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I realize it's a hard concept to grasp, because the product being created on the money objects is virtualized -- that is, you make a crate of jams, sell it, and it goes *poof*! And you make more. Wash, rinse, repeat.
Try to picture the object of your creation, be it a crate of jams, a painting, or a pizza, going out and being placed in a virtual market. You and I can't see this market, but there are all of your jams and pizzas that you've sold, waiting to be "bought" by virtual customers.
That's where the supply and demand kicks in. If everyone floods this virtual marketplace with pizzas, then there are far more pizzas on the market than there are customers who want them, and their value plummets. Too few pizzas on the market, and their value rises.
Does that make better sense?
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Thanks much, I appreciate your expansion of the previous moderator's explaination, and I understand supply side economics. I grasp the concept of " a virtual marketplace flooded with pizzas, or jams." But in this case, there are no actual buyers for the products being produced, since they do not, or ever will exist. The economy is simply a way of gameplayers earning a token idea of money to buy products, which again, do not actually exist.
What you are creating is price control, and that is a very dicey business. In a world that does not exist, the products produced do not exist, nor the money the player earns does not exist, how can you possibly continue to tinker with not only the money objects but with the minds of the players, who continue to try and carve out a little sim life and business?
There just has to be a better way. If you want to control the virtual amount of a certain money object produced, then you had better start announcing what the "Item of the Week" will be. Cause frustrated sims are running all over town cryin fire in the hole!
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I have noticed the dev defenders have changed their posts about the dynamic payouts just a little. The story used to go that when to many people do jams for instants, the payouts on jams will go down. You then need to find what is paying well and switch to that. Because what dynamic payouts were meant to do as they were saying then, was to even out object use. I can remember being told it would be a good idea to skill different sims on my account to different skills, so I could be ready for what was paying well at that time. Well since everything has gone down, continues to go down and nothing has gone up, I have noticed that they have changed their argument and are in fact finding it hard to find a any decent argument. There is a lot of posts where people say they feel people complain for the sake of complaining. Well I think there are people in here that will defend the devs and make excuses for them no matter what they do, just for the sake of it.
[/ QUOTE ]bravo, well said...what many forget is that the whole concept is to draw new subscribers and keep the current version of TSO in the green and alive...some get too concerned with defending the whole zero sum economy concept, and yes most of us do understand what that is. I'd like to see that be the end result as much as anyone, but we can't lose sight of the real goal here..making it a fun game and breathing life into it...simply stating that if everyone deletes their inventories then everything will be fine, is hardly a realistic solution