Open Letter to Everyone: State of Crafting/Economy
Posted: Thu Apr 09, 2020 1:25 am
This is a message to the entire server. Newbies, Vets, Devs, Guilds that run 4-5 cities, solo players etc.
I don’t claim to be an expert, but I know what I like in the SWG economy and the crafting system. Im sure we all know the crafting system is unique and one of the main draws for this game. Embrace it. It isn’t enough to have awesome features and new planets if the economy isn’t there. When the economy is in trouble, everything else gets boring too, not just crafting. The server cant retain or attract players without that dopamine release of accomplishing something, or earning new loot.
Maybe my ideas of what SWG should be don’t align with the vision of the Devs or the player base. That is possible. If I am way off here, that is ok. Let me know.
But there comes a point where you may as well just have the blue frog, and I think this server has a lot of fresh ideas and a lot of hard work put into it, so I don’t think any of us want it to be a blue frog server.
I’m going to talk about a few of the major problems on SWG servers and SR in general and try my best to at least offer up a suggestion for improvements, or changes that I believe could at least partially address those issues. It could take a mix of any or all of these suggestions. Of course this has to be a server wide dialogue, not a platform for any one person or guild.
The way I see it, many issues spill into one another
Empty Bazaar
A new player who wishes to be a joins the server. They check the Bazaar for a pulse to gauge the economy. It is dead because nobody uses the Bazaar.
A new player signs in. The first thing to do is run to the Bazaar for starter gear and tools. The problem is it is empty. Everything is sold on a vendor somewhere. They both might just leave. I usually do in these situations.
So the crafter cant reliably sell on the bazaar, and the buyers cant reliably count on anything being on the bazaar, because every time people use the Bazaar it is so sparely used, it looks empty.
Travel prices are trivial. Starports can go anywhere in the galaxy with one click. It is always better to just search for a vendor and fly around. It is a shame the Bazaar is so underutilized.
Solution: Make the Bazaar more attractive to brand new people and people who dont want to be 100% crafters. It should be the easy and cheap way new players can buy and sell gear, well before they even think about opening up stores.
This is partially a community problem, but is also linked with mechanic changes. This isn’t really anyone’s fault it’s just a natural thing to do given the systems in place. People will gravitate to what is easier even if it negatively impacts several other systems.
This leads me to the next issue.
Attack of the Clo… I mean vendors
I understand the template changes to Business and Merchant were probably important at the start. It helped the server get on its feet and establish Malls without gimping people who wanted to do combat, or multiple crafts. It isn’t easy to open up stores if you have to spend too many points just to get merchant. But right now, it is too trivial to be a master Merchant. 5 points to become a master merchant. This means even hardcore combat builds can be master merchants.
Every single character in the game (5 * The Population * Vendor Cap isnt even unrealistic at the moment) This is insane overkill. It shouldnt be possible. It may have been a goodwill gesture at first but if the community is going to grow, we need to actually need one another. It is also one of the main things killing the Bazaar.
Solution: I propose tying Merchant to Master Artisan. This way only people who are already seriously crafting will easily become master merchants. Everyone else can still pick up business 1-4, Or the Bazaar for the basic vendor needs if they need to.
Too Many Alts
That brings me to the next point. If we are going to grow, we need to rely on one another. It isn’t really a server if everyone is self-sufficient. There is no need for an economy if you can do everything yourself.
Right now everyone can be a master merchant. Alts can afk buff anything. People can survey afk better than top tier harvesters without energy or maintenance costs.
There’s no room for up and coming doctors or dancers. There’s no room for basically any starter gear, speeders, weapons, etc to speak of. No market for anything but immaculate BER harvesters, and even then sacrificing an alt is probably better.
Solution: The alt thing isn’t a huge problem alone. It mostly makes all the other issues worse. Im not advocating we remove alts. I certainly wouldn’t support any extra toon slots unless it was a old vet unlock, or maybe a FS unlock when you get Padawan. I would also support less toons online at once. 1-2 down from 3.
This is partially a community problem, but is also linked with template changes. This isn’t really anyone’s fault it’s just a natural thing to do given the systems in place.
There is simply too much stuff for too few people
It really is bloated. Too many alts, too many vendors, too many items being produced for too few people. Hordes of grind quality and high-quality resources saved up. Too many resources coming in, not enough that need to go out.
It is too easy to get too much. There isn’t enough demand for what is being crafted, but people just keep crafting and posting because there is no downside what with all the vendor access. Supply too high + demand too low = prices are inflated. That’s economics 101.
The market is flooded with junk and nobody has a clue how to price the stuff that isn’t junk because there is nothing solid to base it off of. There is no sense of value.
Let me go back to the new player from earlier:
After he checks the bazaar and sees that it is dead. He sifts through the vendor lists and gets himself a mini-suit of composite, a swoop, good weapons, etc and still has change left for a few buffs.
