Tetsuko_NA

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  1. Quote:
    Originally Posted by Eiko-chan View Post
    Incidentally, the parents in this scenario of yours are being horribly unreasonable, because the only reason "my" wheels are unshiny is because the parents (dev team) are refusing to let me have any wheel polish unless I agree to play with Suzie and Bobby, even though I'm totally willing to do all the work polishing the wheels by myself.

    By this logic, my ability to craft Incarnate Components defeats the purpose of having Incarnate Components be a selectable award at the end of a Task Force.
    Incidentally, parents sometimes have reasons for doing things that children don't understand, thus coming to the conclusion that the parents are being unreasonable. Sometimes the children are right, but parents have a lot more experience in living, and more information about living. This means that, on balance, they are being reasonable even if the kids think they are not.

    Would you like me to repeat the above paragraph, using the words "Devs", "players", and "game design", or did my point make itself manifest?

    As to your second paragraph, the Devs disagree with you. They have set things up so that some parts are equally accessible to soloists and groups, some are accessible to both, but more slowly to soloists, and some are group-specific. The game has forever been this way, and (I suspect) will be this way until they pull the plug on the last server.
    This game has also shown a marked propensity to move content - sometimes frustratingly slowly - from the 'group only' category to the others.

    It might be worth considering that if you're unhappy about not being able to do the Incarnate content, the only certain way to miss out permanently is to quit the game. Any other course of action might get you a solution you like.

    But again, it's your call.
  2. Quote:
    Originally Posted by Eiko-chan View Post
    Before the release of the Strike Pack and the announcement of the Notices of the Well, City of Heroes had a fully implemented solo End-Game progression that allowed soloers to reach the same pinnacles as those running task forces, while still making task forces the preferred method for reaching those pinnacles.

    Let me tell you, the praise was pretty epic.
    Woah - wait, what was removed from soloability between now and then?

    Either you liked the system then, which is the same as the system now (except that there's more for other people - not you - to do), or you didn't like the system them (which is the same system now) and you couldn't be praising it.

    And... 'fully-implemented'? The Devs bent over backwards to tell us that the Incarnate System was, very specifically, utterly and completely not fully-implemented as of I19 - that there was a great deal more to come.

    Explain?

    Is your complaint seriously that Timmy's wagon has shinier wheels this week than yours, (which you loved last week), because he played with Bobby and Suzie (which you didn't want to do), and so now your wagon is terrible and you don't wanna play wagons anymore? It boils down to "I don't wanna play my character anymore because someone else got more powerful" (I'm presuming your character's didn't get weaker or less fun as a result of the WST announcement, correct?) Because what I've read of your posts seem a great deal smarter than that.
  3. Quote:
    Originally Posted by Eiko-chan View Post
    I didn't add that last part. The only time I expressed a sentiment like that was in the face of someone telling me to (essentially) shut up; my response was "You want me to shut up, you pay me; otherwise, I shall exercise my rights as a customer in good standing, thankyouverymuch."

    I still love the game. I want it to reform. I want better from it; heck, part of me still expects the devs to cave as quickly as development cycles allow and add in some solo stuff. I still have six months of game time already paid for (well, okay, at this point it's about four-and-a-half). That's about two development cycles of waiting, and I'm not going to pull any stupid human tricks (like disputing a credit card charge that I legitimately made) to make it end sooner.

    If I just stop posting, no one - especially not the developers - will know that I still have a problem that needs to be addressed. No one can fix something you won't tell them is broken.
    Very well, I misunderstood.

    I assumed you weren't interested in waiting to see if your concerns were addressed, largely due to the fact that you said you wanted to slap the next person telling you to wait for the next Issue.

    Looking back through the thread, I can indeed see that you said that if your concerns are addressed, you will renew. If you don't mind my asking, if your concerns are addressed further down the line (say, a year), do you think you'd renew? I understand this is a hypothetical and therefore you might not have an answer - that's fine if you're unsure.
  4. Quote:
    Originally Posted by Eiko-chan View Post
    At this moment in time, certainly not. I am, however, pessimistic about the possibility of the Incarnate system, and I've been anticipating the promised "end game" as much as anyone else, hoping and wishing for a system that did not exclude me because I dislike task forces and raids.

    So far no MMO has delivered that promise. I actually had honestly believed that City of Heroes would, and am heartbroken that, as best I can see from here, it shall not.

