Earlier today, the unthinkable happened: Credit market was empty.
Now the price (at time of posting) is 30K per credit.
I know the position of administration (and quite possibly IRE) is to not interfere in the market, but I have 0 things I can tell novices who want to get a start. We want to simplify combat, but we still have skills in every skillset you need for combat, and we just do not appear to have the economy to sustain that. Is it at all possible to have an Admin set credit level that credits are always available at? This would help normalize the market while also preventing speculation.
I am up for other ideas, and I know it is a long shot, but I do not know how often the market is looked at by the pantheon, so thought I would make a point of making it known.
Comments
I don't think the admin should be setting anything, it will only serve to lower the cost of credits (something that is bad for people like me)
*The only place I know that gives somewhat decent gold is Lirangsha. I am not counting maps, which in high amounts can give decent gold, because I don't have them and can't be bothered to buy other pieces to trade for map ones
When I as a newbie back when credits were about 5-7K, I never used it. Nowadays there is many ways for a novice to get credits without having to use the market. Most orgs (I can only speak for Glom and Hallifax) have decent programs to get credits for doing library/stage writing. Some guilds may even add to this reward with their own. If you can't write and are just a fighter, and your org doesn't offer such rewards, talk with your leaders and see if some reward system can be made in place. Short of that, I believe most places that don't have a reward system will conduct credit sales at a much cheaper price.
I think we have a difference in understanding of what the credit market should be for. It appears that the market in part is for newbies to get credits for lessons, to you. To me, the credit market is for people to make gold off of their credits.
Edit: I do not disagree that the market is a deterrent for new players, however, you can't make everything newbie friendly.
I have to agree with Malarious' assessment that for new players, seeing only a few credits at prices that should read 'First-born son' and 'Right arm' would have had me going somewhere else to have fun. Somewhere I could actually make progress without spending hundreds of dollars out-of-game for the privilege. The starter lesson packages are amazing, but everything else is incredibly incremental and slow once a character is past a certain level. And with more and more new skills and toys that only the big boys and girls can play with, the gulf between novicehood and meaningful contributions is getting wider.
For comparison, it generally took me a few hours of level-appropriate work for Torre to purchase 5 credits at market price, which is enough to actually see progress for most cases. I could reliably earn enough to build up skills with Syridean and Tyrni without purchasing OOC credits, which let me spend those OOC credits on toys and fun things like a cartel or a tradeskill. On Usa, I only got my tradeskill and Influencing transcended by ignoring one of my guild skills, and getting credits from other players, in addition to buying a 2000 lesson package from the first promotion that offered them (I had actually only made the character a day or so before). My current secret alt? I haven't bought OOC credits or lessons at all, as an experiment, and once I can get him into a copy of m&m I'll give a more detailed report on how far he can get with no outside funding, but it looks pretty grim.
At one end, I understand the need for cheaper credits. It means more lessons and people buying artifacts. But at the other, that can only last so long for those who relay on the credit market as their gold income with there being bigger ticket times (cartels, minor one-off things that cost gold such as design permits, being able to use a seal, etc) that people may want.
I know I am doing something wrong when, after about 8 years of playing, that any sort of hunting/influencing barely gets me about 40K gold at a time. More so when I hear about others able to get well into the 100K ish range.
Assuming you published the work in the org library/stage, and your org does have a reward system, the Librarian (or Minister of Cultural Affairs) should be the one reporting to the CL to give you credits if what you did qualified (and it has passed peer review in the case of library works).
Prices naturally drop when people buy more credits. This month, I imagine that there have been more purchases of crates and fewer credits bought, meaning there are less people with excess to throw up on the market. The more people selling, the lower prices drop as people undercut each other. It's a natural fluctuation.
Greed is also natural. People want to get the most they can for their goods, so they will list them at the highest price they can that will still attract buyers.
I love this idea to sell fixed price bound credits to people under say level 50 with certain stipulations or link it to time played to prevent rampant abuse.
I don't mind if it's charging a price around the 25k, still a lot of grind involved, but at least somewhere doable. But 65k ? That for me at least means about three hours grind per credit, depending on how much I can rely on family members :-(
Credits currently available for purchase:
31 credits at 6300 gold per credit.
63 credits at 6319 gold per credit.
283 credits at 6320 gold per credit.
