darriandm wrote:lordannoyed wrote:I'm new so excuse me if I misspeak or sound ignorant on the topic. Some of you are concerned about how ppl already have a monopoly on this system. How old is this server? It's my understanding awakening started up in Oct or Nov of 2014? So in like 5 months they established themselves and that bothers you? That blows my mind. If you spend several months building up a business I would hope that it would be doing good, otherwise what are you doing? I think concerns on what the server's economy is doing right now are unfounded. This server, while it seems to be picking up speed is still pretty young. And let's be honest with ourselves, even though many of us LOVED swg in some form or another, this is a game that's over 10 years old. Finding ppl who want to play may take some time. I say give the server some time to age and ripen before you start freaking out over who has monopolies RIGHT NOW.
I'm actually not worried so much about monopolies. The few people who *seem* to have monopolies only have them because the server is young like you say, and **good** resources take time to build up. Over time other crafters will pop up, you can already see it happening.
I'm worried more about self-sufficiency. People say things like, "Oh, well, the type of person that grinds out several characters is the type of person that would have owned 5+ accounts in live" and I just don't feel that's true. Like I've said before, look at smuggler as an example. Smuggler takes about a day or two to grind out, and takes virtually no maintenance to use. Spice for example isn't effected by quality, so you can get whatever crappy resources you can get your hands on and make the same quality spice as anyone else, and you'd also be able to slice all your own weapons and armor. Over a long enough period of time, there would be no reason virtually everyone wouldn't have their own smuggler to provide themselves with these things.
Where does that leave people who actually enjoy and want to play on their own smuggler? Well, I guess they could just do missions for all their income, but that's not a solution is it? They wanted to play a smuggler for what makes it unique, that's why we *all* played pre-cu SWG, we loved the sense of community it had. It had that sense of community because we were forced to rely on and communicate with other people. Seriously, go back and read forum posts from like, 2004. This was considered a *good* feature because it made people feel more invested and attached to their character and it made the economy feel worthwhile.
5 characters is more than plenty. I've seen people keep saying "Oh well I had this many accounts in live, and so did a bunch of other people!"
5 accounts would have cost you 75 dollars a month. Don't pretend that this was how the majority of players were set up, or how the game was designed to be.