    The reason I'm reacting so strongly to this is because of how hopeful I had been. If I had not been given reason to hope, the disappointment would not sting as much as it does. Nothing hurts worse than being let down by something you love.
    Ok, well, one semantic quibble: You're not being excluded, you're excluding yourself. You no doubt have excellent reasons, but this not asking a quadriplegic to medal in Olympic hurdles, it's asking a dyslexic person to read a book - difficult, possibly not pleasant, but not impossible for them.
    That aside...

    I have to ask, then, why are you still posting?
    From what (little) I've read, you've made your mind up about that game: you're done. In saying "I'm not your customer anymore," you have removed yourself from having your opinion be seriously considered by the Devs, especially when you add "I have no intention of waiting around to see if my concerns are addressed in the future."

    If people on the boards questioned your maturity, or insulted you due to this decision, why care? If their opinions are correct, and you're being childish, why be insulted? And if their opinions are wrong, and you're not being childish or stupid, then why give the wrong people the time of day?
    More to the point, you're leaving, you're not going to be in contact with these people anymore.

    (Before I am misconstrued, I am not telling or asking anyone to leave the game, or to stop posting. I am doing just exactly what the text says: asking why someone who is done with a game, and the people in it, is still interested in expressing their opinion about the game, and expecting anyone to listen to them.)
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    Your definition of "optional" baffles me, in that it seems to define a difference between two categories of content I see no clear distinction between in that context. Allow me to ask the following question:

    What is "optional" in the Incarnate system that cannot be argued to be optional in the 1-50 game? Specifically, absent a definition of what "just playing the game" constitutes, vs. whatever it is one does to earn Incarnate progress is, which you do not appear to define as part of "just playing the game."

    In simple terms: If the Incarnate system is defined as optional, is the 1-50 journey not just as optional? Is logging into the game at all not just as optional? How do we define the difference?
    I don't.

    Logging into the game is optional. The upside is that it's fun, the downside is that it costs money. We can be mad at the Devs about this, or we can accept it, make our choice of how to act, and move on.

    Leveling from 1-50 is optional. The upside is that is makes our characters more powerful, the downside is that it takes time and concentration. We can be mad at the Devs about this, or we can accept it, make our choice of how to act, and move on.

    Getting the first Alpha slot unlocked is optional. The upside is that is makes our characters even more powerful, the downside is that it required completion of a new and often difficult arc. We can be mad at the Devs about this, or we can accept it, make our choice of how to act, and move on.

    Getting the Rare and Very Rare Alpha abilities unlocked is optional. The upside is that it makes our characters still more powerful, the downside is that it (presently) requires joining a team. We can be mad at the Devs about this, or we can accept it, make our choice of how to act, and move on.
  6. Quote:
    Originally Posted by Eiko-chan View Post
    A hypothetical game in which developers do not design to plan to account for introverted players. (snip - removing a lot of interesting and informational stuff that demonstrates we're not just pulling number out of thin air, which is very good indeed - )
    So, we're not talking about City of Heroes, then.
    Because, really, that's what I was confused about - why we're discussing this game that does not cater to introverts on the City of Heroes boards.
    Given that the vast majority of content in this game is available to soloists, and the rest is available to people willing to team, and that none of it is gated by being in the top guild/SG, or having the exact mix of equipment, or running a single Raid dozens of times, or of kissing up to a specific Raid Leader, clearly, City of Heroes is catering very substantially to introverts.

    Just not, to be precise, to those who find that the introversion is both specific enough and strong enough to prevent them from enjoying even infrequent teaming, and who simultaneously are unhappy enough about a very small amount of the game content that it prevents them from enjoying the rest of the (completely unchanged by the WST) content they had up until this time been enjoying.
    I imagine that the Devs are of the opinion that the percentage of the playerbase hitting all three of these characteristics is extremely small. I have no way of knowing this myself, of course, but it has been proven to me time and time again that the Devs of this game know a heck of a lot more about running a successful MMO than I do, so I am willing to trust them on this one.

    So to sum up, I trust your figures, I just don't find them relevant to this game.
  7. Quote:
    Originally Posted by Eiko-chan View Post
    They're perfectly welcome to design their game to exclude 25% of their potential player base (probably more than 25%, because I suspect introverts are disproportionately gamers). I don't think it's a wise business decision, but they're perfectly free to make it.

