Rebalancing the Empire Economy [slow induce]

Discussion in 'Community Discussion' started by Aikar, Jan 22, 2014.

?

Thoughts on stimulating the economy (Note: Decision made, see post)

Leave it alone (please provide evidence/reasoning) 63 vote(s) 25.2%
Gradual increase until 10x lift 37 vote(s) 14.8%
Gradual increase until 25x lift 22 vote(s) 8.8%
Gradual increase until things are healthy and stable 105 vote(s) 42.0%
Don't care either way. 23 vote(s) 9.2%
Thread Status:
Not open for further replies.
  1. After the economy is up and stuff, will the 100000000 sign in bonus go down slowely?
    M4nic_M1ner and Equinox_Boss like this.
  2. I voted to leave it alone. Not all items are in such high supply that their price is decreasing. I own a wood shop, and I've raised my prices continually for the past year. I still sell stock regularly.

    I hear lots of old time players saying "96r for a stack of oak logs is ridiculous" and then I just invite them to go find another shop where they can buy them cheaper instead of harassing me. Some people have a 'set price' in their heads for what something should cost.

    Also, there are ways outside of owning a shop to earn money. I made over 200K being creative and building patterned floors for people with my own materials.

    Another way to reduce supply is to offer sell chests at the server shop. If you offer to buy ingots at 4r each, I bet that would encourage a LOT of reselling!
    M4nic_M1ner, Equinox_Boss and Pab10S like this.
  3. First - i'm going to edit the original post to make something clear - the 10/25x options does not mean instant, it also means gradual, but the third option was more so 'no hard number to shoot for'.

    This is where I have a fundamental disagreement with you. I see stagnant prices as a bad thing and "boring".

    What fun is running a shop and selling iron ingots when your locked to 1-2 rupee price differences even on bulk orders?

    Also, I use iron ingots as its a good example of a useful item thats at bottomed out pricing.

    Supply and Demand is not static. Prices should change based on the current economic desires.

    Right now, I believe you are seeing price stability solely due to the economy reaching a hard bottom. Prices are hitting the lowest points that players feel comfortable even selling an item for, as if they go lower, that items value starts to be the same as another item that clearly isnt as useful.

    What if diamonds were overstocked? Should diamond prices be forced to 5r range, costing the same as another less useful item.

    Overstock should control the fluxuations in a general area, not bottom out an entire item.

    You say you can sell 10 ingots for 19r instead, but what about new players who don't have 300 ingots? They have very low stock and need that ability to sell in smaller increments... What about a simple flint and steel?

    Theirs so many problems when you ride the bottom line of an economy that would be "simpler" if it wasnt like that.

    I believe its the exact opposite of what you said. I believe it will be much easier for the younger players, as right now you are FORCED to price items off of bulk purchases for many cases. It would be much simpler if prices were based off a single item.

    1 Dirt = 1R, well everyone now knows 64 Dirt = 64R base! I'll sell for 60R for a bulk buy discount.

    as said above, the inflation would not be instant.

    There is no data to back this up. The rupee base has been 100R for so long, with supporting up to 1300R...

    However... You mention "Become more stable in the past few months". Well the past few months is actually when the inflation really started, increased tutorial bonuses and up to now 7x in growth of the new player base.

    There is A LOT more rupees entering the economy the past 3 months. To repeat above, I would blame stabilization on a bottomed out theory instead, that players just do not consider it possible to sell an item cheaper to be worth their time.

    I did this in other games, which is back to my original post of playing economics. Manipulating markets like this can be an inconvenience to some, but not totally destroying.

    So if you did buy up EVERYTHING, and raised price 4x, it would be rough the first few days as stock is low, but then every other player would start farming their own and selling.

    IF you buy their stuff, now they have benefited from your manipulation. Eventually, your profit margins will turn non existant as your buying items for the price you rose it to, and if you continue to try manipulate it higher, people will simply stop buying it them farm it themselves.

    You then get stuck with tons of stock you can't sell, and get bored of it.

    You eventually will be depleted of rupees because you have too much stock you cant sell, and then other shops will take back over. The economy would then be inflated higher through manipulation, but would eventually balance back out.

    EVERYTHING I just typed in this section is real experience I have with in game economics - I've done all of this, minus doing it for the sake of harming an economy.