Who the hell is going to buy any type of armor besides the comp mini suit that will last them well into their template and until they are ready to min/max a serious suit? The same thing goes for weapons, and speeders.
There isn’t any room for crafters to make anything but the best. 90% of crafted items have no market. There is nobody struggling in starter gear to work their way up to new gear where they feel the improvement, feel the accomplishment, it feels like an upgrade, it makes their quests easier. It just doesnt happen.
There is nothing special about upgrading your X-34 after put putting around Tat, because everyone has a stack of swoops from day 1.
This isn’t just an economy issue, this is a game progression issue. This is boring.
Again, this isn’t anyone’s fault. People are just doing what is natural give the systems we have. But it isn’t healthy for crafting or the economy. This is probably the worst problem by far, and there is no single solution.
There are too many starter credits
Combined with everything else there really isn’t a need for that many credits. I mean everything is so inflated and cheap as dirt, you don’t need 110, 000 credits. Swoops are like 5k, a mini suit might run 20k.
The amount should be lowered to reflect the economy. Or at the very least people selling starter gear, if you are gonna sell swoops and comp mini suits, ask for a price that reflects the 110,000 credits so that by the end of buying some starter gear, they should be broke and still not have everything they want. They should have to work towards something.
So what can be done? How can we all help the longevity of the server?
Devs: Look into the mechanics and how they interact with the economy and crafting system.
Starter cash, Alts, and ubiquitous Master merchants.
Veterans, and Large Guilds: Your contributions helped build the server, but if you want fresh blood you need to make some room (literally). This is a community effort and cant be forced or strong armed.
Focus on what you are best at. Make the best stuff and charge accordingly. For everything else, switch to custom orders. Stop clogging vendors with stuff nobody will ever buy. Stop undercutting so hard that 90% of the market is useless. Put out some medium grade starter kits that leave something to be desired, and CHARGE for it.
Take your low tier stuff off of the market and let the up and comers focus on small stuff like low grade armor, Cdef pistols, and tool chests, X-34 speeders, etc. Better yet take them off and delete them entirely. The same thing goes for the 10 billion grinding quality resources you have saved up. Post some in small batches and delete what you don’t need. You will never use it, and you will have a a few million new resources in a few days anyway. Give yourself some breathing room.
New Crafters: Use the Bazaar more. Decide what you want to focus on. Take custom orders. Advertise on the forum and chat. Don’t sell anything for less than you are worth. Your time is worth money.
I encourage any crafters or anyone else concerned about the economy to give feedback.
I don’t claim to be an expert, but I know what I like in the SWG economy and the crafting system. Im sure we all know the crafting system is unique and one of the main draws for this game. Embrace it. It isn’t enough to have awesome features and new planets if the economy isn’t there. When the economy is in trouble, everything else gets boring too, not just crafting. The server cant retain or attract players without that dopamine release of accomplishing something, or earning new loot.
Maybe my ideas of what SWG should be don’t align with the vision of the Devs or the player base. That is possible. If I am way off here, that is ok. Let me know.
But there comes a point where you may as well just have the blue frog, and I think this server has a lot of fresh ideas and a lot of hard work put into it, so I don’t think any of us want it to be a blue frog server.
I’m going to talk about a few of the major problems on SWG servers and SR in general and try my best to at least offer up a suggestion for improvements, or changes that I believe could at least partially address those issues. It could take a mix of any or all of these suggestions. Of course this has to be a server wide dialogue, not a platform for any one person or guild.
The way I see it, many issues spill into one another
Empty Bazaar
A new player who wishes to be a joins the server. They check the Bazaar for a pulse to gauge the economy. It is dead because nobody uses the Bazaar.
A new player signs in. The first thing to do is run to the Bazaar for starter gear and tools. The problem is it is empty. Everything is sold on a vendor somewhere. They both might just leave. I usually do in these situations.
So the crafter cant reliably sell on the bazaar, and the buyers cant reliably count on anything being on the bazaar, because every time people use the Bazaar it is so sparely used, it looks empty.
Travel prices are trivial. Starports can go anywhere in the galaxy with one click. It is always better to just search for a vendor and fly around. It is a shame the Bazaar is so underutilized.
Solution: Make the Bazaar more attractive to brand new people and people who dont want to be 100% crafters. It should be the easy and cheap way new players can buy and sell gear, well before they even think about opening up stores.
This is partially a community problem, but is also linked with mechanic changes. This isn’t really anyone’s fault it’s just a natural thing to do given the systems in place. People will gravitate to what is easier even if it negatively impacts several other systems.
This leads me to the next issue.
Attack of the Clo… I mean vendors
I understand the template changes to Business and Merchant were probably important at the start. It helped the server get on its feet and establish Malls without gimping people who wanted to do combat, or multiple crafts. It isn’t easy to open up stores if you have to spend too many points just to get merchant. But right now, it is too trivial to be a master Merchant. 5 points to become a master merchant. This means even hardcore combat builds can be master merchants.