    And if they make it, I'll find somewhere else to spend my entertainment dollars. Why is this such a difficult concept for people to grasp?
    Ok, I'll ask, because I am confused as to what you are saying here.

    Which game are you talking about, and which 25% of the potential playerbase are you talking about?
    And, rather more to the point, from where do you derive your numbers?

    What change would you make in the game you are talking about to increase it's playerbase by 25% at a stroke? I ask, because presumably, if these players wish to play, but are being excluded by design decisions, they'd play if they could, yes?
    And if not, what are you trying to say?
  8. Well, the plural of anecdote is not data, even less so a singular anecdote, so take this as a cautionary tale or ignore it as you like.

    One of the main organizers and all-round cool person in our SG, way back when, ranted and raved about ED. She swore up and down that if ED went to live, and ended up being permanent, she'd quit the game and never come back, she hated it so.

    Well, of course, ED went live and she kissed the game off, along with a large and vibrant SG.

    It is my understanding that after the IO system was put int place, several members of the SG that knew her somewhat IRL got in touch with her to try to entice her back. Apparently, she really loved hearing from the crew again, and was pretty hyped about what she saw in terms of gameplay - she agreed that ED was a sensible decision after all, and that the IO system was pretty bloody cool, she wanted to come back and play.
    Unfortunately, she didn't. She felt that she'd made so much noise (at least within the SG chat) that she'd feel like a total heel if she slunk back to play again.

    Now, again, this is a second-hand story, third hand for you, so take with as large a grain of salt as you'd like to. I'll just add my own personal feelings - I came very close to quitting over ED as well. It seemed terribly arbitrary, stupid and shortsighted. It seemed to close options rather than opening them, and it wrecked the overall concept of one of my longest-standing characters, who really has yet to fully recover. I thought very seriously about quitting over ED.

    I was, of course, wrong, and am still massively glad that I didn't quit.

    It seems - to me - very silly to quit 100% of a game because the current method for achieving that top 1% of it displeases you. Of course, it's your entertainment money and you may do with it what you please, but remember that people who walk away from a paying service automatically cut themselves out of being able to make any suggestions about it.

    Anyway, this has been quite long, so I'll shut up with the unsolicited advice.
    Whatever your decision, take care.
  9. Tetsuko_NA

    5 Years later...

    Speaking for myself, I played a number of RPG's, since 5th grade or so (just so you know, I am old enough to have played D&D out of the Blue Box... sheesh...), and one of the ones that most enchanted me was Champions. Geeky as it seems, I loved going over and over the character creation system, trying to get a few more points out here and there or trying to figure out how to simulate a given exotic power.
    It may not be news to anyone here, but Champions was almost made into a computer game at least twice, way, way back when (I believe one of the versions was slated to run on the Commodore 64), but always had the rug yanked out from under it at the last second. The game seemed to be cursed.

    Then came my exposure to EQ - I never actually played, but I had had years of exposure to MUD's and similar systems in college (AniMUCK FTW!), and the idea that one could actually create a 3D multiplayer interactive world blew me away. My spouse and I spent more hours than I care to really watching a friend play.

    Then, I heard - I have no idea where - that someone was creating a superhero game - an MMORPG, with customizable superbeings. I was ecstatic.
    Once the game actually came out, I couldn't talk myself into buying a game that had a subscription at first... I think it was the videos that someone made of the dancing in Atlas, when that was added to the game (Purple Patch, I think? Issue 1?) that finally did it.

    I've been here since then, playing more or playing less, but always having fun.

    Ironically, of course, Champions was finally actually made into a video game... only without the one thing that truly made it an amazing game, the Hero System character creation rules.
    Given recent events, one might say that the Champions Curse is alive and well, that it's just gotten craftier with age...
  10. Quote:
    Originally Posted by theOcho View Post
    I can indeed confirm that these pieces are not tied to your character's origin. The name and design of the pack is thematic around the origins, but not hard coded into your choices.

    WHEW!

    As I noted, I would have trouble imagining that the Devs would do that, but I'm glad for the confirmation.

    Thanks, Ocho!
  11. I have trouble imagining that the Devs would be so short-sighted as to do this, but...

    Can anyone state for certain if these costume pieces are or are not, in fact, tied to your character's origin?
  12. "Gimmie a Beam,
    Gimmie a Beam!

