Merchant Archive
Thread: Not an economic game :
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.
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.
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...)
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.
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