Merchant Archive

Thread: Not an economic game :

holitus
Sun Apr 18, 2004 11:04 am
#14

And before any resource merchants shout out my post. I am a resource merchant. That's all I sell. There have been times when I forget a 100K resource container in a corner of my house for months. When resources can stockpile,if affects all portions of the economy.
Wire3k
Sun Apr 18, 2004 1:38 pm
#15






holitus wrote:

Notice how things always break in the star wars universe (hyperdrive, blasters, droids, etc.). I've always thought the decay rates in SWG have been too lax. An easy way of reducing inflation is placing a decay rate on resources. Something like 5 units of resources for every hour out of a harvestor or vendor. This would reduceresources merchant stockpiles and cause merchants to move merchandise. In addition, a quicker decay rate for all items would make the galaxy's economy more fluid. Just a thought.






Oh - I would SO quit in 5 seconds. Sometimes I NEED to store good materials till I can accumulate everything needed. With good spawns few and far between on some products - this is SOOOO not needed. Now, an NPC in town that would buy scraps at a small rate - accumulate them and sell them back with a substantial markup would encourage some packrats to clean house AND become a goldsink.



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DocSavag
Sun Apr 18, 2004 10:14 pm
#16






Wire3k wrote:





holitus wrote:

Notice how things always break in the star wars universe (hyperdrive, blasters, droids, etc.). I've always thought the decay rates in SWG have been too lax. An easy way of reducing inflation is placing a decay rate on resources. Something like 5 units of resources for every hour out of a harvestor or vendor. This would reduceresources merchant stockpiles and cause merchants to move merchandise. In addition, a quicker decay rate for all items would make the galaxy's economy more fluid. Just a thought.






Oh - I would SO quit in 5 seconds. Sometimes I NEED to store good materials till I can accumulate everything needed. With good spawns few and far between on some products - this is SOOOO not needed. Now, an NPC in town that would buy scraps at a small rate - accumulate them and sell them back with a substantial markup would encourage some packrats to clean house AND become a goldsink.




I agree that we don't need resource decay. I disagree that an NPC resource seller is a goldsink. It doles out money it can't guarantee will be recouped. Its a faucet. And it competes with resource merchants. Why don't we have it buy resources and sell tailored goods ?


Yea..that last part was a joke.





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OlivierLaguerre
Mon Apr 19, 2004 4:36 am
#17

In fact i am not sure that make decay on item ll reduce the cash, it ll just make merchant more rich but they still get the cash and the money mass ll keep growing.

As it said here, we need outflow money or a fix amount of money on each server, maybe mission award should be index on the server cash flow. And allow player to put mission (like hunt mission : 1000crd for 1000 unit of hide OQ 200... or survey etc...)
cnlfailure
Mon Apr 19, 2004 5:35 am
#18

With the cash that exists already in the game the time is good to introduce PC operated mission terminals, whereby PCs could offer missions (with payout) to other PCs. For example : "I need 500 Endorian Wooly hide, paying 6,000" or "I need suchandsuch an object taking to Mos Eisley, paying 3,000".


By gradually scaling back the amounts of cash that NPC missions offer while upping the emphasis on players hiring players the money already in the system will circulate and gradually disappear. At the moment all we're seeing is a gradual upward spiral of the number of credits in play.






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SomeUser
Mon Apr 19, 2004 12:36 pm
#19


How about.....



HaveNPC vendors sell skill tapes, schematics, and "rare" component drops????


**If** clothing was given a more effective decay system there would be a constant need for crafters and combat types to buy these... Not only would thismake tailors happy,it would cut down on the /afk looters/loot ninjas and help create a constant outflow of money...



If this was already said, I apologize. It's 2:30am and I need some sleep but had to get this off my mind

Message Edited by SomeUser on 04-19-2004 02:37 AM





Vezek


Chavabegga
Mon Apr 19, 2004 8:16 pm
#20

Player missions would be great! Problem is what could PC's have other PC's do?

I liked the idea of instead of new schematics being dropped, having them bought off NPC's like the Bestine painting. Would be a nice money sink and that would get fun content out of it. I posted an idea similiar to that on the weaponsmith board earlier.



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Obedd
Mon Apr 19, 2004 8:56 pm
#21

[quote]Sadly, this is true. But I must say that SWG has had the best economy in any game I have played so far.[/quote] Lol - yeah, missions that you could get insane amounts of credits for at no risk early in the game, rampant credit duping that happened and they never did anything to fix it...the ability for ANYONE to earn millions of credits relatively easily from just weapon skills and combat experience...and some folks wonder prices are all whacky everywhere...Add in the hologrinders...it's a pig sty.
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