    Break me off a piece of that Chest Beam Bar!"
  13. Just glanced over the thread... did we ever get those quotes in which people were claiming that there was no decline in numbers at all? I seem to recall someone saying they had heard that a great deal, and then being challenged to produce some examples.

    I don't suppose those examples ever surfaced, did they?

    - - -

    Speaking for myself, I have been excited about this game before they turned the lights on (although I had to talk myself around for a long time to the concept of paying a subscription to the game). In the course of playing, I first hooked my spouse, one my spouse's friends (and her daughter) and now I have gotten my brother (and his three daughters) involved as well. And as soon as I can convince my dad to get off of dialup, I'll send him a copy as well.
    Therefore I do have a vested emotional interest in seeing this game continue - and I have no idea of its status, lacking the relevant insider information.

    We (well, many of us, anyway) were very concerned when Another Game was released, but there were implementation problems, and that turned out to be not much of a threat. Now we are facing Yet Another Game being released, and I think there might be lore problems with that game - but I dunno.

    I have seen nothing that suggests to me that they will be closing the doors on this game anytime soon, and that's about as much as one can hope for in the MMO world.
  14. But not all powers, unfortunately.

    Specifically Cloaking Device from Devices still causes a continuous low rumble. It is the only looping non-fading toggle-based sound I am aware of (I am reasonably certain there are others, but I can't think of any).

    It is my understadning that there were efforts to root out looping toggle sounds... I certainly hope they eventually notice this one.

    We now leave THREAD DERAIL THEATER and return you to your regularly scheduled discussion...
  15. Tetsuko_NA

    Incarnates

    Quote:
    Originally Posted by Durakken View Post
    You are comparing temp powers to permanent powers connected to a thing called a level. If you want to not call it raising the level cap that's fine, delude yourself all you want.
    (Note: what I am quoting is just a partial post, I am only dealing with this aspect of it.)

    I will agree with you about this being a level cap raise if the following things are true:
    - We gain these Incarnate Levels through ExP gain.
    - MOBs will Con differently to us when we have gained them.
    - We will gain new Power picks from our Powersets.
    - We will gain new enhancement Slots for our existing Powers.
    - People using the SSK beneath us will be affected by them.
    - Enhancements will go stale when we gain them.
    - Contacts will be outleveled when we gain them.

    That's what gaining Levels in CoX entails.
    If the Incarnate Levels do not do this, then they are not the same.
    If they are not the same, they are not merely an extension of the current system.
    ...which is what a level cap bump would be.

    In short, if an Incarnate Level isn't the same as a Character Level, than it's different. Really.
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    Luckily, your intolerance is not my problem.

    Your statement would be valid, except it's not a limit of imagination.

    If I imagine my character to find reanimation/resurrection morally objectionable, nothing can reconcile that.
    So long as one equated defeat with death, sure.
    If one equates it with unconciousness (or merely being incapacitated - still concious but unable to fight), you're there.
    Or do you think your character would morally object to smelling salts?

    Quote:
    If Father Xmas imagines his character to be only capable of shifting luck and not granting power, nothing can reconcile that.
    Until one realizes that having more effective teammates is lucky.

    My own concept shifter was acutally pretty simple. I have a fire corrupter who uses caustic chemicals ratehr than heat - she throws volatile acids from her battlesuit. So, a simple color shift on the powerset was all that was required.
  17. Thanks again, folks!

    Looks like it's custom system (with the 5870) time!
  18. First, I wanted to thank everyone on the boards for being really good about answering my constant questions in regards to system specs.

    Ok, I have a line on a new system that fits nicely within my budget and has the following specs:

    Microsoft Windows 7 Professional (64-bit)
    Intel Core i7 Processor 930 (2.8)
    6GB DDR3 RAM
    (2) ATI Radeon 4670 PCIe in ATI CrossFire Mode

    The only thing I am concerned about is the graphics setup - will Ultra Mode support CrossFire graphic setups?

    I glanced around on the suggested graphics card thread by Posi, but was unable to find this little bit of info.

    I also have a alternate possibility, for a bit more, with a single Radeon 5870 - I know this will do well, but would it be better?

    Any info or suggestions on this would be more than welcome.
    (Also, if this should be in a different thread, please let me know and I'll comply.)