    Buying out all the competition, selling higher, causing the trend to be higher, others then make profit off my work but not to my scale, only to then get stuck with stock from others who are now playing my game or farming and undercutting me.

    In WoW I was churning through thousands of gold a day as a non max level when many max levels didn't even have that much.
    BevK56 and Equinox_Boss like this.
  4. I personally do not want the economy to change, as then it would be harder to make money for example: I bought a bow with Unbreaking III and Power III for 100, then I sold it for 52, when I thought that it would easily sell for 200. That means that if they cost 1,000, if we change it 10x, then I would lose 500r for nothing! I personally would like a small raise, like 2x, so iron would cost 4r if It cost 2, just then we raise it a little gradually until everyone is happy.
    Equinox_Boss likes this.
  5. You didn't lose anything, the worth scales with the x value.
    Equinox_Boss likes this.
  6. ----

    EMC has always had massive inflation due to having barely any sinks. If inflation was truely a problem, everything would be going up naturally anyways. I see the problem being that we have the prices we have today, but the income to players is simply too low. If we give more buying power to all these new players, then their will be more demand, giving a more healthy economy.

    Right now, our demand is limited to veteran players, because free players simply can not afford anything!

    100 rupees... Yet people buy things for 5k rupees, 10k, 35k, or even 200k~ now for vouchers. If someone starts, and has no clue how to make money yet, and they see a measily 100R when the scale on other things is higher, no-one will want to buy things, theyd rather save it for the important things such as food to "live".

    We have an eco system where players feel its more effecient to mine resources than it is to buy them, and that is the problem. There needs to be more of a balance there. More players to buy resources to save time and get instant gratification.

    With more cash on hand, you feel more in control of doing this. If I'm a new player, I receive 1K + say 3K for voting (to raise it also some), At todays prices, They can get a nice set of stone, wood, glass, animal eggs, etc.

    They are able to start to see their construction much quicker, instead of a dirt shack.

    What's EMC's strongest point? Our community! Letting new players be able to get something built that actually looks quality, quicker, added into their servers community, to then show it off to others, will form a much stronger bond for them to this server.

    The opposite of inflation to solve this problem would be deflation.... Except the economy is bottomed out, we can't do that!

    Plus that would furthur increase the problems we have mentioned here. We do not need to make items cheaper, we need to solve the income problems that restricts newer players from the market.

    And in doing this, the veteran players benefit strongly as they have even more buyers and suppliers, and helps EMC as a whole.
    queendiva1, BevK56 and Equinox_Boss like this.
  7. That is exactly what this thread is proposing, a gradual increase.
    Equinox_Boss likes this.
  8. But what I'm imposing is that if we do decide to raise the prices and rupees, then the shops that Do NOT raise prices will make the most money because everyone will gravitate to the lower prices. Its human nature. So the new players who have higher prices will be forced to lower them, and the economy will be the same again.
    607 and Equinox_Boss like this.
  9. I did vote for a 10x lift, but I actually, now that I think about it and have read many of the posts, I think that the best thing to do would be a staged influx, meaning that the increase is done in steps with a scheduled timeline. Meaning like the first influx is like 2x or 3x and then that is monitored, and then at 5x or 6x and then a monitor time and then so one and the monitor times could be like weeks or months apart.. It would bring gradual change over time, while at the same time not taxing actives shops with people taking advantage of the increase to make money by draining store supplies and trying to resell at twice the price. The players could be warned in a timely manner of the increase so that they have their stores ready for the increase.. o3o
    Equinox_Boss likes this.
  10. Can you explain how too much stock leads to rupee loss? Rupee gain is slowed, of course, but depleted?

