single handedly doubled the price of power on my server. Most other power merchants followed suit and the ones who didn't were bought out by me regularly. Those 'cheap' sellers are no longer in business.
I have the resources and capital to buy out every other power vendor on Eclipse if I choose to.. and to continue to do so for several months which would then transition me from oligopoly to monopoly. Nobody goes back to empty vendors..
Any first day artisan with a survey tool and half an hour of free time can pull up the same power that any "monopolist" can. Any established crafter can raid his couch cushions, pick up some heavy fusions and dump them on a spawn, and likely pull up enough to keep them going for months before it shifts off.
Very, very poor comparison
Very poor comparison indeed... that being yours. A first day artisan can pull up rad, and even with a few harvesters will not be able to match the availability of stock i can. a new entrant will not be able to keep their vendor stocked. Any impact this person would have is negligible. I wouldn't even consider buying them out because the volume of stock I could purchase from them is so minimal.
BoberFett wrote:With shuttle times down to 5 minutes, you can run crafting missions between Bestine and Anchorhead for between 15-30K an hour. A few hours of that can get you enough to buy you at least a used BER12 fusion gen and the cash to run it. Use the leased speeder to find a decent concentration of radioactive. Do this for the next 9 days. Within a week you'll be pulling 100K in profit per day. Use that money to buy additional generators and make deals with other players for static lots. Just hang out in Mos Eisley and find new players who want to make money for doing nothing.I may take down DingoBoi and his ego just for my amusement.
I started my crafter, who is now a master architect with a decent shop, just after they added the new player quests. What I did for cash after I finished the quests was I used my rental bike that i got for a reward for finishing the quests to do survey missions. With that cash I bought myself my own bike in only about an hour to run more missions. Then I did some more missions and bought some grind resources off the bazaar, and grinded up to make my own wind and personal mineral harvestors, which between running missions to get resoruces then grinding took me about to the second day. After surveying for experience and such, and more grinding, I got lucky and found soem really nice polysteel copper with 975 conductivity, which i used to make 97.52% repair tools and 14.25 tools which i sold on the bazaar. The third day I had enough credits to buy a medium harvestor, which i plopped down to get more of this copper, and then a second that day. The fourth day I got another medium and placed that, so i had 3 mediums, 2 personals on that copper spawn, and 2 wind gens, and I was still getting credits to run everything from selling tools i made with the copper. The next few days I ended up harvesting 180k of this copper and for the next cople weeks I funded grinding the rest of artisan and started architect from the 50-100k I was making a day from just selling tools on the bazaar that I made with that copper.
Yeah I got lucky finding that polysteel copper, but this is one of just many ways a new crafter can succeed like I did. I found that I could make really good tools with that copper I found and harvested and I took advantage of that by selling 14.25 tools for 3k and 97.52 repair tools for 2.5k on the bazaar. I worked hard at starting out, and making all of those tools by hand. I spammed in coronet to sell those tools as well as the bazaar, and was making about 50 tools a day to keep up with what I was selling. With a little luck and some hard work I started off well and succeeded, and ended up mastering architect from it, and there's no reason why any other new crafter can't commit and succeed just the same.
You are correct, I do employ quite a number of individuals to harvest power for me, but I sell it all myself. Yes, power was effectively selling at .75 previous to the mineral harvester buff. Due to the increased earnings of mineral harvesters, epc increased power prices, otherwise we would have just switched to minerals ourselves.
Yes, buying power from 'competitors' does give them the capital to reinvest and build up their company, but this is an online game and as such, players are transient. They come and they go, they look for a quick buck. Only a dedicated long term player would be of any concern to me. I'll be here for years. Most people are only here for months. Plus after I destroy a persons clientele, it's very hard for them to regain it.
There is no ability for anyone to have a monopoly on anything in SWG. It simply does not exist. People may try to stroke their own egos by convincing themselves that they had a genuine monoply on some commodity, or even an effective monopoly, but the fact is that there is nothing at all preventing anyone from entering markets, established or not.
Oh how wrong you are. To have a monopoly does not mean having to have total control over a market or production. Anyone can enter the market and I can smack them down easily if I choose to. But the fact of the matter is, a newb entering the business likely cannot produce enough volume of product to even cause concern, much less my interest in buying them out.