    Thanks!
  19. Quote:
    Originally Posted by Captain Fabulous View Post
    Well you're right, it comes down to perception. But while people tend to really hate long travel times to missions they seem to like farming because the former is simply dead wasted time whereas the latter, while skull-crushingly boring, at least makes you feel as though you're accomplishing something.
    Speaking for myself, I'm not a big fan of either, but YYMV, so...

    Quote:
    I didn't say it doesn't function like a real-world market, I said it shouldn't be compared to a real-world market, as the benchmarks for a successful market are completely different for each. A real-world market, in order to be successful, needs to be stable above all else. Inflation must be kept to a minimum, and there usually needs to be at least some form of regulation in order to keeps things in balance. Otherwise it collapses and your economy fails. It's easy to keep earning money in a game -- you just keep playing. And you have no overhead such as paying rent and utilities, buying food and clothing, transportation costs, etc.

    Since none of those things are a concern in a game there is no incentive for the developers to regulate the market. On the contrary, the more inflative and unregulated a game economy is the better it functions, at least from a dev standpoint. In real life a stable economy is necessary for people to survive. Not so much in a game.
    Interesting... this raises the question of inflation being a planned effect, or merely a side-effect that becomes more important over time.

    Quote:
    Well this isn't really true. It's because we are strong-armed into using the market to acquire the items we want due to the structure of the loot system as well as artificial limitations placed upon us in terms of acquisition and retention. Did you ever think to yourself "things would be a lot easier if there were maybe 20 kinds of salvage instead of hundreds"? The massive number of salvage items and recipes ensures that you'll almost never have exactly the right combinations you need to make what you want, which forces a trip to the market. This limitation is further compounded by the extremely limited amount of storage space we're allocated. If you were able to store every single salvage item and recipe you were awarded we'd spend a lot less time at the market. Which is exactly why we can't.
    Well, my point is that it was a time saver for my characters in the game as it stands. If the mechanics of getting items were different, then my experience with the market might have been different, certainly.
    And actually, the thing I am most likely to be lacking is the recipie, not the salvage. If I need salvage, I usually don't go to the market, that's what AE tickets are for.

    But I certainly take your general point in terms of complexity driving shortage.
  20. Quote:
    Originally Posted by Captain Fabulous View Post
    It's important to understand that game economies are not like real-world economies and should not be considered analogous.

    The sole purpose of having loot in a game is to act as a time sink -- it keeps players on an endless carrot-on-a-stick in order to milk as much subscription revenue as possible. Now I'm not saying that's necessarily a bad thing as games are businesses like any other, but let's not delude ourselves into thinking it's anything other than what it really is.

    Once you understand the purpose it then becomes very clear why there are no regulations or controls. This is because in a game economy inflation is your best friend. The more out of whack the economy the more time and effort is required to obtain what you want, and that again translates into more subscription revenue.

    So if you speak of dev intent, the market exists solely to keep people playing and paying, nothing more, nothing less. The more things cost, the more farming, um, playing you need to do to earn more inf to buy more expensive stuff which further raises prices; lather, rinse, repeat. The market is set up exactly the way the devs want it as it completely fulfills its goal. Why mess with what ain't broke?
    Well, to a certain extent the time-sink concept of gaming is true, of course. On the other hand, this has to be balanced against the fun factor of the gameplay. A game can be the most effective timesink in the world, but it will fail if no-one plays it because it's not fun.

    There are a number of aspects of the gameplay to actually reduce the timesink quality of the game - travel powers, and then changes that allowed travel powers to be obtained earlier, base teleporter units, Oro portals and so forth. In I-17, some mission locations are being altered to allow easier, closer access for lower level characters. That's reducing a time sink.

    As far as divining Dev intent, I should have been more specific and said stated Dev intent. I seem to recall the point being actually made that the 10% fee was specifically to act as an Inf sink, but I may be misremembering. I certainly can't find such a comment, but it would have been quite some time ago, so...

    In terms of more solutions for Inf sinks, I would suggest that Inf be allowed to be converted, at a ruinous exchange rate, into the other types of currency in the game, specifically Reward Merits. This would allow for a defacto price cap on some high-ticket items (if you can convert, say, 10 million Inf into the number of Merits required to purchase something, why spend a greater amount of Inf in the Market?) At the same time, it would allow speculation and price-based trading to continue unhampered on items not available through Merit purchases, such as PvP and Purple recipes. Also, selling would still occur by those people who were willing to part with something below the 'cap' established by Merits.

