Influence Destruction Projects?


5th_Player

 

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Except that you can't trade prestige - afaik...

Now, if you don't mind the tedium of being invited to an SG - accepting their influence
in trade, converting for them at say 300:1 (while it costs you 500:1), and then getting
kicked from SG you may have something... assuming prestige doesn't get lost post kick.

Seems like a LOT of effort for a (relative) drop in the bucket - given that a couple hundred
billion inf (conservativley) enters the game monthly...


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Yeah, that was assumed in my idea. I guarantee you could do business like this on Freedom, at the least, and probably elsewhere. As for the impact on the market, it might be low, but if Fulmens wants to do it, this is the best way I can think of.


 

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Postulate 2: Reduction of inf would be a good thing.

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Having gone through the Bad Old Days of pre-I9, I can't say I agree with this.

However, I did my part last night. Bid over 3 mil on a lvl 33 Posi triple...by adding an extra zero in the middle.

I won it alright. The devs need to fix me.


President of the Arbiter Sands fan club. We will never forget.

An Etruscan Snood will nevermore be free

 

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Postulate 1: Inf sinks aren't keeping up with the inf sources. That is, the amount of inf in the game is ever-increasing.

Postulate 2: Reduction of inf would be a good thing.

Now these postulates are not necessarily true- they've been argued about extensively, in fact.

However, if they WERE true...

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You miss one eventual effect, even if the first postulate is true.

Since market fees are a percentage of the volume of transacations by inf., as the amount of influence in circulation increases, and therefore the prices of items due to inflation, market fees will continue to increase until fees are so large that inf. is no longer accruing.

So, you then have an option of "do nothing and wait until fees = inf. produced". Whether that is a decent option or not would likely depend on exactly how much inflation would need to occure before we see fees taking enough inf. to balance out the actual amount of inf. added to the market.

The failure of that would obviously be an ever increasing rate of inf. gain, but that's much more unlikely and is more of a content specific issue than one related to the market.


 

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Better yet, establish a fee system whereby you convert influence to prestige in exchange for a fee paid by a supergroup's members. Now you are not only removing influence from circulation and providing a public service, but beginning to take a slice of other people's bankrolls as well.

Essentially you'd be converting inf to prestige at a better rate than City Hall. I'm willing to bet you could do a ridiculous amount of business this way, actually.

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This is actually pretty good. All I would need to do to start this would be start a thread in the Base Builder's Forum.

Yeah, that'll work.

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It looks like the best, most create solution so far.


My memory's not as sharp as it used to be.
Also, my memory's not as sharp as it used to be.

"The tip of a shoelace is called an aglet, its true purpose is sinister." The Question

 

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unless you nerf the farms and put a cap on sale prices in relation to item level in ww/bm, you won't deplete inf. People will find a way around what you are trying to do if it was implimented.

I do like your idea, but it will only work long enough to be worked around.


 

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This is actually pretty good. All I would need to do to start this would be start
a thread in the Base Builder's Forum.

Yeah, that'll work.

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Can I sell tickets to this event?


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

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Doesn't prestige leave when the character leaves a SG? If you were to do this, they would have to use the prestige almost immediately, and you would have to stay a member of their SG until it is used up.

If not, then all is good. I've never really delved into the SG/prestige/recruit dynamic.


 

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Doesn't prestige leave when the character leaves a SG? If you were to do this, they would have to use the prestige almost immediately, and you would have to stay a member of their SG until it is used up.

If not, then all is good. I've never really delved into the SG/prestige/recruit dynamic.

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It's my understanding that the only prestige that would leave is if the group dropped under 15 members (they get 20k free prestige per member for the first 15). Other prestige stays with the SG as soon as it's earned.


 

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Doesn't prestige leave when the character leaves a SG? If you were to do this, they would have to use the prestige almost immediately, and you would have to stay a member of their SG until it is used up.

If not, then all is good. I've never really delved into the SG/prestige/recruit dynamic.

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A SG will lose the 20k prestige per member if it falls below 15 when someone leaves but no other prestige gained by that character is lost.


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

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I was involved in trying to crash the demand for Luck charms. I was the guy who tried to stabilize midrange common salvage for over a year. I'm looking for a new project. Destroying ten billion inf might hold my interest.

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If you give it to me... I promise to burn it


 

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I'm looking for a new project.

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Stabilize redside uncommon salvage. It can easily spike at 500k.
It's what luck charms only dreamed of being.


 

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I'm looking for a new project.

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Stabilize redside uncommon salvage. It can easily spike at 500k.
It's what luck charms only dreamed of being.

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Would be nice to break the price control on Alchemical Silver red side. Someone has way too much time on their hands with that little project.


