Merchant Archive

Thread: Monopolies Can and Have existed ... a Case study.

Hero_DarkJedi
Wed Aug 11, 2004 4:08 pm
#14






GenChaos wrote:

You know, in the end there aren't that many resources you need to chase to be a good weaponsmith. I and a couple friends can easily supply myself with all the WS resources I need to last for a very long time. There is really no need for any guilded WS to require the assistance of any outside miners. All this proves is that no one on your server had the ability or motivation to compete against this guy.





Are you a weaponsmith?


Better question ... are you a "good" weaponsmith?


I do Ranged and Melee and I beleive I have/track about 48 different resources so I make "best of server" weapons ... you may not think 48 resources are that much, but I am unaware of any profession that tracks more then this.









'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
Hero_DarkJedi
Wed Aug 11, 2004 4:15 pm
#15






Ciirybeccaskyr wrote:

i can get 3mil of a spawn before i even have to think about contracting out aside form the one guy i work with on a regular basis. do you nkow how many guns 3mil of any of the resources will make? alot more then even a monoply would sell in 6 months on most servers. heck i made my first fortune on a stack of 40k of ilronium gas







Ok ... let's go with that number ... and remember ... the whole issue is about "new" crafters breaking into the market.


10 Lots ...


Gotta have a house ... 2 lots ... that leaves 8 ...


Gotta have 2 factories ... 2 more lots (arch = 4) ...6 left.


6Lots ... BER13 on a 75% brings in about 14k per day per harvie... 84k per day ... spawns last max of 7 days (except weird stuff like radioactive) ... that's about 600k ...IFall6 are on that one resource.


Reality? To a new smith, they don't have BER13's ...and they can't have all 6 on 1 resource ... more like 2-3 on hot ones and 1-2 on the rest.


But you have hitupon another factor that makes monopoliespossible ... BER13's.


You sir? 3million? Your using lot swaps to help run your business ... not something a "new crafter"that bought the game 30 daysor yesterday should have to do tobe able to break into the market.


You have basically helped re-enforce the argument about why game systems that "promote" monopoly powers arebad ...it's not just the power itself ... it's the game tatics you have to use to compete in that environment :-)





'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
Hero_DarkJedi
Wed Aug 11, 2004 4:29 pm
#16






Kershakk wrote:

Firstly, I'd be hesistant to accept those 'reported figures'. 400 million credits a day average would mean he's either charging insanely high CPU or he's got about100 factories running every day. For me to pull off that kind of turnover I'd need to sell 8,000 units of my most expensive gun (the T21). However you stated he drove prices down, so we're looking at a volume of tens of thousands, and honestly I doubt that. If, as a followup poster stated his exploitation of serialess krayt tissues is the foundation of his wealth, then this sales figure has no relevance to a monopoly - and in fact weakens this argument as the only way to flex this monetary might was by cheating and his monopoly on exploitation is something he can keep.







You can be "hesitant" all you want ... but disprove my point granting me the benefit of the doubt.


First all ... a chunk of his business was high end krayts ... but an example of how fast his stuff would move ... a factory run of t21's would be gone sometimes in 4-8 hours.


So ... next time don't predicate your arguments on "disbelief" ... it's a bad policy ... especially with a player that carries a "master weaponsmith" tag for 8/19 of LAST YEAR".






Second, you speak as if 'strip miners' are a fixed quantity and the weaponsmith's only way to grab resources. Unless the strip miners had harvester fields that cover every inch of every planet and this Stryker guy had them all in his pocket?







If you were a strip miner ... that could drop 20-40 BER13's and be guaranteed 4cpu and sometimes 5cpu and 6cpu would you go mine something else?


No ... you would not ... it's not about "pocket" ... it's about basic supply and demand ... he provided the demand and supplied the credits the miners wanted. You didn't have to be big or small with his "unlimted" contracts ... you just dropped off and he bought. Money sink sort of thing you know.






Thirdly, if one weaponsmith was starting to play dirty, the other weaponsmiths can pool together to level the field. I sure as heck know if some stunt like that was going to be pulled I know a dozen weaponsmiths, all successful businesspeople, I could pull together and set up a direct competitor. These weaponsmiths would also have their own guildmates, multiple accounts, resource gathers they could call upon.







That's nice theory ... but there are3 problems.


A) This is not theory ... this is an actual case study ... and as I alluded before, don't predicate arguments on disbelief.

B) That is not what happened.