    Of course, this suggestion might make the markets utterly trivial and marginalize them - I don't know.

    Also, I'm not certain that it can be claimed as a blanket statement that our Market does not function as a 'real-world' market. In what way it the Market in game not a real-world market? Real people are selling things, real people are buying them, and actual (perceived) value is being exchanged. The goals of the Dev team in setting up the Market and the goals of the Players in participating in it are not the same, and I think that difference makes it quite reasonable to assume that the Market is a market, and tands to follow the same rules.

    Speaking for myself, I can certainly say that I have been able to acquire things on the market in a much faster way than I had in just playing the game for them. I can tell, because:
    1) I had the resources to acquire them, and,
    2) I didn't already own them.
    Therefore, the Market has been (in terms of making my characters as effective as I would like them to be) a massive time saver. If the market didn't save time in getting certain, specific items for a character, no-one would use it - they'd just play until these things dropped for them.

    Also, Diggis asked if I wanted the Market to be a shop.
    Hmm, sometimes. Mostly, I was saying that in an ideal world, for me, it would be nice if the Market was all of the things that an in-game shop could be (cheap, reliable, etc). I wasn't saying that was the best solution, or that it would be good for the game. I was just making the point that the things I might wish for my ease and comfort aren't necessarily the best things in general.
    As I noted above, I suspect that a game might be able to support both a Market and a shop system (that's essentially what I was suggesting above). I just have no earthly idea how to balance it so that both would be useful.
  21. Quote:
    Originally Posted by SpittingTrashcan View Post
    SwellGuy, I'd be happy to concede your point with one modification. If Shivans and Nukes came with the requirement of PvP, if it were literally impossible to obtain these items without fighting another player character, there would be no problem in my eyes. A "risk" is something people try to avoid. I am still lost as to the benefit of rewarding avoidance of PvP in a PvP zone.
    My answer would be that getting what you want out of a battle situation without actually having to fight is a perfectly acceptable, some might even say wise, solution.

    If I escape from a player when they have beaten me down to a sliver of health, I still escape.
    If I escape from a player when they first sight me, I still escape.
    If I 'escape' from them before they even see me, I still escape.
    Why are either of the first two superior to the third?

    To put it another way, why should I be content with that sort of reducion of my options for avoiding defeat in a PvP zone?

    If I can ninja through a PvE mission, I trade the rewards for defeating the mobs on the way in for avoiding the risk of being defeated by them.
    If I can ninja through a PvP mission, I trade the rewards for defeating the players on the way in for avoiding the risk of being defeated by them.
  22. Quote:
    Originally Posted by Wondering_Fury View Post
    Perhaps I should refrain from using the word 'damage', but rather disrupt the market. There are other ways like AE, since it came out that has funded the intelligent and the new: resulting in the new players happy to pay that absurd price, keeping the price plateaued for a moderate duration of time. I should elaborate that the new players are brought into the intelligent players farming and consequently have the hotly debated insta-50's with lots of infamy/influence too.

    One other thing I should explain is that I respect marketers who have lots of experience in this field, in whatever way. For e.g I didn't frequent this forum until I recently came back and found EU forums gone, but I seen a topic by Smurphy where he/she invested into numerous respec recipes, and waited I think quite a few months to make a sizeable profit. This is in no way disruptive, since in that particular length of time the void of recipes will have rose back to it's steady supply. Again, assuming no new AE exploit, whatever disrupting normal game-play.

    I am happy to debate further, but I feel I am going off-topic.

    Fury
    I can cetainly understand if you don't want to get into a drawn-out discussion in regards to this. I, likewise, am no expert in economics, so we're at least on a level field there.

    Perhaps my misunderstanding of your use of the words 'damage' or 'disrupt' comes from my not seeing that the behaviours you have described are anything other than people in a market doing what that market allows them to do - make a profit.

    Unregulated markets are indeed likely to be impacted by monopolies and are subject to manipulation by the wealthiest participants. This is a feature, not a bug, of unregulated markets.
    It is, of course, a different question of preference in regards to a market that is vulnerable to manipulation like that. However, the few times that the Devs have described their concept for the market in this game, it was generally viewed as a form of 'economic PvP'. Much like the other PvP aspects of this game, anything that is not abusing the actual code of the game, or violating the' T' rating is within the rules, regardless of level of politeness.

