Market Merge coming?


Archie Gremlin

 

Posted

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In the spirit of science, I though of some stuff that I know is expensive and checked current prices. I only checked crafted enhancements and I averaged the last 5 items. I didn't look at any PvP stuff. For Numina's etc I checked the highest and the lowest level items.

In the vast majority of cases, prices are higher red side.

Only two were higher blue side. The only one where you could make a profit buying red side was Hecatomb Dam/Rech/Acc and that was something of an illusion caused by one very expensive purchase.

The results were:-

Luck of the Gambler +Rech
Blue Side 91M, 79M
Red Side 110M, 120M

Numina's +Regen +Recovery
Blue Side 46M, 69M
Red Side 64M, 100M

Miracle +Recovery
Blue Side 73M, 100M
Red Side 150M, 100M

Hecatomb Dam/Rech/Acc
Blue Side 217M, Red Side 180M

Hecatomb Dam
Blue Side 110M, Red Side 147M

Apocalypse Dam/Rech
Blue Side 110M, Red Side 161M

Apocalypse Dam
Blue side 125M, Red Side 117M

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I have a level 50 MM with 9 million inf. I get my level 50 scrapper (who I wanted to go rogue with years ago) to take some cheaper blue side IOs to villains, I sell some of my previously slotted IOs Redside, make a nice profit and slot up my MM. I might not be able to make inf blueside, but I sure as hell can redside.


 

Posted

So...
1. Redsiders makes less inf
2. Redside has higher prices
3. You also get merits easier/faster blueside

I obviously play the wrong side... Some mad rogue fire rad/kin trollers should make up for the inf imbalance pretty fast though, but I deffo feel villains need some love. While I don't like the "going rogue" idea (would've been nice from the start, but not as a 5-years-later-throw-in) it just might bring some balance in the force!


 

Posted

[ QUOTE ]
So...
1. Redsiders makes less inf
2. Redside has higher prices
3. You also get merits easier/faster blueside

I obviously play the wrong side... Some mad rogue fire rad/kin trollers should make up for the inf imbalance pretty fast though, but I deffo feel villains need some love. While I don't like the "going rogue" idea (would've been nice from the start, but not as a 5-years-later-throw-in) it just might bring some balance in the force!

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Personally I think that devs should say "we're going to merge AH in GR (or soon after)". Then set inf reward in CoV to be double what they are now. This will mean that villains will be able to boost their basic average inf, and will increase amount of players on villains for a bit. Once GR hits, merge AH drop rewards in CoV back to what they are.

Prior to GR going live they ought to data-mine and give a one off inf boost to all villains over level 30 (or something) with a percentage based on average difference between Heroes and Villains inf reserve. (So if heroes have on average 25% more inf than villains the grant would be an additional 25% of what you have.) Which should weed out most of the people who only play Villains now and then or have no inf anyway.

And have zero restrictions on what you can or can't take from side to side. Influence can be directly transfered to Infamy because it will take peopel who have big balls to do the dirty on their leaders (IC method of describing it, IRL its cash what ever you call it.)


 

Posted

The only thing i want is an upgrade to the market ui.


 

Posted

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The only thing i want is an upgrade to the market ui.

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Oh god yes.


 

Posted

[ QUOTE ]
[ QUOTE ]
So...
1. Redsiders makes less inf
2. Redside has higher prices
3. You also get merits easier/faster blueside

I obviously play the wrong side... Some mad rogue fire rad/kin trollers should make up for the inf imbalance pretty fast though, but I deffo feel villains need some love. While I don't like the "going rogue" idea (would've been nice from the start, but not as a 5-years-later-throw-in) it just might bring some balance in the force!

[/ QUOTE ]
Personally I think that devs should say "we're going to merge AH in GR (or soon after)". Then set inf reward in CoV to be double what they are now. This will mean that villains will be able to boost their basic average inf, and will increase amount of players on villains for a bit. Once GR hits, merge AH drop rewards in CoV back to what they are.

Prior to GR going live they ought to data-mine and give a one off inf boost to all villains over level 30 (or something) with a percentage based on average difference between Heroes and Villains inf reserve. (So if heroes have on average 25% more inf than villains the grant would be an additional 25% of what you have.) Which should weed out most of the people who only play Villains now and then or have no inf anyway.

And have zero restrictions on what you can or can't take from side to side. Influence can be directly transfered to Infamy because it will take peopel who have big balls to do the dirty on their leaders (IC method of describing it, IRL its cash what ever you call it.)

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If anything, someone changing from being a Hero to being a villain would have MORE infamy than a straight up Hero. They'd be likely to get even more attention from the media as well as villains they've put away wanting a piece of him. The straight translation from hero to Villain should mean a straight swap from influence to infamy. Same goes for a Villain changing to a Hero. They'd have other heroes, the general public and the media wathcing them with a huge amount of mistrust and they'd be monitored sonstantly by other Heroes in case they haven't turned completely. Again possibly a straight and direct swap might be best.


Defiant 50's
Many and varied!
@Miss Chief

 

Posted

IMO, the longer the Devs leave the markets separate the more they are advocating farming and similar activities. They have already left it too long and the market problems have got worse and worse.

Inaction is always an option just rarely the right one.

Of course I'm sure if this was suggested to them they'd say it's working as intended however I know a few players who are being put off the game by the current 'inf'lation rate.