C) Without strip miners, or lots of lot trades, you can't keep up with resources.


And ... you have mentioned a "huge" effort to combat this weaponsmith. You are assuming that folks did not like him and there were going to try to take him down?


Bad assumption ... he was well liked, except by the weaponsmiths he put out of business of their friends. I was small potatoes smith then, and he would sell me small quantities of resources that I needed. Nice guy. Folks were not "out to get him" as your point here would basically require.


Also, you can't use arguments about second and third accounts ... and even lot swapping in this debate. That just proves the system is broken and re-enforces my point.







I'll grant you that monopolies can exist - but only if other people let it exist. I do not believe there is such a thing as an unbreakable monopoly in this game. This monopoly relied on wealth garnered from cheating (allegedly). And this is the one instance whichpossiblyrelied on exploitation thatyou're choosing to attempt to justify the screwing over of hundreds of honest, hard working crafters? Where's the logic to that?







Never talked about "unbreakable" ... remember .. this is a game ... and the Dev's issue about breaking monopolies is the plain simple fact:


Systems that promote monopolies promote a style of game play that new crafters should not have to embraces to have fun playing a crafter.


They never said it that way ... but that is what it boils down to.







The only true barrier to entry is crafter commitment. Resources can be gotten, skill tapes can be bought. Question is - how many people want to do that? Time and time again as I slave away on my business (and not to cackle about monopolising the economy but because I take pride in my busines reputation of having top notch stuff available at all times) my friends ask me what I'm doing .... of course, what do you think I'm doing? Got a backlog of custom orders. Need to do a run of Imperial Detonators. Need to find a density for that new Polonium. They tell me they could never, ever put that kind of commitment in.







True barriers? This is about how it should be ... not reality.


The biggest barriers are those errected because of this system that promotes monopolies and everything within it. I personally believe that BER13's are one of the biggest factors toward promoting crafter monopolies.


You are doing custom orders ... and that is what a lot of new smiths "have" to do in order to break in ... but why?


Why can't the new smiths make normal weapons in normal factories and sell them in a normal vendor?


That is the point :-)







I do. I am. And I would still. And so do other successful crafters. That is what seperates us from the new crafters who want to break in instantly and coin their own currency, and wonder why they aren't rolling in cash the moment they hit Master. It took me 5-6 months to start operating in the black, solely off my sales, and not once did I whine or complain about being shut out. And I came into it later than others, being in Australia, I had to wait a few weeks before getting my copy, so I was already behind the ball on resources. Heck, the best Ostrine ever to spawn I missed somply because it was before I had the capacity to gather it.






I still have Ostrine carb ore that spawned about 1 year ago ... just after I was able to acquire 10 heavies ... back then, no lot swaps ... but I was able to get all 10 down.


Anways ... 400 mil credits is what this person brought in, on average every day ... and his best day was over 600mil ... and my post was about the fact that monopolies can and do exist.


The rest? It's extremely easy to make a case they are bad for the economy ... soooooo very easy. It's harder to make a case that they don't hurt.






'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
Hero_DarkJedi
Wed Aug 11, 2004 4:35 pm
#17






DirthNader wrote:

So how is this a monopoly.





I am sorry ... if you don't know what or how to define a monopoly you may wish to stay out of this thread.


Short story? Monopoloies are generally classified where 1entitity or 1 group of entities control over 60% of a market place. Styker hadwell over 60% of the miners ... had well over 60% of the "loot farmers" ... and had over 60% of theloot weapons market ...and I believe had over 60% of the overal weapons market.


Monopoly powers can be evidenced in the fact he was able tolower the prices of weapons accross the entire server. Lower, not raise ...LaserRifles were 20k before he started his downwardplunge and ended up about 9k.






Were the competing weaponsmiths themselves unable to mine resources? Did this "Stryker" chracter find a way to magically disable their lots? To prevent Nightsisters from dropping experimentation tapes? To somehow divert all weapon crafting xp earned by any player to his own character.





Did you not read my post? I gave you an example of this.


You obviously are shooting in the wind here ... come back with a solid argument that is relevent to the issues and I will be more then happy to show you were you have errered in judgement. (pifft, tapes??)






There is no monopoly. The means to a monopoly do not exist in SWG. Sure, someone can act as an impediment to a new player's goals, but no one can actually prevent said player from reaching them.





You don't even know what a monopoly was ...you can'tdiscard something you know nothing about. Sitdown ...