 

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unless you nerf the farms and put a cap on sale prices in relation to item level in ww/bm, you won't deplete inf. People will find a way around what you are trying to do if it was implimented.

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Price caps won't lower the amount of inf in the system. For one thing, selling for less means less inf being removed from transaction fee. For another, it does nothing to address inf earning rates. Inf isn't being created on the market. It's simply being amassed and moved around there. Inf creation is still coming from people punching bad guys in the face, vendoring drops, etc.


@Mindshadow

 

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unsure of the OPs intent here other than destroying inf.

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Art, my friends, art.

It's very easy [for me anyway] to make billions more than I spend on my characters. The challenge, then, is to find a way to spend my money that entertains me and does [by my standards] some good.

I was involved in trying to crash the demand for Luck charms. I was the guy who tried to stabilize midrange common salvage for over a year. I'm looking for a new project. Destroying ten billion inf might hold my interest.

[/ QUOTE ]"Self-entertainment" . . . okay that's a reason I can comprehend. Lay on! Let us know how long it takes!


 

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BTW, if you want to burn some inf on Freedom blue-side, I started some blue alts and they need a super base full of prestigious goodness. You know, just in case.


 

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QR

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Destroying ten billion inf might hold my interest.

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Thats a drop in the bucket by my quick estimation.

I'm not convinced that a single person can effect even the daily inflation of Inf by any measurable amount, let alone the bulk accumulated total of Inf, or even if you wish only the 'in play' Inf by active players.

Again by my quick estimation you would need to destroy/burn some single digit number of Billions per day to attempt to overcome the amount generated out of thin air.

Now if you had help then you could probably increase your burn rate linearly if you were able to collect inf in some non blocking fashion from WW's (or wherever), but again my quick thinking on this says you will likely generate a diminishing returns scenario to maintain the minimum burn rate, as you have to have significant Inf to generate significant Inf, perhaps a catch 22 situation for anything other than short term.


 

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Easy. Just stop doing things to make inf. Go play or cancel your account. Or hold many, many, CC's.


 

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unless you nerf the farms and put a cap on sale prices in relation to item level in ww/bm, you won't deplete inf. People will find a way around what you are trying to do if it was implimented.

I do like your idea, but it will only work long enough to be worked around.

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Devs, pay attention to this person. We need market caps!

RagManX


"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2

The economy is not broken. The players are

 

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unless you nerf the farms and put a cap on sale prices in relation to item level in ww/bm, you won't deplete inf. People will find a way around what you are trying to do if it was implimented.

I do like your idea, but it will only work long enough to be worked around.

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Devs, pay attention to this person. We need market caps!

RagManX

[/ QUOTE ]Assume Item X is capped at 10,000 inf. But you've seen it sold via broadcast for a million or more. Where would you sell it?


 

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The trades screen



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

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unless you nerf the farms and put a cap on sale prices in relation to item level in ww/bm, you won't deplete inf. People will find a way around what you are trying to do if it was implimented.

I do like your idea, but it will only work long enough to be worked around.

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Devs, pay attention to this person. We need market caps!

RagManX

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I see what you did there.


 

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OK, yesterday I burnt 30 million flipping purples at "pretty much even" and accidentally got 10 million of it back, for a leverage ratio of 1.5 . Not bad, but slow moving.

So far today: Working on a 45-50 crafting badge. Unfortunately the market is low on them so I've burnt about 5.5 million and only gotten back around a million of that. (Still got some sales up.) My regular, profitable generic-crafting-and-selling turns out to burn about 2 million a day, mostly in crafting fees.

... If I burn 100 million a day it will take me three months to go through 10 billion inf. Even if I destroy the last two billion outright it'll take some work and some bigger thinking to get this done.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

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unless you nerf the farms and put a cap on sale prices in relation to item level in ww/bm, you won't deplete inf. People will find a way around what you are trying to do if it was implimented.

I do like your idea, but it will only work long enough to be worked around.

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Devs, pay attention to this person. We need market caps!

RagManX

[/ QUOTE ]Assume Item X is capped at 10,000 inf. But you've seen it sold via broadcast for a million or more. Where would you sell it?

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shhh. Rags and I are in favor of market caps so we can get rich buying off the markets and selling in a true black market.


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

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I'm looking for a new project.

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Stabilize redside uncommon salvage. It can easily spike at 500k.
It's what luck charms only dreamed of being.

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If you want to help? You can.

Buy at the low price and sell at twice that price. So if it's got a range from 10K to 500K, buy at (for instance) 11K and sell at 22K.

I'm going to try and keep 10 of each in stock, checking once a day or thereabouts. Wish me luck, I'll need it.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.