Every single character in the game (5 * The Population * Vendor Cap isnt even unrealistic at the moment) This is insane overkill. It shouldnt be possible. It may have been a goodwill gesture at first but if the community is going to grow, we need to actually need one another. It is also one of the main things killing the Bazaar.
Solution: I propose tying Merchant to Master Artisan. This way only people who are already seriously crafting will easily become master merchants. Everyone else can still pick up business 1-4, Or the Bazaar for the basic vendor needs if they need to.
Too Many Alts
That brings me to the next point. If we are going to grow, we need to rely on one another. It isn’t really a server if everyone is self-sufficient. There is no need for an economy if you can do everything yourself.
Right now everyone can be a master merchant. Alts can afk buff anything. People can survey afk better than top tier harvesters without energy or maintenance costs.
There’s no room for up and coming doctors or dancers. There’s no room for basically any starter gear, speeders, weapons, etc to speak of. No market for anything but immaculate BER harvesters, and even then sacrificing an alt is probably better.
Solution: The alt thing isn’t a huge problem alone. It mostly makes all the other issues worse. Im not advocating we remove alts. I certainly wouldn’t support any extra toon slots unless it was a old vet unlock, or maybe a FS unlock when you get Padawan. I would also support less toons online at once. 1-2 down from 3.
This is partially a community problem, but is also linked with template changes. This isn’t really anyone’s fault it’s just a natural thing to do given the systems in place.
There is simply too much stuff for too few people
It really is bloated. Too many alts, too many vendors, too many items being produced for too few people. Hordes of grind quality and high-quality resources saved up. Too many resources coming in, not enough that need to go out.
It is too easy to get too much. There isn’t enough demand for what is being crafted, but people just keep crafting and posting because there is no downside what with all the vendor access. Supply too high + demand too low = prices are inflated. That’s economics 101.
The market is flooded with junk and nobody has a clue how to price the stuff that isn’t junk because there is nothing solid to base it off of. There is no sense of value.
Let me go back to the new player from earlier:
After he checks the bazaar and sees that it is dead. He sifts through the vendor lists and gets himself a mini-suit of composite, a swoop, good weapons, etc and still has change left for a few buffs.
Who the hell is going to buy any type of armor besides the comp mini suit that will last them well into their template and until they are ready to min/max a serious suit? The same thing goes for weapons, and speeders.
There isn’t any room for crafters to make anything but the best. 90% of crafted items have no market. There is nobody struggling in starter gear to work their way up to new gear where they feel the improvement, feel the accomplishment, it feels like an upgrade, it makes their quests easier. It just doesnt happen.
There is nothing special about upgrading your X-34 after put putting around Tat, because everyone has a stack of swoops from day 1.
This isn’t just an economy issue, this is a game progression issue. This is boring.
Again, this isn’t anyone’s fault. People are just doing what is natural give the systems we have. But it isn’t healthy for crafting or the economy. This is probably the worst problem by far, and there is no single solution.
There are too many starter credits
Combined with everything else there really isn’t a need for that many credits. I mean everything is so inflated and cheap as dirt, you don’t need 110, 000 credits. Swoops are like 5k, a mini suit might run 20k.
The amount should be lowered to reflect the economy. Or at the very least people selling starter gear, if you are gonna sell swoops and comp mini suits, ask for a price that reflects the 110,000 credits so that by the end of buying some starter gear, they should be broke and still not have everything they want. They should have to work towards something.
So what can be done? How can we all help the longevity of the server?
Devs: Look into the mechanics and how they interact with the economy and crafting system.
Starter cash, Alts, and ubiquitous Master merchants.
Veterans, and Large Guilds: Your contributions helped build the server, but if you want fresh blood you need to make some room (literally). This is a community effort and cant be forced or strong armed.
Focus on what you are best at. Make the best stuff and charge accordingly. For everything else, switch to custom orders. Stop clogging vendors with stuff nobody will ever buy. Stop undercutting so hard that 90% of the market is useless. Put out some medium grade starter kits that leave something to be desired, and CHARGE for it.
Take your low tier stuff off of the market and let the up and comers focus on small stuff like low grade armor, Cdef pistols, and tool chests, X-34 speeders, etc. Better yet take them off and delete them entirely. The same thing goes for the 10 billion grinding quality resources you have saved up. Post some in small batches and delete what you don’t need. You will never use it, and you will have a a few million new resources in a few days anyway. Give yourself some breathing room.
New Crafters: Use the Bazaar more. Decide what you want to focus on. Take custom orders. Advertise on the forum and chat. Don’t sell anything for less than you are worth. Your time is worth money.
I encourage any crafters or anyone else concerned about the economy to give feedback.