Merchant Archive

Thread: The REAL reason for vendor fees

SunLao
Wed Aug 27, 2003 7:20 am
#14

Oops, forgot the <sarcasm on> and <sarcasm off> tags.


I agree with you Sue, the economy is way too inflated. However, that is the fault of the mission exploits that were allowed early on. When the money supply is so great, obviously you'll have an incredible expansionary period. This is not the fault of the merchants, however, so if someone's reading these, take a lesson from real-world economics. Reduce the money supply. Controlling where money leaves the system is bound to ruin a lot of people. You have options to control where money enters the system also. USe them wisely as the Federal Reserve Board does here in the United States.


(Geez, and to think 2 days ago I said I'd stop posting the economics of this and wait to see what happens.)




"Wait for the Combat Balance."- random red name since Nov. 2003
Diogenes Noslen - The Meatshield Mayor!
- Shooting pistols in SWG since June 26 27, 2003 -

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Ewach
Wed Aug 27, 2003 7:45 am
#15

If this proposal is, as many have proposed and CSR's have alluded to, a way to fix database problems, it will fail.The collective user base is very creative - it's didn't take long for us to figure out that stockrooms could be used as psuedo storage area - we will find ways to get aroundtheir unreasonable penalties on crafters.


The Dev's shoudl not implement value based NPC vendor fees -they will be sorely disappointed.


I for one will do the following:


My vendor will become an "Options to Buy" vending machine.


I will create hundreds of Carbosyrup's - after all each one is cheap, only costs 6 flora food to make and quality does not matter.


They will be created with different names:


"Option to buy Large House for 150K"


"Option to buy Crate of Powerups for 4K"


etc.


I will sell these "options" on my vendor for 1 credit each.


Let me see - what would my daily maintenance be on 200-300 of these? Total value of 300 credits? Not much!


Themoney sink scheme will fail but I will have 4-5 times MORE items on my vendor andthedatabase will explode as this technique catches on.


Please do not "nerf" us - we will hit back.




SWG Lexicon: "Every Player" Means "Except Crafters"



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grapper
Wed Aug 27, 2003 9:47 am
#16


I think it will fix their database problem, I can almost hear the CANCEL ACCOUNT button clicks now.


anyone know some good MUDs out there currently?


Kisedd
Wed Aug 27, 2003 9:53 am
#17

If they have a database problem then limit what vendors can sell. What is the use of having hiring anyway if all the vendors are the same. higher end models shoud hold more goods.


They do have too many credits about, but its not evenly divided. You have some massively rich combat types and a few rich crafters. There are alot of crafters who aren't set up and sell at very low costs because its hard to sell their items.


Anyway the devs said its going in so its going in. I dont' think they care if everyone gets rid of their vendors and just hawks in town.

GraySeven
Wed Aug 27, 2003 1:48 pm
#18

Yes, there is too much money.


DEV"S KEEP YOUR HANDS OUT OF OUR ECONOMY!


Until every profession is fixed and working 100% you can not hope to fix the economy.


Instead of screwing around with something you'll just have to "re-fix" at a later date, how about just letting the economy go for a few months and see how it settles out. The cat is already out of the bag, those who took advantage of bugs and exploits to gain massive amounts of credits should not be rewarded by making everyone else unable to compete with their buying power. As it is now, I can't buy certain skill power-ups because when I offer 10k, someone else comes along and offers 100k. I can't powergame, so I will never see that kind of cash.


Let us try to fix OUR economy before you guys start nerfing it to Hell.




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&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

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