price limits
There is a limit: 2 billion inf. Purples are ULTRA RARE. Not everyone is supposed to be able to get them. There is no problem here at all.
We've had many years where purples didn't exist and the game was still fun. Your insistence that you need purples is what is keeping the prices so high. You're willing to grind for inf instead of enjoying the game at other levels and you feed the market with your spending.
I know it's hard to find purples. I have found 2 and have a lot of 50's and been playing over 5 years.
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Heck, you don't expect that everyone who has had a lot of driving experience should be entitled to owning a Lamborghini, do you?
But when a recipie is going for 200,000,000 inf on the market it is too rare. There are sets that are going for over 1.5 billion inf. Sure, make them hard, just not impossible. |
I finally had to make a farming toon just to get enough to get some purple sets, and instead of content I spend my time doing the same thing over and over and over, it's not really all that fun. We need a bit of active control of availabiltiy, not just a number game. If something is going for too much on the market it SHOULD set off an alarm for the devs that something is out of balance. Either the drops are too rare, or the item is too powerful/unbalanced. |
Heck, let us make purple rolls with AE tickets, say 9000 per roll. Watch the prices fall. |
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I'm completely unsympathetic. Why do you *NEED* purples to have fun playing this game? They are optional content, and aren't required for anything.
And compared to elite gear in WoW, purples in this game are ridiculously easy to get. They fall as random drops or you can just flat out buy them. Best yet, no raiding group (TF or normal team here) will be prejudiced against you if you don't have purples slotted. Heck, they won't even care if you you're just slotted with SOs if you're the power set they're looking for.
We need a bit of active control of availabiltiy, not just a number game. If something is going for too much on the market it SHOULD set off an alarm for the devs that something is out of balance. Either the drops are too rare, or the item is too powerful/unbalanced.
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Oh, and did you really need to make 2 threads, 8 minutes apart, to whine about the same thing?
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I always cringe when I see a thread like this. To the OP: you came to the wrong place for this. The market forum is very Darwinian about purples: if you can't get them, you do not deserve them. It's also a fairly insular place: preserving the status quo means preserving the profit margins on the high-end stuff, which means that people who enjoy the market are (surprise) the ones most likely to be able to afford to purple out their characters.
That being said, seriously, play on the market. Craft, flip, just sell drops, whatever. you'll make far more money per unit of time playing the market than doing anything else in the game. The rewards for selling stuff are so ridiculously far above the rewards for doing anything else, that doing it even for a short time will give you more than enough INF to straight up buy whatever recipes or crafted IOs you want. It really is easy and mostly painless, you can even post bids and put stuff up, log out, and log in the next day to a big pile of INF. No risk, all reward.
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<snip> Either the drops are too rare, or the item is too powerful/unbalanced.
Heck, let us make purple rolls with AE tickets, say 9000 per roll. Watch the prices fall. |
When merits were introduced we asked if purples could please be rolled with lots of merits and were told that it's not possible to hold enough merits to make a random roll for a purple. Since we can hold 9999 merits (or 500 random rolls) and the ticket cap allows you to maybe make 3 gold rolls the idea that 9000 tickets would allow a purple roll is so unlikely as to fall in the realm of the ludicrous.
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I always cringe when I see a thread like this. To the OP: you came to the wrong place for this. The market forum is very Darwinian about purples: if you can't get them, you do not deserve them. It's also a fairly insular place: preserving the status quo means preserving the profit margins on the high-end stuff, which means that people who enjoy the market are (surprise) the ones most likely to be able to afford to purple out their characters.
That being said, seriously, play on the market. Craft, flip, just sell drops, whatever. you'll make far more money per unit of time playing the market than doing anything else in the game. The rewards for selling stuff are so ridiculously far above the rewards for doing anything else, that doing it even for a short time will give you more than enough INF to straight up buy whatever recipes or crafted IOs you want. It really is easy and mostly painless, you can even post bids and put stuff up, log out, and log in the next day to a big pile of INF. No risk, all reward. |
Real marketeers chase the inf. We don't really care what method or medium in the market we make it on and change just increases the potential for it.
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Price capping will not do anything.
The people setting the prices for purples are the BUYERS. Not the people selling.
Again, you do NOT need Purples. Make do with other things.
Wanting luxuries is not the same thing as "needing" them.
So work for them and stop crying about something you yourself have a hand in.
I wonder how many threads whining about purples the OP will bring us?
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
I know it's hard to find purples. I have found 2 and have a lot of 50's and been playing over 5 years.
But when a recipie is going for 200,000,000 inf on the market it is too rare. There are sets that are going for over 1.5 billion inf. Sure, make them hard, just not impossible. |
And 200M is not that hard to amass if you are in possession of at least some skill at CoH.
The best way to reduce the price of purples is to increase the drop rate, not to create a price cap. Price caps have all kinds of unintended and unpleasant consequences.
OP's right. Prices are too high! How dare I make 250M from selling a purp drop I got (and crafted) just the other day? The horror that I'm now* able to pretty much S/L softcap one of my new toons w/that single sale. Really, I need the devs to protect me from suffering like that ever again.
(*Okay, I already enough inf to softcap like every toon ever, but only because I obviously buy from RMT'ers.)