    Isn't "farming and undercutting me" a good incentive to go into a more lucrative trade? i.e. creative building, diamond mining etc. If 20 other wood shops opened around mine at half the cost, I'd find other ways to make rupees.
    Equinox_Boss and Pab10S like this.
  11. So then I would lose 480r instead.
    Equinox_Boss likes this.
  12. That will not happen AT ALL. Take Todd_Vintons shop (2000).
    Todd relies on players to supply the shop because he cannot supply over 200 unique items. He takes your advice and does not change his prices. NOW his shop is empty of all items and he is now forced to close down until he can stock and change prices.
    Equinox_Boss likes this.
  13. Approved by volt? Ok aikar, do your thing!
    queendiva1 and Equinox_Boss like this.
  14. Also, if this comes out. Somebody please make an Empire-Wide price list for the Empire.
    Equinox_Boss likes this.
  15. That is only for unique items. I am talking about for example: chickeneer's Iron shop. He has a massive iron farm, so he can keep his prices the same, because he has infinite iron. But 1.8 might change that, but he still has enough iron from tons of farming, so he can STILL keep his prices low.
    Equinox_Boss likes this.
  16. welll
    in 1.8 iron and gold farms won't work so that brings prices up sort of
    Equinox_Boss likes this.
  17. They will be changing, not broken.
    Don't know where people are getting this from lol
  18. Too much text, too short attention spa--- what was I saying, oh yeah. So as I didn't read everything, I have no clue what got covered but here are my thoughts on this whole thing: I've worked hard for my rupees without supporter at any point (which I really wish I could) and have worked up, gone down and up and down like that for a long time. A bit of this gradual change has happened to smp8 over the last week or so with all the new players.
    Prices have increased there some (although some are terrible. A stack of cobble = a diamond? Really?) and have shown undercutting once more. So a gradual change is best. Although preferably the mentioned route in the original post rather than new player influxes that usually but not always help with this.
    I believe player organizations would help -- but more than the 2-player shop teams. Maybe if all major shop owners could group into 3, 4 groups per server and set records for regular price on items and sale price on items for their entire group, allowing each shop to choose sale items, clearance sales, et cetra, all with set prices so it's not a free-for-all undercut fest that I have seen in the past.
    This would appear bad for the consumer if all groups decide to set the prices way too high which brings me to the next point:
    If such groups emerge, either the major group or groups need to be courteous to their buyers and set healthy prices slowly adjusting or they need to avoid becoming a monopoly because a monopoly group can set prices to 5r cheaper than /shop for everything (which will lead to players buying from /shop out of spite, meaning nobody gets the rupees, killing the economy).

    And as such, when I have rebuilt my shop (not to advertise), I will be setting prices a few rupees above the normal to start with to allow undercutting of my store then slowly raise it over the months ahead. Any shop owners agreeing with me on this, or most of it, I recommend doing the same, until iron is about 20r, 30r each, whatever, when the daily log in and voting rupees are upped.
    Equinox_Boss likes this.
  19. New ways to get rupees have slowly been added to EMC and has not caused concern in the past. In theory this inflation has gone on since adding voting bonuses, which has been a while. Now were simply talking about adding a bit more, but more so to the extent of how large.

    as I responded to manic above - since this has been going on for a while with no evidence to say its harmed anyone, what reasoning would you have to say another increase would be different?

    No-ones rupee values would go down in value over a single day. We would see people who have current wealth, be able to grow it even faster:
    1. By their own daily income being higher
    2. By more demand
    3. By playing economics of buy low sell high

    We are a community based survival server. Our main 'gameplay' is about building and surviving (when in the wild). We have a strong economy, but it is designed to ASSIST players, not be our main focus.

    But as the many problems i've detailed in this thread, the economy does not provide as much benefit to the newer players, as they can not afford much.

    So, in turn, they turn around and go to the wastelands to mine.... and.... sell some items in a shop to make some money that they then can buy other things with.

    The goal here is to make it so players feel like they can just buy resources instead of having to mine them, to reduce the amount of supply, and increase demand.

    We have support for this now. Simply visit the page and hit Pay Now, input price of the package you want, and then PM ICC with the receipt/transaction ID (You don't even need to log in to paypal).

    Prepaid cards work for that process.
    Equinox_Boss likes this.
  20. Shop owners can set items at a lower price, but anyone can buy out the shop owner and sell the items at a higher price. Players are always likely to buy the cheaper items if possible. Supply and demand controls the value. If something like cobblestone is worth 32 Rupees and I buy it from others for 28 rupees. Any player can come in there and buy all my cobblestone and sell it for 36 rupees and buy it from others for 30 rupees. Players are more likely to see I sell for 32 R a stack and not want to pay 36, unless the supply and demand is high on whatever item. Anyone can benefit if you know what items are high in demand at the time.
Thread Status:
Not open for further replies.