75 credits at 6350 gold per credit.
10 credits at 6379 gold per credit.
30 credits at 6390 gold per credit.
371 credits at 6499 gold per credit.
15 credits at 6500 gold per credit.
170 credits at 6600 gold per credit.
298 credits at 6700 gold per credit.
(7 offers with higher prices have not been shown.)
Total credits for sale: 1346 shown (1705 total) (Average sale price: 6224)
Use CREDITS BUY <number> AT <max gold per credit> to purchase.
One of the issues that comes with Lusternia having a higher credit market is it tends to discourage players from other IRE games from playing here. Not all, but some. Why join a game when clearly you're going to work harder.
High credit prices lesson the value of coin spins, curio rubs, and presents as both gold and the trade in value of goods are all worth relatively considerably much less here.
The introduction of 'additional currencies' of dingbats, curios, goop, and wondercrystals undermines the credit market by draining without adding much back to the pool of credits.
Caps aren't necessarily a bad thing. A ceiling still provides room and incentive for players to use the market. Having a potion seller in Achaea or Lusternia didn't run out concoctionists or alchemists, instead it just meant that those individuals had to either provide better service or prices.
=Short Version=
Skip to the solutions at the very bottom.
=Long Version=
I have a degree in physics, I have never had any education in economics whatsoever, therefore I would like to speak authoritatively on economics. Because arrogance. Consider the pool of gold in Lusternia, and look at three features of it: the input – all the gold that gets created from nothing and is added to the big Lusternia pool, the recirculation – all the gold that gets traded between lusternians, but in no way changes the amount of gold inside Lusternia, and the output – the actions that delete gold from the world of Lusternia.
Some Inputs
=========
Hunting
Begging
Questing
[Just playing the game. Players often do this.]
Map Hunting
Wheel Spins
Some Recirculation
==============
The Credit Market
Buying items from the aetherplex
Buying items from city/commune shops
Hiring a tattoo artist, etc
[Participating in the social aspect of the economy. Again, rather common.]
Some Outputs
==========
Building a manse
Building an aethership
Buying from trader bob
Upgrading your (city/commune) shop/guild hall/etc
Banks (who uses banks? Me ._.)
A player stops playing with gold in their pockets
[These actions often take group effort and thus are much rarer.]
All of the listed outputs are indirect stabilizations of the credit market. The outputs do not rise and fall with the economy, they are always fixed and they always delete the gold. Manse rooms? 150,000 gold. Longer lasting vials pre-filled with a potion? 400 gold. Want to make your tree house a dragon-slaying space ship? 250,000 gold.
Unfortunately, what we need to keep in mind is that the input has been going since the very start of Lusternia. It keeps piling up without any decay rate. The output needs to keep pace or inflation will hurt the credit market. Looking at the input vs the output, I really don't think it is keeping pace.
Player Solutions
Keep investing in the creative aspects of this game that the admin has already provided you, such as improving your guild hall with gold.
Admin Solutions
Keep creating awesome gold sinks such as aetherships. We all accept they will come with fun credit sinks like docks and wandering zombies. If you create enough enticing gold sinks, people who don't want to hunt all day for gold will buy credits any ways just to get gold, perhaps giving credits to the eager novices who will gladly hunt gold for them.
Gold auctions. Another great way to shake all that excess gold out of the players.
1) Yes, the alternate forms of "currency" out there definitely do limit the number of credits available. When people are buying wondercrystals, genie crates, dingbats, aethergoop, etc. they are not buying credits, and with reduced credit supply the price goes up drastically.
2) Those 65k credits are not really an "aberration," I tend to put them up when I see that the market is empty so that it at least has something on it. I've never sold one at that price, and I never expect to. I'd kind of be annoyed if I did, I do not need / want the gold, it's more of a "I don't like seeing the market barren" kind of thing, is all! (And 65k is the maximum cap, presently)
I don't have enough grasp of Lusternia's economics as of yet to determine why the credit value is where it currently is. The rough estimate I have in my head to keep me motivated would be about 1 credit / hour invested. Anything above that I would say will eventually keep me from investing money into the credit market, as I'd rather spent my time otherwise then.
Maybe there's a breaking point where suddenly I will have a lot more money then I currently make, or where making money becomes natural / not feeling grindy. If any of those happens, well I would reconsider then.