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Star Wars Galaxies Forum » SWG Veteran Refuge » How would you have handled the inflation problem in SWG?

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ArcAngel3

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Joined: 9/25/06
Posts: 2653

What makes a good MMO? Good quality, good customer service, good business model, good fun.

 
7/05/09 1:09:08 AM#1

One of the issues SOE highlighted as a reason for the NGE was that crafted goods had become too expensive for new players.

First of all, I'm not really sure how much of a problem this actually was.  New players could still buy crafted stuff from other new players, or from someone who had just switched to a crafting profession.  You had to craft and sell off lesser quality stuff for lower prices to progress up the crafting trees.

Also, if you found yourself a good guild, they'd set you up with whatever you needed.  Or, you could always barter.  Crafters needed things that only other professions could provide for them.  I used provide resources to crafters from my combat character and get finished goods in return.

For the sake of argument though, let's just assume someone new to the game had a hard time finding affordable crafted gear.  So, they didn't meet a newbie crafter, couldn't find a guild, didn't find anything on the price-capped bazaar, and didn't learn how to barter.

SOE's solution was to introduce free loot that dropped out of almost everything that was superior to all crafted goods.  For example, I'd punch a womp rat in the head, and a blaster pistol would drop out.  I'd kill a nightsister, and a piece of armour (with new enhancements) would drop out. 

Crafted stuff became utter crap, and many (probably most) of the crafters quit, understandably.  I'd say that's not a good solution. 

So, if you thought inflation was really a problem, and you didn't want to make crafters completely useless, what would you have done to correct the problem?

My first thought would be to regulate the economy.  I've seen this done by using price caps on goods, components, resources etc..  I've also seen this done by regulating supply and demand via drop rates etc.  Both seemed to work just fine tbh.

Really though, I'd like to hear what others would have done.

nickelpat

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Joined: 11/07/08
Posts: 620

"War isn''t about dieing for your country; It''s about making your enemy die for theirs." - G.Patton

7/05/09 1:17:14 AM#2

I would have told the new players to learn to play a bit better, learn to barter or find things they can afford.

Now, if it was THAT horrible, I would simply increase the drop rates of materials.

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popinjay

Advanced Member

Joined: 9/07/07
Posts: 4421

7/05/09 1:20:28 AM#3

How would you have handled the inflation problem in SWG?

Trickle down economics.


\]

Give the best players in the game tons more credits to spend and let them pay lower prices for things. Then the lowbies would eventually get enough to pay for a house after selling all their Level 1 bantha meat at the auctioneer.

:P

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wolfmann

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Joined: 11/20/05
Posts: 1092

7/05/09 1:25:23 AM#4

Prices only went up because of greed, botters and credit dupe exploiters.

But really, that excuse by SOE is totally bollocks, because despite how many credits was duped, anyone with even just 1 braincell working, could find the gear they wanted at a price affordable, and they wouldnt even have had to leave the planet or even travel 2.5km outside the starting town.

At the height of botter/credit dupers, I bought a T-21 that was low HAM and near damage cap(non tissue) for a mere 20.000 credits. On the same vendor, there were plenty of T-21's and other weapons, all priced accordingly. The cheapest one was 5k, and that was because the crafter had failed a experiment and gotten 10 less damage on it than the 20k one.

So unless you had to have the 100% composite armor(wich only was made in a few parts), and the maxed out with tissues weapons... You'd find it cheap anywhere you looked... And by cheap, I mean cheaper than what a Chitin Armor cost just after the first set on the server was created(think 100k a piece... at inflation time, the same armor cost 1000 or less, even if custom ordered from crafter).

 

And if you look at SWG today, you can clearly see that the reason SOE claims is totally bollocks. Everything is inflated 10-100 times what it was PRE-CU/NGE... By greed, by huge amounts of credits amassed(CU/NGR removed all credity sinks, so everyone who's played a bit has massive bank accounts, billions where we had 100k's) and crafters raising prices because they aint getting repeat business(customer buys one item and you wont see him again).

 

So as to your question? I'd have chased down the credit dupers and botters, and stayed away from removing the credit sinks and item decay(maybe adjusted it a wee bit tho).

The last of the Trackers

abbaba

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Joined: 8/24/03
Posts: 1080

Selling Propane and Propane Accessories in a MMORPG near you.

