I love the recent market upgrades, fixes and improvements to shops & trade!! :D
The entire trade system is massively improved. I've now got a busy MP trade hub operational (on Brieries) that fills multiple bulk market orders every day as well as providing profitable work and shipbuilding materials to several dozen solo pilots & faction members. My shop is set up with a few automated production lines that immediately pulled materials I purchase, refine them, then sell the product for a good price. This has created some great infinite profit loops that benefit both our starport and our associated traders in and out of faction.
There is a fundamental hole in the economy though, and outside of the mineral/carved trade, player shops can only be sustained over the long term by subsidy.
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No matter how you wrangle it, buying Ore & Shards is a loss.
This is sabotaging macro-economic development throughout the MP multiverse and making it impossible to operate a market that provides manufactured goods to consumers primarily from ore purchased from miners, rather than from the results of flying out and personally mining, then selling. This is a serious problem, because any player with experience will not go mine then refine and sell most of their results exactly because they know that they cannot get the actual value of their work. It's far, far more profitable to mine directly then hoard the results for private production lines and completely ignore the credit-based economy.
This means no professional miners, because in order for players to exist as miners they need reliable customers and reliable sources of components. This also means no professional merchants or traders.
Despite the massive improvements to economy, the NPC shops are still pushing - almost forcing - all players to mine/refine/manufacture/trade all individually as jacks of all trades (and if you don't like it, you can just not play... which is a popular choice).
One can fix the prices of one's own shop, but so long as hundreds of NPC shops exist buying ores/shards at high prices and selling the most high-demand items crafted from them at a loss, no sustainable economy can exist. This means that in the long run, it's not worth while specializing for any player, ever. Every player must be all things or eventually hit a wall of non-sustainability. Specialization is non-sustainable.
I understand that the NPC shops are currently rigged to inject credits into the player economy by operating at a loss, but believe vanilla NPC shop pricing is actually breaking the entire StarMade MultiPlayer economy.
Since no one can profitably compete to offer bulk amounts of components to the public all in one place, players must either shop around or manufacture their own. Most resort to the latter to save time. Economy over.
The NPC shops inject liquidity into the economy, but they do so at a loss. As a direct result credits are worthless.
Worse than worthless - every earned credit (as opposed to stolen/cheated/found/begged credits) essentially represents a fractional loss of value to the possessor because they originate in an economy that operates at a loss.
NPC shops must be priced to actually profit overall (i.e. sell all manufactured goods at 20-30% over their value relative to the price the shop pays for raw goods to account for the time value of manufacturing & building/maintaining both manufacturing and trade facilities) for credits to have value in the game. The higher the margin of NPC shop profit, the more precious credits become. Such shops would still inject liquidity into the economy because shops create credits magically and players create value by mining, so even a very profitable (high margin) NPC shop network would allow new players to sell mining results and make good money.
This would open up real margins for player merchants to make it worth the trouble of offering mining/trade work to other pilots and offering a seriously well-stocked shop that could out-compete the NPC shops (currently impossible without personally subsidizing prices eternally with no hope of ever seeing a return). This would permit a shop to stock massive amounts of popular materials, so it would not be necessary for every single player to maintain their own personal space station, factory, mining operation and trade routes just to build and maintain a few ships.
Players could actually play as miners or traders because it would be worth the while of station owners to pay them for it. Currently paying players to mine is either a loss to the miner or a loss to the merchant.
I believe this will change very quickly if vanilla NPC shop prices are fixed.
The fasted route to fixing the economy is to simply cut all vanilla ore/shard prices by 30-40% rather than re-price the entire product spreadsheet.
This is an extremely easy solution to a major problem that could be packaged into any update and would not require more than a few minutes on the part of the dev team. It would not damage solo play, since most solo players currently do not rely on the (broken) credit economy much after startup anyway.
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Sorry about the wall of text - this is by far not my most concise proposal :p
The entire trade system is massively improved. I've now got a busy MP trade hub operational (on Brieries) that fills multiple bulk market orders every day as well as providing profitable work and shipbuilding materials to several dozen solo pilots & faction members. My shop is set up with a few automated production lines that immediately pulled materials I purchase, refine them, then sell the product for a good price. This has created some great infinite profit loops that benefit both our starport and our associated traders in and out of faction.