This "arguements", if you even give them enough credit to call them that, are already growing stale.





At least my arguments are based on knowledge, rational thinking, experience and a true case study.


I don't think you would know a monopoly if it was sitting in your living room.






'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
EnigmaBSc
Wed Aug 11, 2004 4:44 pm
#18


Hero_DarkJedi wrote:

Ok ... let's go with that number ... and remember ... the whole issue is about "new" crafters breaking into the market.

10 Lots ...

Gotta have a house ... 2 lots ... that leaves 8 ...

Gotta have 2 factories ... 2 more lots (arch = 4) ... 6 left.

6 Lots ... BER13 on a 75% brings in about 14k per day per harvie ... 84k per day ... spawns last max of 7 days (except weird stuff like radioactive) ... that's about 600k ... IF all 6 are on that one resource.

Reality? To a new smith, they don't have BER13's ... and they can't have all 6 on 1 resource ... more like 2-3 on hot ones and 1-2 on the rest.

But you have hit upon another factor that makes monopolies possible ... BER13's.

You sir? 3million? Your using lot swaps to help run your business ... not something a "new crafter" that bought the game 30 days or yesterday should have to do to be able to break into the market.

You have basically helped re-enforce the argument about why game systems that "promote" monopoly powers are bad ... it's not just the power itself ... it's the game tatics you have to use to compete in that environment :-)






Regardless of what I think about your argument (and I think you're half-right, it is possible for large crafters to make it very difficult and unrewarding for new crafters to make it into the market, but not impossible) your numbers are a little off.

You do not need to have a house. I have operated for six months as a crafter without a house. I have occasionally borrowed small amounts of storage from others, but if I wasn't an Architect, a Droid Engineer and a Master Artisan I could have avoided that.

You do not need two factories. You can make do with one while you are a new crafter. Once you've hit the volume of sales that mean you need a second factory then you are obviously doing OK and the argument about a monopoly is moot.

Spawns last a minimum of seven days and a maximum of ten. Radioactive is no exception (although the organic resources are).

EnigmaBSc
Darknauv
Wed Aug 11, 2004 4:59 pm
#19

If a WS drastically lowers his prices to run other out of business here is how to use that against him.


1. Buy as many of his weapons as you can at the low price


2. When he raises prices again sell them at the same or little bit lower and make a profit off his scheme.



----------------------------------------------------------------------------------------------------------------------------------------------------------

On a quest to be the best Rebel pilot ever!
Hero_DarkJedi
Wed Aug 11, 2004 5:01 pm
#20






Avair wrote:

Since I am theposter whose 'mistake' was to apply economy theories to the game economy, I guess a rebuttalis in order. I'm going to assume for this rebuttal that his wealth was not created via illegal means (i.e. counterfitting).





The source of wealth is not germain andshould not come into play as an argument for or against "monopoly powers" or "monopoly market share".






The premise of your argument is as follows, as I understand it...



  1. Stryker was an example of a monopoly.

  2. The unfair government advantage (SWG game rule) used to create his monopoly was unlimited storage.

  3. Ergo, monopolies can and have existed in SWG

  4. Implied - A monopoly like his wasa bad thing for which 'something' needs to be done to prevent others from doing it to.




Backup ... you have strung things together ... and sloooowwww down.


1) Yes ... Stryker had monopoly market share


2) This had nothing to do with "unfair government" anything. unfair is an subjective term and is likewise subjective to the eye of the beholder.


3) No Ergo ... This person had monopoly market share in more then 1 area ...


4) The Monopoly was both good and bad ... but not germain to this thread.






Unfortunately, I don't believe you have made your case. Here's why.



  1. Stryker was not a monopoly. You have applied the unfortunately too common collectivst tendancy in our society to label very successful smart businessman as a 'monopolist'. At no point want he the only weaponsmith on the server and he could not force everyone to buy from him. That is what a coercive monopoly is, one seller that everyone must go to.




Yes he was ... he applied monopoly "power" tochange several aspects of an entireservers economy. That aloneis an example of monoply powers in action.


You don't have to be the *only* vendor to have monopoly powers. I am afraid that youhave forgotten that monopoly = 60% or more.


And I could throw up an argument thatcertain sectors of weaponspurchasers "had" to buy from him ... forced to buy from if you like.






He had no unfair govermentadvatange. Unlimited storage is a tool every crafter has at his disposal, Stryker used it to become more profitable than his competitors. If only he had unlimited storage, that would create a coercive monopoly.