7/05/09 1:25:25 AM#5

Inflation in SWG was never that bad of a problem. If I wanted to solve it, though, I'd increase the spawn rate of high quality raw materials, and I'd increase the amount of raw mats per hour per harvester. It's all about lowering the crafter's costs so that competition can drive prices down.

 

And yes, getting rid of item decay and all the other money sinks was one of the not often mentioned but still disasterous side effects of the NGE (that and congealing all the crafting professions together, as well as the change to a partially loot based item system.)

Dracis

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Joined: 1/12/06
Posts: 410

"Ideas are bulletproof"

7/05/09 1:33:10 AM#6

The thing was, there really wasn't an infaltion problem, at least not that I remember. Yes there was gear that cost alot, but there was gear that cost less too. Most every serious armorsmith and weaponsmith I knew of had a vendor with cheaper goods on it. Most malls on Euro-Chimaera had gear for new comers, so it never seemed to be a problem there. Remember, the crafters only had to charge more for items cause the resources often cost so much.

In the guild I ran, we gave new players a house filled with maintenance and a swoop speeder to get around better and faster. We helped people out with whatever they needed and I know for a fact alot of guilds did the same thing.

The fact still remains that SOE and Lucas Arts wanted a game people from WoW would play, that's the only reason they changed the game. They are and still remain greedy for something like that, even though they will never be able to achieve it.

 

As to the OP's question, if somewhere on some server infaltion was that bad, I'd give newer player more credits to begin with or give them the ability to collect more credits from the beginning missions, or even give them a full set of armor or weapon for completing a Master Skill. Also, a credit sink, besides maintence on homes, repairs, and vehicles, would help keep the prices down. Not sure what it would be, but something that would keep prices cheaper. I'm sure it would take alot of research, but I'm sure it would have been possible.

Esquire1980

Advanced Member

Joined: 8/12/07
Posts: 400

7/05/09 1:30:05 PM#7

To be perfectly honest, I think SOE likes the mud-flation in SWG.  The way to get around the high prices is another acount, another grind, and more traders as support for your combat character.  More monthly installments for SOE.

As with my accounts, I had 1 combat toon and another trader toon, structures.  Soon, that was not enough, when the jedi got his houses/deco/ships that the struc trader could make him, he then needed the rest.  So, another account, another 15 bucks a month, and his problem was settled.  A quick grind ( as the struc trader had resources at that time ) and A DE and a tailor came to be.  This was after the RE system with PUPS, etc. and the jedi had, again, what he needed. 

Wife started an account and ground up a DE so I respeced my DE to AS and we had all 4 crafters.  The 3rd account came when Bria fell so much in population (shades of Kauri which I gave SOE 200.00 to get off there) so you couldn't even find an ent, 70% of the time.  3rd account, a ent and another DE, just to keep the jedi going, in game.  Sales from the crafters were secondary and just iceing on the cake, so to speak.  I had a new suit, at a whim, pups, etc, etc., whenever I felt it necessary.

So, it ended up, with my 3 accounts, the wife's 2 accounts, our little gameing experience was now costing $75.00 a month.  Still cheap, for entertainment purposes, but not quite what you figure, going in, and starting the game.

Yeah, I think SOE likes the inflation and isn't really going to do much about it at all.  There is really only a few things you can do, in game, to cope with it.

A.  grind, grind, and then grind some more

B.  Hit the credit sellers

C. Buy TCG packs (loot cards) and sell them on the server forums for large credits

D. Start the 2nd, 3rd, 4th, or even 5th account

If they actualy wanted inflation taken care of, they'd allow 8 toons on a server, pretty much like every other MMO.  But that cuts into the SOE coffers.

Talonsin

Advanced Member

Joined: 7/19/06
Posts: 27

7/05/09 1:41:18 PM#8

The way I remember it, so many people had grinded through professions during the "holocron fiasco" that just about everything was dirt cheap.  Sure premium krayt pearls were expensive but they were a rare drop and not player manufactured.  I remember the houseing market was terrible and people were giving them away at cost.  This is just another excuse from SOE to justify their idiodic plans for the EPIC failure that was the NGE.

Warmaker

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Joined: 5/04/07
Posts: 578

7/06/09 12:56:28 AM#9
Originally posted by wolfmann

Prices only went up because of greed, botters and credit dupe exploiters.