There is a fundamental hole in the economy though, and outside of the mineral/carved trade, player shops can only be sustained over the long term by subsidy.
-
No matter how you wrangle it, buying Ore & Shards is a loss.
This is sabotaging macro-economic development throughout the MP multiverse and making it impossible to operate a market that provides manufactured goods to consumers primarily from ore purchased from miners, rather than from the results of flying out and personally mining, then selling. This is a serious problem, because any player with experience will not go mine then refine and sell most of their results exactly because they know that they cannot get the actual value of their work. It's far, far more profitable to mine directly then hoard the results for private production lines and completely ignore the credit-based economy.
This means no professional miners, because in order for players to exist as miners they need reliable customers and reliable sources of components. This also means no professional merchants or traders.
Despite the massive improvements to economy, the NPC shops are still pushing - almost forcing - all players to mine/refine/manufacture/trade all individually as jacks of all trades (and if you don't like it, you can just not play... which is a popular choice).
One can fix the prices of one's own shop, but so long as hundreds of NPC shops exist buying ores/shards at high prices and selling the most high-demand items crafted from them at a loss, no sustainable economy can exist. This means that in the long run, it's not worth while specializing for any player, ever. Every player must be all things or eventually hit a wall of non-sustainability. Specialization is non-sustainable.
I understand that the NPC shops are currently rigged to inject credits into the player economy by operating at a loss, but believe vanilla NPC shop pricing is actually breaking the entire StarMade MultiPlayer economy.
- NPC Shops buy ore (ore & shards, et al) at C120/block.
- Refineries break this unit into 5 ore caps, and 10 mesh (mesh & composite, et al).
- Shops then price the caps at C12/b, which accounts for half the price of the ore.
- The remaining C60 of value must then come from the 10 mesh, making mesh worth C6/b.
- Shops then turn around and sell grey hull - which requires 2 C6 blocks to produce and is the cornerstone of the economy - at C10/b. A nearly 20% loss. No player shop can compete without suffering equal or worse losses.
- Most other manufactured products from basic to advanced yield 0% profit for shops... which is better than -20%, but still totally broken.
Since no one can profitably compete to offer bulk amounts of components to the public all in one place, players must either shop around or manufacture their own. Most resort to the latter to save time. Economy over.
The NPC shops inject liquidity into the economy, but they do so at a loss. As a direct result credits are worthless.
Worse than worthless - every earned credit (as opposed to stolen/cheated/found/begged credits) essentially represents a fractional loss of value to the possessor because they originate in an economy that operates at a loss.
NPC shops must be priced to actually profit overall (i.e. sell all manufactured goods at 20-30% over their value relative to the price the shop pays for raw goods to account for the time value of manufacturing & building/maintaining both manufacturing and trade facilities) for credits to have value in the game. The higher the margin of NPC shop profit, the more precious credits become. Such shops would still inject liquidity into the economy because shops create credits magically and players create value by mining, so even a very profitable (high margin) NPC shop network would allow new players to sell mining results and make good money.
This would open up real margins for player merchants to make it worth the trouble of offering mining/trade work to other pilots and offering a seriously well-stocked shop that could out-compete the NPC shops (currently impossible without personally subsidizing prices eternally with no hope of ever seeing a return). This would permit a shop to stock massive amounts of popular materials, so it would not be necessary for every single player to maintain their own personal space station, factory, mining operation and trade routes just to build and maintain a few ships.
Players could actually play as miners or traders because it would be worth the while of station owners to pay them for it. Currently paying players to mine is either a loss to the miner or a loss to the merchant.
I believe this will change very quickly if vanilla NPC shop prices are fixed.
The fasted route to fixing the economy is to simply cut all vanilla ore/shard prices by 30-40% rather than re-price the entire product spreadsheet.
This is an extremely easy solution to a major problem that could be packaged into any update and would not require more than a few minutes on the part of the dev team. It would not damage solo play, since most solo players currently do not rely on the (broken) credit economy much after startup anyway.
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Sorry about the wall of text - this is by far not my most concise proposal :p