There were several aspects of unlimited storage... and you don'thave to have "government" involved to beestablished ashaving monopoly powers ... and thisis not "real life" ... this is a game ... so the rules change evenmore ... they are not stricter measurements, but lessor measurements. Apples to Oranges in many aspects.







There are two types of monopolys, Coercive - where competitors are legal or in practice barred from entry into a market by government rules. The monopoly can then charge any sky high price they want, as no competitor can undercut them. Non-coercive - Where only one seller exists because it isn't profitable for other competitors to enter the market. The seller cannot raise prices because competitors can then enter the market profitably. In SWG, the latter is possible to achieve in theory only, but in practice people will always want to craft, even if they are unprofitable. Even in your example, despite all his 'monopoly' power, he couldn't drive every crafter out of business. Hence no monopoly.





You are not address's the case study ... you are simply quoting text book examples ...


Also ... he doesn't have to drive "every" crafter out of business ... he only needs to control 60% of a market to be deemed to "have monopoly powers" ... monopolies don't actually have to be "bad" and do "bad things" to be classified as a monopoly.






Building a profitable and successful business (which he did) isn't a bad thing. First off, the traditional thing people worry about with monopolies isn't that they will make goods too cheap and too available, its that they will raise prices skyhigh and hurt customers. Making goods cheaper and more available, using more efficient and profitable means is what every single business does over the long run.





I can show several things that were "bad" due to what he did ... quite a few ... the least of which is drive other weaponsmiths out of business ... on purpose.


But I can demonstrate, and have demonstrated in other posts, why his actions were "bad".






Suppose for the sake of argument, Stryker had driven every single other smith out of business by selling at acheap price his competitors couldn't match (because they weren't efficient enough). No customer is harmed, as they got their guns cheaper. A non-coercive monopoly is established.






Your using abstract again. You need to bring your examples into the game of SWG, and you need to use my case example.







With all other smiths out of business, what can stryker do? Nothing but keep charging the same low prices. He cannot raise prices significantly (which would cause harm to customers) because when he does other smiths can now profitablly enter the market.






Now you have moved from arguing about the monopoly to arguing whether the monopoly had ill affect. There were many ill effects and they are not germain to this thread. That's a whole nuther thread, which, BTW, I will win.


There were many "negative" effects of his monopoly.







None of the arguments you have laid out successfully refute my central premises which are...



  1. Coercive monopolies can't exist without government interface. No such advantage exists in SWG, so no coercive monoplies.

  2. SWG Non-coercive monopolies could in theory exist, but in practice would near impossible, and haven't existed yet. Furthermore, non-coercive monopolys can't raise prices so are not harmful to customers.

  3. SWG is (for the most part) a free market simulation and follows the rules of the a free market. The rules ofa capitialist system can't be suspended and will take care of their own problems (like 'breaking up' so calledmonopolies on thier own).




You are using "government" as a foundational pillar for your arguments. That is A FALSE assumption and not even applicable in this environment.


This monopoly DID EXIST and I had lived through it and have demonstated enough facts that it's not only reasonable to beleive so based upon my statements of fact, but it's reasonable to assume so.


SWG is a freemarket simulation and does follow the rules ... and in a free market, monopolies can and do exist ... as they do in SWG.


You contridict yourself. You can't have a "free market" and also not have 'threats' of monopolies.






I get the nasty feeling that the designer had envisioned a quant little cottage industry economy, where everything would be really expensive and crafter would make stuff by hand in small numbers. Unfortunately for that cutesy distopian vision, the tools to build an industrial age economy were provided and smart capitalists have used them to build one. Stuffing the genie back in the bottle at this point is pure socialist controlled economy tinkering at its worst, and will drive away those capitalists (like myself) that enjoy the economic simulation aspect of the game.


Good debating to you sir!







Even in a "free economy" there are laws and regulations about what you can and can not do ... currently I don't see any of those in place. Do you? Where are the anti-trust laws for example? The very foundation for "free market" is "fair market".


If you wish to carry this on further, please stick to the "case study" and quit with all the "theory" ... this is a game ... and although theory is nice ... much of it doesn't apply in this environment.


I purposely used and known monopoly with known facts and known figures as the basis for this thread. There were a lot of factors that contributed to the monopoly but the basis was unlimited storage.


Well ... to be more precise, the ease of unlimited storage made it possible for Styker to *easily* accomplish his task. The ease of lot swapping also contributed heavily to it, and that will be addressed in the near future I understand.