Seriously, if I were poor & lazy, I'd be a lot more bothered by Kinetic Combats going for 75M than Armageddon's for 250M. Good thing I'm neither.
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I always cringe when I see a thread like this. To the OP: you came to the wrong place for this. The market forum is very Darwinian about purples: if you can't get them, you do not deserve them.
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It's a question of motivation- not everyone is WILLING to get purples, because it takes effort and concentration.
It's also a fairly insular place: preserving the status quo means preserving the profit margins on the high-end stuff, which means that people who enjoy the market are (surprise) the ones most likely to be able to afford to purple out their characters. |
That's the opposite of 'preserving the status quo'.
There are some people who refuse to help themselves, which is nobodies 'fault' but their own.
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I'm a little surprised and disappointed no one has simply pointed out price caps will make them much much harder to get.
Their is a price cap 2 billion
Going from a 31 bit 2 147 483 648 (rounded down to 2 billion) to a 63 bit 9 223 372 036 854 775 808 (rounded down to 9 quintillion) should do for now.
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total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Anyone who comes here with an open mind gets all the information they need to earn billions. We actively recruit for Team Eeebil 24/7, the more market billionaires we help create the happier we are.
That's the opposite of 'preserving the status quo'. There are some people who refuse to help themselves, which is nobodies 'fault' but their own. |
Preserve the market, preserve the current way of having the market be the only realistic way to purple out a character, the only realistic way to earn enough INF to buy the IO sets you WANT. That's what I was talking about, same as always: the market is the best way to do things, and the market forum regulars want to keep it that way. no alternative options should be opened, and some posters go so far as to recommend repealing merits and tickets, because they bypass the market.
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That's what I was talking about, same as always: the market is the best way to do things, and the market forum regulars want to keep it that way. no alternative options should be opened, and some posters go so far as to recommend repealing merits and tickets, because they bypass the market.
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Yes, many people who enjoy the market would rather not see it ruined. I fail to see how there's anything wrong with that view.
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Preserve the market, preserve the current way of having the market be the only realistic way to purple out a character, the only realistic way to earn enough INF to buy the IO sets you WANT. That's what I was talking about, same as always: the market is the best way to do things, and the market forum regulars want to keep it that way. no alternative options should be opened, and some posters go so far as to recommend repealing merits and tickets, because they bypass the market.
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First, you need to define "realistic" in regards to buying IO sets. Absolutely no alternative method introduced by the devs has been what I would consider as "realistic" in terms of allowing characters to completely bypass the market. Instead, they function as pressure valves which allow enterprising players to pick and choose the best methods. For example, buy cheap, highly available items on the market, buy items with radically high market prices with merits, buy rare salvage with tickets, etc. However, using merits or tickets exclusively to try to outfit your characters, while likely faster than relying on random drops, is still a fairly epic process which the market would beat out.
Why would the devs want things to work that way?
Because random drop rates control the average injection of these "carrots" into the game system, and a trade mechanism is the only way for randomly distributed goods to find their way from people who get them to people who actually want them (assuming someone who gets a drop doesn't also want it).
Any system that truly bypasses this random distribution + market delivery channel mechanism on a per-player basis is, almost by definition, going to be more efficient at collecting these goods than the devs would find desirable. This is because if such bypass mechanisms allow each character to focus on obtaining exactly what they want without regard to the rest of the game system. It provides and excellent channel for min/maxing with reduced focus on benefit to the general community.
Remember, the devs are extremely likely to view the rate at which players in general can "IO out" their characters very similarly to how they view the speed with which people can reach level 50. It behooves them to limit it, and so they don't want it to be too fast or easy.
Beyond any dev concern for balancing these market alternatives, there is a player-based consideration. The balance between using the market and alternatives like merits presents a rather classic prisoner's dilemma. Market alternatives risk being good enough that players abandon the market to focus on them, even though having enough people involved in the market actually keeps everyone involved improving faster than the market alternative. But the market is unpleasant to risk-averse or just concept-opposed players, so that has to be balanced in the picture or these people will jump on the alternative bandwagon even when it is a meaningfully inferior option. This is a self-reinforcing spiral - people leave the market, it becomes less attractive, so more people leave, and so on.
So the devs don't want the market alternatives to be too good beyond a point, and the market users don't want them to be both inferior to the market and yet close enough that lots of people bail on the market.
So, you see, people who don't want market alternatives aren't always looking out for themselves in the sense of wanting to keep control. We recognize an open market as one of the most efficient mechanisms for redistributing goods to all players when those goods have an overall supply is managed by the devs for reasons that have little to do with the market itself.
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ou dont HAVE to bid at those prices. You could be lucky and some guy is selling it low
I know it's hard to find purples. I have found 2 and have a lot of 50's and been playing over 5 years.
But when a recipie is going for 200,000,000 inf on the market it is too rare. There are sets that are going for over 1.5 billion inf. Sure, make them hard, just not impossible.
I finally had to make a farming toon just to get enough to get some purple sets, and instead of content I spend my time doing the same thing over and over and over, it's not really all that fun.
We need a bit of active control of availabiltiy, not just a number game. If something is going for too much on the market it SHOULD set off an alarm for the devs that something is out of balance. Either the drops are too rare, or the item is too powerful/unbalanced.
Heck, let us make purple rolls with AE tickets, say 9000 per roll. Watch the prices fall.