But really, that excuse by SOE is totally bollocks, because despite how many credits was duped, anyone with even just 1 braincell working, could find the gear they wanted at a price affordable, and they wouldnt even have had to leave the planet or even travel 2.5km outside the starting town.

At the height of botter/credit dupers, I bought a T-21 that was low HAM and near damage cap(non tissue) for a mere 20.000 credits. On the same vendor, there were plenty of T-21's and other weapons, all priced accordingly. The cheapest one was 5k, and that was because the crafter had failed a experiment and gotten 10 less damage on it than the 20k one.

So unless you had to have the 100% composite armor(wich only was made in a few parts), and the maxed out with tissues weapons... You'd find it cheap anywhere you looked... And by cheap, I mean cheaper than what a Chitin Armor cost just after the first set on the server was created(think 100k a piece... at inflation time, the same armor cost 1000 or less, even if custom ordered from crafter).

 

And if you look at SWG today, you can clearly see that the reason SOE claims is totally bollocks. Everything is inflated 10-100 times what it was PRE-CU/NGE... By greed, by huge amounts of credits amassed(CU/NGR removed all credity sinks, so everyone who's played a bit has massive bank accounts, billions where we had 100k's) and crafters raising prices because they aint getting repeat business(customer buys one item and you wont see him again).

 

So as to your question? I'd have chased down the credit dupers and botters, and stayed away from removing the credit sinks and item decay(maybe adjusted it a wee bit tho).

I agree wholeheartedly with what you said.  I joined up on SWG in Feb '04.  On Ahazi, prices were pretty stable until the advent of the CU and the subsequent Doomsday (NGE).  Prices were pretty stable and well within reason.  Good equipment was readily available and for reasonable prices from crafters / merchants.

Good, everyday quality weapons that nobody would be ashamed of carrying costed anywhere from 20k-50k credits.

A good, reliable set of Composite on average costed 250k-300k credits.  A big expenditure, but you can make equipment last a while.  Not to mention you're getting 8 pieces that decay with damage.

A crate of good quality Food / Drink from your favorite Chef usually costed 20k credits.

A 3 hour long set of Doctor Buff costed anywhere from 7k-12k credits.

All this in a day and age in SWG where the common player usually had 300k credits laying around.  If you were in a million credts and were not a crafter, you were doing alot of things right.  Millionairres were not a common thing in Pre-CU SWG.  If you were (and were legit), you were likely a dedicated, savvy crafter / merchant.

When I first started SWG, I thought getting my first set of Composite was a HUGE event due to the cost and protection it afforded.  With regular use, I replaced each piece once they were excessively worn down, so you don't really pay the price of a full suit of Composite on a regular basis.

Now, as to the original point of the thread:  "How would you have handled the inflation problem in SWG?  Simple.

Keep the economy completely focused on a player run economy with decay / consumeable items, just like it was Pre-CU, before the "Rage of the Wookies" expansion (more on that expansion pack later...).  Do NOT introduce more loot / quest reward items.  EVERYTHING must be craftable by players.

With items constantly requiring replacement (ground AND space) and the absence of powerful, non-decayable gear, crafters can get repeat business.  On Ahazi, there was no shortage of great crafters.  Yet prices remained competetive in Pre-CU days.  Crafters AND Non-Crafters both won in the Pre-CU economy.

Quick nasty opinion on Rage of the Wookies expansion:  The very first signs of the very bad spiral downhill were the abundance of quest reward / loot items that were pretty powerful, and the advent of the Anti-Decay Kits vets got.

"The Empire always strikes back!" - Grand Admiral Pallaeon

Thunderous

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Joined: 2/28/08
Posts: 1126

7/06/09 12:43:30 PM#10

I didn't see inflation as a major problem with the original system.

Once they removed decay, the economy became pointless.

There should be a taxation system in place, especially for games with player cities.  Every player pays a flat tax rate on their earnings, whether it be from loot or selling items.  That money goes into city coffers.  Keep decay intact, give players a reason to use crafters on a repeated basis.

As long as there are an abundance of players, and new ones starting on a consistent basis, inflation will control itself.  There will ALWAYS be a crafter willing to sell for less to make money. 

Tecmo Bowl.

afropuff420

Apprentice Member

Joined: 7/01/07
Posts: 92

7/06/09 12:48:09 PM#11

 I personally would have developed a brand new concept to the game that would change up the gameplay entirely. I would switch from skill to a leveling system in hopes that half (if not more) of the player base would quit. And then not care anymore.