I have shown a case study in an actual monopoly. You have tried to argue that what "was reality" could not be so.


The fact remains the same ... Styker was a monopoly ...


I could also point out that the players that benefited from the monopoly far outweighed the players that were hurt by it. But this is not about whether monopolies are good or bad ... but just whether they can or can not exist.


This monopoly existed ... you waxing philosophical doesn't change that :-) Stick to the study and knock off the book stuff if you want to make ground here.








'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
Aeja
Wed Aug 11, 2004 5:34 pm
#21

Ah I see how you are defining monopoly as a system that does not allow a new master crafter to be not at the start compete with the longtimers. Well youll first have to remove the vendors every 24hrs so that their vendors wont be up as much (perhaps should work off the date you gotten master the longer your in that profesion your vendor will only stay visable shorter times). Then you will havta remove object creator from the items description (or place a newbies name there to help with name recognition). Then only allow them to use personal harvesters (and run a credit card and name querry to cap the other accts as well). Also limmit the number of resources anyone can have at 1 time to 50K or so and if ya dont use it within 7 days you lose it. Now then you will have a system that someone can come into right off the bat and compete with the longtime crafters.


Now B4 ya start ranting that Im an idiot or one who has a monopoly Please read my previous post. I got Master AS and Master WS within the past 2 months I did not expect to be able to compete against the big 3 AS on Flurry to begin with I put my vendor up my armor was about as good as theirs but not quite so I offered it for a bit less about 5K less, a little less profit but I sell very well. I was able to overcome this very easily so can anyone else. In fact 1 of teh big 3 was in my guild and he shall I say very unhelpfull so I got no help from him not even a few questions answered and he bought up all the Hides he could but someone is always rooting for the little guy and willing to take some off the top for the new crafter and sell the rest to the big guy.


As for "Monopoly" in SWG even if someone has over 60% of the marketshare their is nothing they can do about limiting someones ability to take some of it. They might sell for a loss to try and force some out but that wouldnt last long and the little guy doesnt havta drop his price. ME id keep mine a break even just so the big guy does sell at a loss out of spite if it was done to me. Also the part about laser riffles he was still making a nice profit at 9K just so ya know.


Solitiri
Wed Aug 11, 2004 6:00 pm
#22





Solitiri wrote:

The ones I see as monopolies are those who have several accounts with all the crafting classes plus the surveryor and mayor. There are several of these out there. There are also groups who get together and do the same thing.


I do not see a way to correct that issue with game mechanics. Not even a storage limit would correct that. Nor am I sure it should be corrected. If I were to make an analogy to the real world I would use Microsoft and Ma Bell as examples.


I do see that if, as I mentioned in Doc's proposal thread, if you have a way to list everyone's products that are for sale on one search key, the prices will have to be competitive. The little guy will have the same advantage for sales this way as the big guy. It would not eliminate attempts at monopolies but it would not penalize the small business owner either.






Why are they a monopoly? What are they preventing you or a group of you and your friends from doing to compete against them?


I did not say I was or was not being prevented from doing anything, sir. That does not mean it does not exist. I have seen this take place and a town shut down because of it. I do not care if you believe it, I know what has happened. An open mind is essential on a multi-server game such as this. Nor will I argue the definition of a "monopoly" with you. I will respectfully agree to disagree.


Microsoft pWns the desktops. Period. If they choose to use that power to crush their competition and then increase their prices and give you an inferior product, THEN they'd be a monopoly (maybe they are, I'm not debating that). But those people in SWG aren't because they can't pWn EVERY resource spawn nor sell to EVERY character.


I do not know what a "pwn" is, sorry. However, I do believe the resent lawsuits they participated in had a bearing on their practices. It is not important and was only an analogy. Again, I respectfully agree to disagree and will not post further on this thread.


Good day to you.



"When Sony and Lucas set out, we said, 'How can we do this and not make another EQ?' We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen." - Julio Torres
BoberFett
Wed Aug 11, 2004 11:13 pm
#23

If the idea is to give new crafters a chance, how much of a chance will they stand if they get to Biz 3 and whatever crafing prof they want and have one 50 item vendor? At least with a single unlimited vendor that new crafter could boast selection.


And this garbage about strip mining is a joke. There are no limits to the amount of any resource that can be harvested. A new smith need only use SWGCraft to stay on top of the resources on their server, and they can in very short order have what they need to starta decent melee business. Once they've established a customer base, they can expand into ranged. It's really quite simple. I did it. There are many people who have done it.


