Fixing an economy
Posted: Tue Feb 27, 2007 9:26 pm
Let's face it; everyone knows there's something wrong with the economy on Atys. There's more dappers around than any Tryker git could dream of 'borrowing', raw materials have taken up the spot as prime barter goods, crafters rarely sell their goods through the local markets and if you do happen to trade with the vendors, they hardly seem to recognise the difference between a piece of decent craftsmanship and a mektoub's behind.
GF's been talking about adressing the economy as one of their priorities, which frankly scared me at first, honestly, it still does. It's not usually a small undertaking to change or fix something which will affect your whole playerbase, and certainly not when it is something as widespread as an economy which revolves around player crafting.
Various things have been suggested so far, like money-sinks, increasing prices/value of goods and services, etc ...
But while most of these would seem like good ideas to get rid of currently available dappers, they actually don't 'fix' anything, rather they sweep the real problem under the rug: our bottomless pit of dappers.
Without tackling this problem at the source, none of the other suggestion would make much difference being felt. Due to the fact that more new dappers are being brought into the economy than spend (and will be spend in the future like on money-sinks; consumers will only spend as long as their needs aren't met) and the impossibility of devaluating the currency, we're stuck with limiting the influx.
Therefor I suggest GF takes getting rid of the 'sell to npc button' into consideration; this button alone is the sole reason crafters are the richest persons around, this is where the lion's share of dappers gets brought into circulation.
What good would this simple thing do? It would stop crafters grinding out useless objects and still getting paid for it, instead offering the crafter the choice of either crafting for xp, or crafting for dappers by offering goods for sale on the market. Still short on cash? Grab a pick, forage materials and put them on sale; or go out hunting and sell the loot. All of a sudden you have brought the incentive for foragers and crafters to actually use the vendor system, and you tone down the influx of dappers.
Ofcourse it's only one step.
We'd still need money-sinks to get rid of our fortunes; the possibility of selling OP produce such as Elevation crystals and otherwise pretty underused flowers for instance, RP props, adjusting the price of Altar pacts based on the level of the region the Altar is to be found in, upkeep for Outposts, upgrades for Guildhalls, etc ...
There's still need to recallibrate the scaling on prices of grades, statistics and presence of boosts on crafted items. Or reviewing the 7-day sales limit, selling to and recollecting from hawkers, ...
But if you can't control the influx of dappers, whatever gets changed or reworked in the economy will possibly only aid out for a short while.
GF's been talking about adressing the economy as one of their priorities, which frankly scared me at first, honestly, it still does. It's not usually a small undertaking to change or fix something which will affect your whole playerbase, and certainly not when it is something as widespread as an economy which revolves around player crafting.
Various things have been suggested so far, like money-sinks, increasing prices/value of goods and services, etc ...
But while most of these would seem like good ideas to get rid of currently available dappers, they actually don't 'fix' anything, rather they sweep the real problem under the rug: our bottomless pit of dappers.
Without tackling this problem at the source, none of the other suggestion would make much difference being felt. Due to the fact that more new dappers are being brought into the economy than spend (and will be spend in the future like on money-sinks; consumers will only spend as long as their needs aren't met) and the impossibility of devaluating the currency, we're stuck with limiting the influx.
Therefor I suggest GF takes getting rid of the 'sell to npc button' into consideration; this button alone is the sole reason crafters are the richest persons around, this is where the lion's share of dappers gets brought into circulation.
What good would this simple thing do? It would stop crafters grinding out useless objects and still getting paid for it, instead offering the crafter the choice of either crafting for xp, or crafting for dappers by offering goods for sale on the market. Still short on cash? Grab a pick, forage materials and put them on sale; or go out hunting and sell the loot. All of a sudden you have brought the incentive for foragers and crafters to actually use the vendor system, and you tone down the influx of dappers.
Ofcourse it's only one step.
We'd still need money-sinks to get rid of our fortunes; the possibility of selling OP produce such as Elevation crystals and otherwise pretty underused flowers for instance, RP props, adjusting the price of Altar pacts based on the level of the region the Altar is to be found in, upkeep for Outposts, upgrades for Guildhalls, etc ...
There's still need to recallibrate the scaling on prices of grades, statistics and presence of boosts on crafted items. Or reviewing the 7-day sales limit, selling to and recollecting from hawkers, ...
But if you can't control the influx of dappers, whatever gets changed or reworked in the economy will possibly only aid out for a short while.