John.A.Zoid

Novice Member

Joined: 10/08/08
Posts: 1525

7/06/09 1:33:45 PM#12

I tried to fix the problem on my server I spent weeks non stop making items and selling them at the normal affordable price at launch. However all that happened was you'd get one guy buy it all and then sell it for much more on his vendors.

SOE needed to put caps on the price just like the armour and the buffs.

So say like a speeder you'r enot allowed to sell it for anymore than 50k but a veteran reward you can sell at anything. Different caps for different items and resource prices would have to be capped too.

OR the major players in the game could got together and arranged a deal to fix things but that never happened.

The problem is the community went downhill and all the people were about ME ME ME and didn't think about the game. Thats why SOE kept dumbing down the game cause of the forum whiners who wanted things to be easy for their own greed and not the game.

ArcAngel3

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What makes a good MMO? Good quality, good customer service, good business model, good fun.

 
7/06/09 11:48:35 PM#13

I enjoyed reading all the responses.  Yeah, I'm inclined to agree with the majority.  If you talked to people who were actually familiar with the game (i.e. the players), inflation wasn't as big a problem as SOE seemed to suggest.  The prices listed by folks are indeed what I remember as well.  Others found they could get reasonable gear at the bazaar, from crafter friends, in guilds or by bartering etc..

For those that did struggle for some reason, plenty of other options were available to address this, that did not involve the destruction of the game, its economy or its crafters (e.g. drop rates, price caps, decay, repeat business).  Actually our guild worked together to get the best tissues and resources needed for the absolute best gear.  Then we'd all share it with one another.  Once you were in the guild, you could enter a store house and help yourself to amazing, high quality supplies.  For us, the economy was just another challenge in the game to overcome, and we did it, together.  We rose to the challenge, so to speak, and had a ton of fun in the process.  It was a fantastic community, absolutely top notch.  It was run by a couple, and one of them was a rl mayor lol, so I shouldn't be surprised.

It also wasn't just a guild for economists and the like.  We had people from various careers and age-groups, including kids.  We enjoyed helping the kids understand the game, and probably even passed along some skills that would transfer well into real life.

Warmaker

Advanced Member

Joined: 5/04/07
Posts: 578

7/07/09 7:14:49 AM#14

In Pre-CU, I never considered my toon to be "well off" financially.  Doing okay, enough to get good, reliable equipment whenever I needed to.  Again, good gear back then was actually quite affordable for the Average Joe in SWG.

For the common player, there really wasn't a lack of money nor the cost of items that would make them say regularly, "Woe is me!  Woe is my credit account!"

Unless you were one of those players that simply MUST have the absolute, top of the line gear, or pay big credits for those very rare, powerful loot drops, etc., then yes, your money will be stretched very thin.  If anything, hardcore PvPers were the ones hunting for the absolute best equipment, looking for any sort of edge they can get in PvP.  Alot of wheeling and dealing for luxury items was the order of the day :)

But most of us never were into that category.  Most of the people I grouped with had decent, reliable gear to be proud of (in a day and age in SWG & MMOs where grouping was a normal event with most players, not so much these days) once you talk about equipment during down times.  Yeah, there probably was that 1 guy in the PUG that had badass gear, but that wasn't the norm.

In short:  Pre-CU, there was no inflation, no disaster.  CU brought the first signs of imminent danger.  NGE?  That's when the meteor hit.

"The Empire always strikes back!" - Grand Admiral Pallaeon

Suvroc

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Joined: 1/09/07
Posts: 2365

7/07/09 10:18:22 AM#15

I agree with most people that inflation wasn't as big an issue as some make it out to be. But I do wonder if that perspective was partially due to the exceptional demand for only one type of weapon/armour. What I mean by this is that encumbrance was completely negated by buffs, which directed everyone to only buy highest damage weapons and highest resist armour. This creates a high demand for only these types of items which I would think naturally means crafters can and will charge more.

Katilla

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Joined: 5/14/09
Posts: 298

"Who needs reality....i have a good game right here..."

7/07/09 10:47:51 AM#16
Originally posted by afropuff420

 I personally would have developed a brand new concept to the game that would change up the gameplay entirely. I would switch from skill to a leveling system in hopes that half (if not more) of the player base would quit. And then not care anymore.

 

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!

 

problem solved!

