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Excuseme Staff celestic luna, all player.. I want asking for How About Economy in celestia luna Because i not know the price some players have been deceived by other player, the price is too high. So, how are we going to fix this? 

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Thank you so much.

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Economy is player driven, there is nothing to fix. Ask other players, check player stores to get an idea of a price for the item you want to buy/sell.

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It's hard to implement macroeconomic theory in the current game situation, according to the theory, there are two main way to handle the inflation problem, can be fiscal policy which implement taxes, and monetary policy on how control the money supply. Fiscal policy cannot be implemented in the game, but monetary policy is possible, 

First we need to understand how to measure inflation within the game, one of the easy way is using Consumer Price Index (CPI) . The Consumer Price Index measures the average change in prices over time that consumers pay for a basket of goods and services. By comparing the current basket of good with the past basket of good value, In this game we can use consumable good as the measurement such as Reset Skill, Reset Stat, Pukerian, Exp 100%, HC Fairy wing, etc. So u just need to sum all the value divided by the old value times 100% then u can find the percentage increase on general price level. So in order to reduce the inflation there should be a government intervention on the basket of goods and services.

Possible Actions:

1. The admin could create an event to increase the number of supply of that consumable good, as simple as law of supply of demand, as an example the more reset skill seller in the game, the more competitive it will be, supply > demand, then the value of reskill will be fall. It can be within the games so player can hunt for that item, such as event or increase the number of quest or increase the number of gems promotion

2. The admin could help the newbie directly who need support the most, by giving free consumable goods such as reskill, restat, puke which is tradeable when newbie reach a certain lv, so it will help the newbie to have initial investment within the games, that also can be a new source income for player, and increase retention rate player in order to have that item.

3. The admin could increse the  money supply within the games, It can be by increasing drop rate, or increasing value of certain good to increase player purchasing power, or generate new source of income, can be from farming or fishing, or crafting item, that can be sell with a fair price to npc. However this plan is the opposite of the theory, only able to be implemented if it executed simultenously or after the increasing supply of consumable goods to increase the purchasing power.

4. The admin could update the private donation value based on the current market value, and reduce the minimum order. The current condition player can buy gold directly through PD at a rate of 1.5B gold per $1. Minimum gold purchase is $10. ,The purchasing power will increase by increasing the value of gold by the percentage of CPI increase, or player can buy gold direcly using gems. 

Limitations:

1. It will reduce the source of income for the admin, cause less spending of gems if consumable good is become easier to get within the gates, In order to mitigate this problem, is to increase the number of player so there will be more sales, I have audit the techinical seo and digital footprint of celestia luna, but i found, celestia luna still lack of digital marketing activities, in order to acquire new user. 

2. Its takes time to organize the event and update, since from what i heard, there is small number of staff within this game. In order to solve the problem admin need to hire more staff, or engage more volunteer of good track record player that want to contibute within this game. 

 Theres alot of theory that I want to elaborate here, but let start with this simplest one, maybe ill create more content related to this in the future, lets make this thread as an economic discussion haha

 

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1 hour ago, Sath said:

My major was business economics in university, is hard to implement macroeconomic theory in the current game situation, according to the theory, there are two main way to handle the inflation problem, can be fiscal policy which implement taxes, and monetary policy on how control the money supply. Fiscal policy cannot be implemented in the game, but monetary policy is possible, 

First we need to understand how to measure inflation within the game, one of the easy way is using Consumer Price Index (CPI) . The Consumer Price Index measures the average change in prices over time that consumers pay for a basket of goods and services. By comparing the current basket of good with the past basket of good value, In this game we can use consumable good as the measurement such as Reset Skill, Reset Stat, Pukerian, Exp 100%, HC Fairy wing, etc. So u just need to sum all the value divided by the old value times 100% then u can find the percentage increase on general price level. So in order to reduce the inflation there should be a government intervention on the basket of goods and services.

Possible Actions:

1. The admin could create an event to increase the number of supply of that consumable good, as simple as law of supply of demand, as an example the more reset skill seller in the game, the more competitive it will be, supply > demand, then the value of reskill will be fall. It can be within the games so player can hunt for that item, such as event or increase the number of quest or increase the number of gems promotion

2. The admin could help the newbie directly who need support the most, by giving free consumable goods such as reskill, restat, puke which is tradeable when newbie reach a certain lv, so it will help the newbie to have initial investment within the games, that also can be a new source income for player, and increase retention rate player in order to have that item.

3. The admin can increase the money supply within the games, it can be by increasing drop rate, or increasing value of certain good to increase player purchasing power. Or generate new source of income, can be from farming or fishing, or crafting item, that can be sell with a fair price to npc. But this plan need to be done simultenously with the increasing supply of consumable goods.

4. The admin could update the private donation value based on the current market value, and reduce the minimum order. The current condition player can buy gold directly through PD at a rate of 1.5B gold per $1. Minimum gold purchase is $10. ,The purchasing power will increase by increasing the value of gold by the percentage of CPI increase, or player can buy gold direcly using gems. But this plan need to be done simultenously with the increasing supply of consumable goods.

Limitations:

1. It will reduce the source of income for the admin, cause less spending of gems if consumable good is become easier to get within the gates, In order to mitigate this problem, is to increase the number of player so there will be more sales, I have audit the techinical seo and digital footprint of celestia luna, but i found, celestia luna still lack of digital marketing activities, in order to acquire new user. 

2. Its takes time to organize the event and update, since from what i heard, there is small number of staff within this game. In order to solve the problem admin need to hire more staff, or engage more volunteer of good track record player that want to contibute within this game. 