Bria has lots of large weapons vendors, and yet we see new ones all the time. Old crafters present no barrier to the new crafter. You haven't given one hard fact in this thread that says otherwise. If everyone on Eclipse is too dumb to take on Stryker, then that's their/your problem.
Brilyn
Wed Aug 11, 2004 11:44 pm
#24

< Yes he was ... he applied monopoly "power" tochange several aspects of an entireservers economy. That aloneis an example of monoply powers in action. >


No, it's not.


All you have done is make statements, without any evidence.



You claim that 60% of all miners sold directly to him. Source? Stats? Population of miners, quantity of mining performed, % of business they sold to Stryker?


< And I could throw up an argument thatcertain sectors of weaponspurchasers "had" to buy from him ... forced to buy from if you like. >


Feel free. Some proof would be nice too.


< he only needs to control 60% of a market to be deemed to "have monopoly powers" >


Show me how he controlled 60% of the weapon distribution on your server.


Show me how he controlled 60% of the Resource collection on your server.



There were two aspects to his business. Having 60% of one does not equate having 60% of the other.



< Your using abstract again. You need to bring your examples into the game of SWG, and you need to use my case example.>


When you have not presented any evidence, it's nigh impossible to debate the specifics of your case study.


< This monopoly DID EXIST and I had lived through it and have demonstated enough facts that it's not only reasonable to beleive so based upon my statements of fact, but it's reasonable to assume so. >


You have demonstrated no facts.


You have stated that he bought 60% (and up) of the server resources.


That's all.



I don't believe that's reasonable to assume so, from my own experience.


I know who some of the suppliers are on my server. I sure as hell don't know who *all* of them are. I haven't covered every single sqaure KM of every planet on my server. Everytime I go to new spawn of good resources, I see named harvesters (in bulk) that I haven't seen before.



< Stick to the study and knock off the book stuff if you want to make ground here. >


Being patronising isn't conducive.


State facts, provide evidence, and give sources.



Otherwise, you're just talking.



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
SeaRaptor
Thu Aug 12, 2004 3:26 am
#25

Hero, I have a lot of respect for you. You're very intelligent, and it's great to see you in here arguing your point.


I've heard of Stryker's case before, and frankly, it is the ultimate extreme example of your argument. No one else on any other server has even attempted that level of control, much less achieved it.But to use it as a case to back the vendor nerf is pointless. Even AFTER the vendor cap nerf, someone who wants towill STILL be able to achieve this kind of market share if they are determined by selling their wares through other merchants. ABSOLUTELY NOTHING (even the new vendor caps) IS PREVENTING ANYONE FROM ACHIEVING WHAT STRYKER DID ALL OVER AGAIN.Excepting, of course, the rest of us are sane.


Part of your argument is based on a flawed assumption. A "monopoly" does not equal 60% of the market share. I have NO idea where that definition is coming from, but it is simply not true. Perhaps the term "oligopoly" is what you want, but the definition of "monopoly" most certainly is not 60% market share.



Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
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khamafeu
Thu Aug 12, 2004 3:42 am
#26


Hello all,


I read the entire thread and here is my take on it:


That whole monopoly thing is a little hard to swallow. 400mil a day? I don't know... My personal experience is this: I decided to go into resource gathering and I was able to do so without any kind of problems or interfearence from others. I sold mainly to one person, then to 2 or 3. There was no way anyone could have known about me to come and steal me from the WS I sold to. As to my volume I sold about 300K of each resource my WS wanted. Some as high as a mil others as low as 100K. I've seen crafters come and go and one thing happens all the time, I buy from the the guy nearest to me at that particular time. As do a lot of ppl. Entering into the market may be hard but if you want to it'«s inevitable. You will do it.


As to unlimited storage helping big crafters, it's true. When you can have 3mil of each high-end resource that spans you'll never let your products go below "ubber" and you'll stay on the top. Not good for game in general I think...


The devs and designers must still be tearing out their hair with the level of business going on, when you have guys selling so much they can't keep stocked and making so much money they don't know what to do with it. Thi recent change is at least partially targeted at slowing the game down. Bashing businesses down in volume. DB size i don't know... in the recent patches they've added 5 loot kits + 9 paintings + assorted stuff... after adding 70+ items to the game how is DB an issue?



Arianrhod



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