    It is difficult to make this point without sounding insulting, but I'll try: I am having trouble determining the difference between what you percieve as disrupting the market and what you simply wish other people wouldn't do. I am assuming my perception of this is because I am misunderstanding your point, but that's the way it is coming across to me.
    Speaking for myself, I would prefer it if the market was an inexpensive, reliable method of getting all of the latest and greatest goodies on a character with a bit of work and some judicious horse trading. However, from what I've read, that's not the Dev's intended goal for it.

    Ironicly, if I remember correctly, the Devs also designed the market to be an INF sink (hence the 10% fee). I might very well be mis-remembering this purpose (either stated or unstated), so I might very well be off base on that point.
  23. Quote:
    Originally Posted by Wondering_Fury View Post
    I don't know anything about the game-economy or systems like that but with lots of past experience I hate marketeers. I'm not going to explain why because the last time I did I was countered with meaningless insults. The market, in my opinion, is fragile as it is. The only marketeers I like are the ones who do forecasts, etc - make a genuine effort to make a profit.

    I say this because one of the main things I do nowadays is obtain rare items and sell them for what I believe the appropriate price. I know it's a market but I find it somewhat insulting that I spend a tremendous effort obtaining rare items and then selling the ones I don't need only to find bob down the road buys them at a whim, because he plays the market. An expression I absolutely abhor.

    It's all perfectly fine for you to play the market, but I only applaud the ones who invest time, effort and lots of experience. Not the ones who shall we say somehow obtain blah blah an amount of money only to find they spiked a price, or whatever. Basically the ones who damage the market, and don't dare argue with me that they don't.

    EDIT: I'm completely off-topic, apologies.

    Fury
    You've said you don't want to explain why you hate marketeers, and that's fine, that's not the question I'm asking.

    I did want to ask, however, what you meant by 'damaging the market', and how that was accomplished. Could you clarify that?
    Thank you.
  24. Quote:
    Originally Posted by GMan3 View Post
    In response to Tetsuko NA saying:
    "Can you explain exactly why, all other things being equal, if someone wants to buy something from me for 200 million, I should not sell it to them for 200 million? Because that's the part of your idea I don't understand."

    My reply is simple:

    Do they really want to pay that or are they forced too?
    They are willing to, not forced to. To demonstrate this to yourself, open the auction window, find something that is priced at 200 million, and don't bit on it.

    If you were being forced to pay 200 million for it, you would not have that option.

    The entire crafting system is optional. The IO system even more so. The Market vastly more so.
    Only the people who want to participate in the market participate in the market.
    Anyone can completely ignore the market without it costing them one red - erm, whatever 1/10th of an INF is.

    Once this is clear, the only question is balancing your desire for something against the price it is being offered for. There are many things on the market I cannot afford. There are other things on the market I could afford, but am unwilling to pay for at the prices they are offered. There are other things I can, and have, purchased.
    None of those decisions have been forced upon me.

    It's not nice to blame other people for your decisions.
  25. Quote:
    Originally Posted by GMan3 View Post
    Obviously we can not know for sure, but I don't think so. The "fix" in this case would be two fold and starts with putting limits on sales at WW/BM based on the rarity of the drops. Say:

    Recipes:
    Common 500,000
    Uncommon 1,000,000
    Rare 50,000,000
    Plum 100,000,000

    Salvage:
    Common 1000
    Uncommon 10,000
    Rare 100,000

    These are just basic figures but would drop prices considerably.

    The second part of the "fix" would be to put limits on how much one person can trade to another or in-game e-mail to another since that will soon become available. I would recommend 100 million for this one.

    Of course nothing is to stop people from demanding several trades to get 500 million, but I think most people would worry too much about being ripped off for that to happen very often. Also, if the prices dropped dramatically, it wouldn't be necessary to sell everything at sky high prices as well.

    As for SG bins, I think that if anything, they are completely neutral to market prices or possibly help to keep down prices since people do not have to play the market for them.

    Well, just my opinion. I could be wrong or I could be very right but who really knows since none of us can see the future.

    I cannot sell something at 200 million unless someone buys it at 200 million.

    Can you explain exactly why, all other things being equal, if someone wants to buy something from me for 200 million, I should not sell it to them for 200 million?
    Because that's the part of your idea I don't understand.