ArcAngel3

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Joined: 9/25/06
Posts: 2653

What makes a good MMO? Good quality, good customer service, good business model, good fun.

 
7/07/09 11:47:03 PM#17
Originally posted by Suvroc

I agree with most people that inflation wasn't as big an issue as some make it out to be. But I do wonder if that perspective was partially due to the exceptional demand for only one type of weapon/armour. What I mean by this is that encumbrance was completely negated by buffs, which directed everyone to only buy highest damage weapons and highest resist armour. This creates a high demand for only these types of items which I would think naturally means crafters can and will charge more.

I think you make a valid point.  I'm aware that the uber buffs messed with the armour encumberance system and impacted the economy.  This is an area that I think required an adjustment.  I'm aware that this was mentioned via player feedback on the forums way back when.

The problem was identified then, and you've rightly highlighted it again--another example of ways to regulate the economy that would not entail rewriting the entire game.

dhayes68

Elite Member

Joined: 11/25/07
Posts: 916

7/07/09 11:54:43 PM#18
Originally posted by ArcAngel3

One of the issues SOE highlighted as a reason for the NGE was that crafted goods had become too expensive for new players.

First of all, that statement (By SoE not the OP) is total BS. Secondly, if they were really interested, ban gold buyers. Thirdly, easily adjust loot tables to increase drop rates of mats to a point where it brings down prices of whatever.

Obee

Advanced Member

Joined: 8/07/06
Posts: 1462

7/09/09 12:47:16 AM#19
Originally posted by dhayes68
Originally posted by ArcAngel3

One of the issues SOE highlighted as a reason for the NGE was that crafted goods had become too expensive for new players.

First of all, that statement (By SoE not the OP) is total BS. Secondly, if they were really interested, ban gold buyers. Thirdly, easily adjust loot tables to increase drop rates of mats to a point where it brings down prices of whatever.

 

There was no real inflation in SWG, prior to the NGE.  The only items that had a huge price were the ones that required loot drops from the top end critters, sich as Kryats and the Peko Peko Albatross.  The players who looted the items sold them to crafters (or used them on their alt crafter) for a premium price, which caused the resulitng items to have a premium price.

Every excuse by the folks at SOE for why they did what they did with the NGE was a complete lie, aside from the subscription numbers not being where they wanted them to be.  Creature Handler was removed because it conflicted with the horrible NGE combat system.  Classes were implemented because Wow had them (Spy is nothing less than WoW's Rogue, right down to the stealing and stealth).  The horrible NGE combat system was implemented, and is still implemented, because the development team was, and is, comprised of morons.

 As dhayes68 posted, the idea that inflation was one of the promptors for the NGE is BS.  an honest discussion cannot be started by accepting a dishonest premise.  To have an honest discussion about most things concerning SOE's products, you need to start from the premise that whatever somebody from SOE has said about the product is an outright lie.

 

 

Warmaker

Advanced Member

Joined: 5/04/07
Posts: 578

7/09/09 7:33:08 PM#20
Originally posted by Suvroc

I agree with most people that inflation wasn't as big an issue as some make it out to be. But I do wonder if that perspective was partially due to the exceptional demand for only one type of weapon/armour. What I mean by this is that encumbrance was completely negated by buffs, which directed everyone to only buy highest damage weapons and highest resist armour. This creates a high demand for only these types of items which I would think naturally means crafters can and will charge more.

 

Even with the problem of high encumberance / max def armor and max damage / high HAM weapons, the costs for such equipment were still under control by the market.  Again, on Ahazi, good quality weapons costed 20k-50k credits (around that).  A full suit of Stun Composite was 250k-300k credits.  Those costs were very well within reason, and that's what they were before before the advent of the CU + Rage of the Wookies expansion.

Now, don't take this as me advocating the status quo of that for even the Pre-CU days.  There were complaints about how only 1 type of armor was viable, as well as 1 damage type becoming dominant (Stun).  I wasn't too keen on that.

Without Doctor Buffs, which enhanced the secondary stats (and key to allowing the dominance of a small group of equipment), none of this would have been possible.  Without the secondary stat buffs, more equipment would be viable since not everyone would be decked out in 90% Stun Composite Armor.  Weapons?  You'd have to trade off between high damage / HAM cost or go for sustained fighting with low HAM / lower damage weapons, or something in the middle.