 Theres alot of theory that I want to elaborate here, but let start with this simplest one, maybe ill create more content related to this in the future, lets make this thread as an economic discussion haha

 

 


The common problem with your suggestion is that the economy is player-driven.


1. Increasing the supply of an item (it has been done before with reskills/restats with the red envelopes) hasn’t changed much as after the event passed reskills went up in price by roughly 1.5b within a few months, sitting at 3-3.5b.

2. Is a decent suggestion, however I would suggest making the scrolls Account Bound. An alternative to this could be something like a questing system that provides gold incentives, and perhaps some custom quest reward. 

3. Making gold easier to access will simply make prices go even higher, as has been seen with the implementation of maps like Sahel and Oasis. Players have consistently increased prices to fit with the drop rates. So once again, the economy is player driven and is being driven higher. 

4. A good alternative to this would be to make gold purchasable outside of the minimum, or at a lesser minimum than the original. But I can’t speak on this. 

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For number 1 actually it was really help, by providing alternative on how people can get reskill, maybe the problem since its not tradable, and the drop rate is too high last year, but this year red envelope is quite hard to get, if the reskill or restat is tradable i guess it will make the reskill cheaper without disturbing the gems spending that much.

For number 2, if it a box reward when player reach a certain lv its still good even its account bounded. The effect will be there but not as effective as make it tradable, but if it tradable the constraint is people will reduce gems consumption to buy reskill.

Yeah on point number 3 that i suggest its contradictive with the theory, actually contractionary monetary policy theory suggest to reduce the money supply, can be by decreasing drop rate, or lower the value accepted by the npc, but its not favourable since It still be one of the main source of income for player, thats why I suggest the opposite to solve the player purchasing power problem, so player will consider reskill is affordable However this plan is the opposite of the theory, only able to be implemented if it executed simultenously or after the increasing supply of consumable goods or it only will worsen the Inflation.Not good for long term policy, but good for short term policy. Maybe drop rate event when there is gems promotion ? 

For number 4, I guess there additional limitation of my suggestion thanks to your comment. It will be good only if gold value earn is less than the value of buying gems. Its provide simple way to get money, but u will earn more if u still buying gems. Thanks for the critics.

Actually there can be other suggestion, but every suggestion have pro and contra., but the main idea is  on "how to give intervention of those consumable goods".

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6 hours ago, Sath said:

It's hard to implement macroeconomic theory in the current game situation, according to the theory, there are two main way to handle the inflation problem, can be fiscal policy which implement taxes, and monetary policy on how control the money supply. Fiscal policy cannot be implemented in the game, but monetary policy is possible, 

First we need to understand how to measure inflation within the game, one of the easy way is using Consumer Price Index (CPI) . The Consumer Price Index measures the average change in prices over time that consumers pay for a basket of goods and services. By comparing the current basket of good with the past basket of good value, In this game we can use consumable good as the measurement such as Reset Skill, Reset Stat, Pukerian, Exp 100%, HC Fairy wing, etc. So u just need to sum all the value divided by the old value times 100% then u can find the percentage increase on general price level. So in order to reduce the inflation there should be a government intervention on the basket of goods and services.

Possible Actions:

1. The admin could create an event to increase the number of supply of that consumable good, as simple as law of supply of demand, as an example the more reset skill seller in the game, the more competitive it will be, supply > demand, then the value of reskill will be fall. It can be within the games so player can hunt for that item, such as event or increase the number of quest or increase the number of gems promotion

2. The admin could help the newbie directly who need support the most, by giving free consumable goods such as reskill, restat, puke which is tradeable when newbie reach a certain lv, so it will help the newbie to have initial investment within the games, that also can be a new source income for player, and increase retention rate player in order to have that item.

3. The admin could increse the  money supply within the games, It can be by increasing drop rate, or increasing value of certain good to increase player purchasing power, or generate new source of income, can be from farming or fishing, or crafting item, that can be sell with a fair price to npc. However this plan is the opposite of the theory, only able to be implemented if it executed simultenously or after the increasing supply of consumable goods to increase the purchasing power.

4. The admin could update the private donation value based on the current market value, and reduce the minimum order. The current condition player can buy gold directly through PD at a rate of 1.5B gold per $1. Minimum gold purchase is $10. ,The purchasing power will increase by increasing the value of gold by the percentage of CPI increase, or player can buy gold direcly using gems. 

Limitations:

1. It will reduce the source of income for the admin, cause less spending of gems if consumable good is become easier to get within the gates, In order to mitigate this problem, is to increase the number of player so there will be more sales, I have audit the techinical seo and digital footprint of celestia luna, but i found, celestia luna still lack of digital marketing activities, in order to acquire new user. 

2. Its takes time to organize the event and update, since from what i heard, there is small number of staff within this game. In order to solve the problem admin need to hire more staff, or engage more volunteer of good track record player that want to contibute within this game. 

 Theres alot of theory that I want to elaborate here, but let start with this simplest one, maybe ill create more content related to this in the future, lets make this thread as an economic discussion haha

 

 

1. I don't think it's really that helpful for a newbie, due to the fact the pros dominating the event by using an alt with all of their moving speed gear to be faster than newbie so they will get more red envelopes (for example). And mostly newbie only got 2~3 of them.

2. This is tricky, i'm assuming pros will be making a bunch of alt to get free stuff such as reskill, etc and then they will selling all of those items with higher prices. ( not judging though)

3. Not a great idea, this will cause market prices to get worse

4. This is a good suggestion, I would say $50 is a good range for a minimum donations. But once again it's not that easy to make this suggestion acceptable, because in the other side they have to pay several hundred dollars for a nice server machine and a strong internet connection to host the game.

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