Merchant Archive

Thread: Economic stability?

Havok3060
Wed Apr 07, 2004 1:58 am
#1

"20000 ?! WE CAN BUY OUR OWN SHIP FOR THAT MUCH !" Said Luke after he herd the price that Han offered him and Obi-Wan for a transport ship to Alderran .


Yeah according to the game I cant even buy a speeder for 20k . The game has major ecunomic isshues that needs to be delt with soon .



_________________________________________
Nerf Me-
Outer Rim Smuggling Supplies
Master Smuggler Master Merchant Servicing Bria Since 2003
OlivierLaguerre
Wed Apr 07, 2004 2:22 am
#2

Well actually resources (not scout one) have really crazy price.

A simply extract cost is less than 0,5 cpu. So 50 cpu is not realistic.

i think we badly need a less income cash in the game. Customer doesn't care about the price of a item, they only care on the stats (i.e. they prefer buy 25% more a weapon at 10% better damage.)

A change on all crafting prof will be a good thing: master should be less dependent on resources qualities than novice, actually lot of resource are useless cause they got 900- stats.
Tarnak_Archvold
Wed Apr 07, 2004 3:28 am
#3

/emote mumbles something about conductivity and plumbum iron.
As a weapon smith I know a bit about resource quality... I have my prices set at 30 cpu and I am basally undercutting other WSes on my server... and this is one of the new Euro-Chimaera server where the early credit dupes, and soloing 50k missions on adventuring planets have not flooded the economy with credits.

If the payout of mission were reduced, it would just hurt new players, who will never get a chance to catch up to players that have been around from start and have accumulated more credit then they ever need.
The problem is there is nothing really worth while to use huge amounts of credit on, the only larger credit sink is player cities and they are limited, in numbers.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
Lomar4976
Wed Apr 07, 2004 3:39 am
#4

Double the reward of low level missions, half the reward of high paying missions... newer players can get a foot on the ladder, more experienced players will have passed the mission level for the low level stuff by the time they get high enough.



====================================================================
Kharnak Griss - TKA/FS - J'akara Tyrannis - Master Armoursmith - Dashton Starstrider - MD
J'akaras Armour - At the following locations:
----------------------------------------------------------------------------------------------------------
Mos Omenos Combat Store, Tatooine / Llama Industries Inc, Coronet / Assassins Hutt, Theed
------------(-2906, -6755)--------------------------(724, -5220)---------------(-5347, 3431)------
Drop Offs To Doaba Guerfel, Corellia (2483, 4288)

====================================================================

Haruspex77
Wed Apr 07, 2004 11:57 am
#5






OlivierLaguerre wrote:
Actualy theire is a big problem : too much money income.

Merchant cannot make a good economic society, and price are inflating huggely.

We need a cash out issue, or a cash less income.




I don't see a big inflation problem, but there certainly are balance problems in the economy.


Prices have actually been remarkably stable since launch. Bazaar prices for resources might appear to have increased, but I think if you look closely you will see that what is really happening is that better resources are becomming available there, and the averages have gone up as a result. Most items I sell or buy have kept the the same price profile.


That said there are problems. The most obvious on this board are the inefficient markets due to the lack of decent advertising. The same item may sit on the shelf for 200 or sell in volume 2000 depending on how it is sold. While this is an opportunity for re-sellers, Merchants are not given serious advantages over anyone else in taking advantage of the spread.


The skillpoints absorbed by crafting professions in general don't pay back as much in fun as combat professions. You still can't become important to the war effort, go lots of places or do many quests, because you gain nothing to defend yourself with. And a combat heavy can mine and resell competitivly with the best crafters if he wants to play the economy game.


The crafting professions themselves are wildly unbalanced. A weapon or armour smith easily makes a fortune, but a Droid Engineer is going to profit more on Artisan items than elite products.


OlivierLaguerre
Wed Apr 07, 2004 12:34 pm
#6

Actualy theire is a big problem : too much money income.

Merchant cannot make a good economic society, and price are inflating huggely.

We need a cash out issue, or a cash less income.
OlivierLaguerre
Wed Apr 07, 2004 12:37 pm
#7

Actually there is a big problem: too much money income.

Merchant cannot make a good economic society, and prices are inflating hugely.

We need cash out issue, or cash less income.
Tarnak_Archvold
Wed Apr 07, 2004 12:52 pm
#8

I have always thought that NPC's selling the recourses currently in spawn at 10 cpu would be a nice credit sink. (20 cpu for the scout harvestable ones).
It have the nice effect of removing more credits from the economy the more inflation there is. If products are selling at 10 cpu or less it wound be used much, if they is selling for 40 or 50 cpu it will be used lot... and it would be far more expensive then harvesting thus still leaving room for the resource vendors to sell anything other the "old" resources.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
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