I recall one of the suggestions to fix the problems posed by Doctor Buffs was the drastic action of removing them altogether.  That was a bit much, IMO, since I didn't savor the idea of stripping away a gameplay aspect completely from a profession.  Maybe remove the secondary stat buffs and beefing up the buff to the HAM pool only?  The secondaries were the ones responsible for the recharge of the HAM pool, and they were also the ones that allowed you to equip 90% Stun Composite.

Lastly, regarding armor, more specifically Faction Armor in the Pre-CU days, they still would be pathetic in stats.  They would also still be available only through Faction Recruiters.  My suggestion would still bring them in as craftable (Scout Trooper Armor and all) for Armorsmiths.  I'd say Faction Armor should be favorable for use by the players.  Especially Imperials.  I mean, wouldn't you want to see a bunch of elite players running around in Trooper gear? :)

"The Empire always strikes back!" - Grand Admiral Pallaeon

epf1

Novice Member

Joined: 5/14/07
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NGE is the disease, Publish 8 is the cure!

7/20/09 7:01:32 PM#21

The truth is that SOE handles things like the in game economy just as bad as their customers and the games themself. In other words, it's a total failure!

Not sure if it's true, but knowing SOE all to well I find it likely that it is true? Apparently there's now a title called billionaire which can be bought for just that, a billion credits! That's a typical SOE solution to a problem, truley priceless!

 

Fignar

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Joined: 7/23/05
Posts: 407

I support my legs, because they support me

7/22/09 9:51:41 AM#22
Originally posted by ArcAngel3

One of the issues SOE highlighted as a reason for the NGE was that crafted goods had become too expensive for new players.

First of all, I'm not really sure how much of a problem this actually was.  New players could still buy crafted stuff from other new players, or from someone who had just switched to a crafting profession.  You had to craft and sell off lesser quality stuff for lower prices to progress up the crafting trees.

Also, if you found yourself a good guild, they'd set you up with whatever you needed.  Or, you could always barter.  Crafters needed things that only other professions could provide for them.  I used provide resources to crafters from my combat character and get finished goods in return.

For the sake of argument though, let's just assume someone new to the game had a hard time finding affordable crafted gear.  So, they didn't meet a newbie crafter, couldn't find a guild, didn't find anything on the price-capped bazaar, and didn't learn how to barter.

SOE's solution was to introduce free loot that dropped out of almost everything that was superior to all crafted goods.  For example, I'd punch a womp rat in the head, and a blaster pistol would drop out.  I'd kill a nightsister, and a piece of armour (with new enhancements) would drop out. 

Crafted stuff became utter crap, and many (probably most) of the crafters quit, understandably.  I'd say that's not a good solution. 

So, if you thought inflation was really a problem, and you didn't want to make crafters completely useless, what would you have done to correct the problem?

My first thought would be to regulate the economy.  I've seen this done by using price caps on goods, components, resources etc..  I've also seen this done by regulating supply and demand via drop rates etc.  Both seemed to work just fine tbh.

Really though, I'd like to hear what others would have done.

First of all SOE 's reasoning here  s absolute crap, the reason why inflation was so high was because of the HUGE credit dupe that had been going on from very early on (it was absolutley huge), they didn't even know about it until two years or so in to the game by then the economy was just flooded with excess credits and people paying stupid amounts for items. Notice i'm not blaming those who took advantage of the dupe but I am blaming SOE for inadequate QA testing. So in short I would have made sure that major bugs like this would have been tested for and fixed before releasing the game. The point is that because this had been going on for so long it was impossible to rectify the economy without having a global credit wipe or introducing tory level tax messures :)

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Posts: 3305

Freedom is the will to be responsible to ourselves.

7/23/09 1:55:28 PM#23
Originally posted by ArcAngel3

One of the issues SOE highlighted as a reason for the NGE was that crafted goods had become too expensive for new players.

Isn't that something that is in the players hands? I mean my goods where acceseble for everyone wether you where a vet player or a newb, made no difference ot me, in fact I made sure my shops would shine for those new to the game, I had never forgotten my own start......

First of all, I'm not really sure how much of a problem this actually was.  New players could still buy crafted stuff from other new players, or from someone who had just switched to a crafting profession.  You had to craft and sell off lesser quality stuff for lower prices to progress up the crafting trees.