So this new spawn hits, and right off the bat a couple of armorsmiths are paying 120-150cpu for the stuff. To someone outside of the scout / armorsmith community, it would appear that those two guys "monopolised" the spawn. What really happened was that those two guys got their fill within a day or two, and you now had rangers sending tells to just about every armorsmith on the server looking to unload the stuff. I bought 200K at 70-80cpu before I stopped accepting offers.
Bottom line, everyone who was remotely funded got all the hide they wanted. Again, if you weren't on the inside of that what it would have looked like to you was that those two guys with the original high offer were getting everything.
Monopolies can't exist in SWG.
Stryker, a weaponsmith on our server, was able to dominate the resource market by offering more cpu than any other weaponsmith could. All the miners sold to him because he paid the most and could offer unlimited contracts. I really need to laugh at you buying 200k of resource there, because that is just a tiny amount compared to what the big boys buy. When you get out of preschool, you might aspire to being a major player.
Monopolies can and do exist.
Gavvot wrote:
BoberFett wrote:
Gavvot
If the problem is big crafters buying out the stock of new crafters so that people simply find empty vendors, won't a vendor limit hurt new crafters more? A new crafter has one vendor with 50 items. Unless that newbie charges outrageous prices which drive away customers, I as a monopolist could buy it all up and just destroy it. So it costs me a little money, big deal. It maintains my control.
This fix, if intended to break up supposed monopolies, will hurt the little guy just starting as it will the big guys.
You, as a monopolistic can buy them and destroy them.
but you don't make any money in the process so :
- you cannot do that indefinitively
- you cannot hurt more than a limited number of crafter.
Basically, you annoy a few people, but you don't control the market and force a big number of player to buy at your price.
You're not a good monopolistic.
Wanna bet? I could buy out numerous small WS out of their tiny vendors worth of weapons for a LOOONG time.
Besides, now you're trying to define which monopoly practices make one a good monopoly? Give me a break. Either you drive others out of business or you don't.
Please explain to me, in very specific terms, how any one or any group has any power to control any portion of the market in SWG. Not implied control, specific control, as in a direct ability to control pricing, demandm and availability in any market.
I single-handedly caused the prices of power to double overnight on my server. Almost ever single other power broker followed suit by raising at comparable rates to the rates they were charging. The others went out of business. Is this a clear enough example since it is something that actually happened?
DingoBoi wrote:
I single-handedly caused the prices of power to double overnight on my server. Almost ever single other power broker followed suit by raising at comparable rates to the rates they were charging. The others went out of business. Is this a clear enough example since it is something that actually happened?
BoberFett wrote:
Gavvot wrote:
BoberFett wrote:GavvotIf the problem is big crafters buying out the stock of new crafters so that people simply find empty vendors, won't a vendor limit hurt new crafters more? A new crafter has one vendor with 50 items. Unless that newbie charges outrageous prices which drive away customers, I as a monopolist could buy it all up and just destroy it. So it costs me a little money, big deal. It maintains my control.This fix, if intended to break up supposed monopolies, will hurt the little guy just starting as it will the big guys.
You, as a monopolistic can buy them and destroy them.
but you don't make any money in the process so :
- you cannot do that indefinitively
- you cannot hurt more than a limited number of crafter.
Basically, you annoy a few people, but you don't control the market and force a big number of player to buy at your price.
You're not a good monopolistic.Wanna bet? I could buy out numerous small WS out of their tiny vendors worth of weapons for a LOOONG time.
Besides, now you're trying to define which monopoly practices make one a good monopoly? Give me a break. Either you drive others out of business or you don't.
Exactly.
You could annoy alot of very small WS.
Nothing that can give you power over the market.
You don't achieve monopoly by destroying small business, or really alot of them.
But even if you manage to destroy all the small WS.
You won't be able to do anything against the big one.
because you destroyed your own money.
You actually gave them monopoly.
And don't have the resource to fight them anymore.
I think we don't talk about the same scale.
BoberFett wrote:
DingoBoi wrote:
I single-handedly caused the prices of power to double overnight on my server. Almost ever single other power broker followed suit by raising at comparable rates to the rates they were charging. The others went out of business. Is this a clear enough example since it is something that actually happened?
I think you're too full of yourself. If the others matched your price, it's only because they were undercharging compared to what the market would bear. They saw people willing to buy from you at 1.5, and saw a profit opportunity.
And why did some people go out of business? I thought you were buying all of their power? If you were buying all of their power, then they should be able to stay in business indefinitely.
I might have a character on Eclipse already for a lot trade. I really hope not, I'd love to prove you wrong.