I did not need to switch, I was ALL crafter, thing is that many people play the greed game, and unfortunaly that seemed to be the majority, as I notice just a select group of people on several servers that played like I did, not making myslef out to be all that, but seriously SWG was so deep it was a virtual world

Also, if you found yourself a good guild, they'd set you up with whatever you needed.  Or, you could always barter.  Crafters needed things that only other professions could provide for them.  I used provide resources to crafters from my combat character and get finished goods in return.

I remember a few months after I returned in 2007 and became slightly known as a crafter (again) which brought many guild members at my door (ingame) asking if I wanted to join them, at the time was having lots of fun again but wasn't sure if I wanted or had the time again to comite to a guild, as for me when I am guilded I want to be of service of that guild.

For the sake of argument though, let's just assume someone new to the game had a hard time finding affordable crafted gear.  So, they didn't meet a newbie crafter, couldn't find a guild, didn't find anything on the price-capped bazaar, and didn't learn how to barter.

SOE's solution was to introduce free loot that dropped out of almost everything that was superior to all crafted goods.  For example, I'd punch a womp rat in the head, and a blaster pistol would drop out.  I'd kill a nightsister, and a piece of armour (with new enhancements) would drop out. 

The problem here is that SOE (regardless how I personaly feel) did the right thing. All I remember from people new to the game, when they met me, saw my professions, perhaps visited me, always wanted the best item, even thought they lacked skill/lvl to make us of, many lacked patients, the amount of times I tried to help people who wanted help with crafting, most of them often asked whats the best and fastest way to get lvl cap, where asking me for something that limited is the wrong question. But we have to face reality and know that these day's we are just a minority of gamers who truly would love a more virtual world type of game then a themepark, the majority enjoyes themepark and just don't understand what the fun can be in a virtual world.

Crafted stuff became utter crap, and many (probably most) of the crafters quit, understandably.  I'd say that's not a good solution. 

I tried to stick when CU hit, but then most things needed from crafters was only BH droids, as before the CU I made about anything any of my crafters could make, yes I had a second account, but started that 2end account a few months when the news of the CU entered as then many started to leave the game already.

Do understand why item decay was removed, but it was a feature I truly loved, the reason why it was removed is the same reason why we see all these new MMORPG being so dumped down, due to the simple mentality of new people into MMO's these day's.

So, if you thought inflation was really a problem, and you didn't want to make crafters completely useless, what would you have done to correct the problem?

It's difficult to answer from my perspective, as sure I saw the greed, but regardless of that I made sure that I wasn't playing the greed game as for me I wanted to play the community game, I took crafting professions because A: it was something completely different then the norm of games I play(ed), even thougt I played several MMORPG before SWG, still SWG was what I felt this genre would evolve futher into, instead of the devolving of this genre in way's of options.

But to try to answer your question what would I have done, probelby would have kept the state of pre-cu and polished the hell out of it including adding content, but then again doing so with a already  broken engine would be a very hard task to really do justice. As we all remember they fix A and D was broken and that continued almost with each and every patch.

My first thought would be to regulate the economy.  I've seen this done by using price caps on goods, components, resources etc..  I've also seen this done by regulating supply and demand via drop rates etc.  Both seemed to work just fine tbh.

To me the system worked fine as it was, what bothers me most was the unpatient nature of many players which to me is still the downfall of MMORPG's, as many want it now and want it all

Really though, I'd like to hear what others would have done.


 

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YOU do not need to agree with me as I am only SHARING my own opinion which can be different from yours. Thanks to forums we can share our opinions and discus them.

ericbelser

Elite Member

Joined: 11/11/08
Posts: 480

7/23/09 2:02:18 PM#24
Originally posted by wolfmann

credit dupe exploiters.


 

This really, the problem in the game had nothing to do with actual real activity and everything to do with credit dupe exploits that were used to print litterally billions of credits that were never removed from the system.

tvalentine

Elite Member

Joined: 4/01/06
Posts: 3757

“The things you own end up owning you.” -Tyler Durden

7/23/09 2:09:12 PM#25

inflation hit once people could solo missions. You could make millions of credits in a few days if you were determined, and credit dupers didnt help either. My solution would to lower payouts on missions (mainly the ones on dant that people soloed), fix the credit duping and lastly increase credit sinks. Such as increase credits to travel, increase decay on vehicles, increase rent on structures and etc.

Playing: EVE Online
Favorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE online
Looking forward to: Earthrise, Kingdom Under Fire 2
KUF2's Official Website - http://www.kufii.com/ENG/ -

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