massive revaluation
we already have enough currencies in the game. we do not need anymore.
All they need to do is give us attractive inf sinks.
Or more of them, anyway. Costumes and the market fee can only evaporate so much wealth, even with Fulmens out there doing the work of ten normal players.
One idea I saw that I like is a crafting table inside every Wentworths that anybody can use, except it charges 2x the 'usual' fee.
Some variation on the inf-for-prestige base exchange in the new zone is likely.
Oh hey, here's an idea- what if inf (influence or infamy) can be spent on filling up your Going Rogue karma bar? It makes good thematic sense, you're 'destroying' your reputation in your old haunts to be accepted on the other side.
Actually....it wouldn't surprise me ab it if this is one of the mechanisms they use to switch sides.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
for every tablefor every field with a unit of measure of INF
divide by 10
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I dunno. It's just something that popped into my head. What do you think?
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It sounds like throw-away effort to me.
Not to be confused with the Going Roget expansion, aka "City of Heroes, Protagonists, Stars, Champions, Capes, Guardians, Exemplars, Protectors, Paragons, and Villains, Criminals, Miscreants, Scoundrels, Evil-doers, Malefactors, Rapscallions, Rascals, and Reprobates." |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
A thought popped into my head today. Suppose the devs decide that they don't like how big the numbers on the market are. Imagine they are content with the amount of time it takes to earn the inf necessary to buy the loot. They just don't like seeing such big numbers with so many zeroes.
How could they use the new Going Rogue* expansion to massively revalue our currency? Some way of trading in huge amounts of inf to get small amounts of NewCurrency, which can be used to buy equivalent amounts of stuff. Maybe something as simple as making merits and AE tickets purchasable with inf, at steep prices. Or a new currency, maybe one that can be used in a new cross-faction Praetorian market or something? I dunno. It's just something that popped into my head. What do you think? * Not to be confused with the Going Roget expansion, aka "City of Heroes, Protagonists, Stars, Champions, Capes, Guardians, Exemplars, Protectors, Paragons, and Villains, Criminals, Miscreants, Scoundrels, Evil-doers, Malefactors, Rapscallions, Rascals, and Reprobates." |
The devs could then decide what prices adhere to the reduction, and which money sinks don't, massively increasing the price of those cost sinks.
Though to be honest, I'm sure some items (the PvP 3% Def IO for example) wouldn't take long to reach close to the max price even in this scenario. Further, such a scenario doesn't do anything other than cosmetically change the value of the numbers.
They can put in the influence/infamy equivalent of a dime (.1 inf), and reduce most (but not all) of the money sinks. It would mean that beating up that level 1 Skull would get you 1.1 influence instead of 11 influence. A level 5 training origin enhancement could be bought with 50 inf, not 500. Correspondingly, all influence/infamy hoarded by any character and any price listed on the market would also be adjusted to 10% of its current value.
The devs could then decide what prices adhere to the reduction, and which money sinks don't, massively increasing the price of those cost sinks. Though to be honest, I'm sure some items (the PvP 3% Def IO for example) wouldn't take long to reach close to the max price even in this scenario. Further, such a scenario doesn't do anything other than cosmetically change the value of the numbers. |
More and better INF sinks would help, as would cutting down INF rewards, including vendor prices for common IOs. This increases the value of INF somewhat, but I think that it won't work nearly fast enough: there's too much INF stockpiled across too many characters and servers. Any changes made to the INF supply would have to be massive in scope.
To drop the price once and for all, they could simply increase supply, which would cut intot he earning power of those that sell on the market (crafters, flippers, and everyone who puts their drops on the market.)
119088 - Outcasts Overcharged. Heroic.
Tickets buyable = instantly make inf more valuable.
A game is not supposed to be some kind of... place where people enjoy themselves!
didn't we learn our lessons when all people were doing was farming AE tickets? prices rise.
i would rather have the infl/inf to prestige exchange improved to create a better infl/inf sink. |
If you are removing inf by the creation of tickets there would be a difference.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
for every table
for every field with a unit of measure of INFdivide by 10 |
They COULD do this, but you're right: it would simply be cosmetic.
... To drop the price once and for all, they could simply increase supply, which would cut intot he earning power of those that sell on the market (crafters, flippers, and everyone who puts their drops on the market.) |
Increasing the supply of stuff would be totally different. It would decrease prices, yes, but would not decrease the amount of inf on hand, and it would reduce that amount of time necessary to get loot.
I don't think the devs want to reduce the amount of time it takes to earn loot. I suspect they're reasonably satisfied with that, in general. Sure, people whine about purpling out their warshades without having to farm, or play the markets, or play at all, but you get that kind of whining in every game.
The cosmetic stuff, though, I've been thinking recently that it might matter more than I thought, for at least three reasons.
First, when people start playing the game and they see those prices, they just assume that big numbers mean that everything is too expensive and that they'll never be able to get good stuff, so they get discouraged and quit before they discover how easy it is to earn money. Which is stupid, sure, but selling game subscriptions to stupid people is a growth industry.
Second, when people compare games, they look at prices of in-game items. If one game has bigger numbers, they think that game has more expensive, less obtainable loot. It's kind of the same thing and just as silly, but I've seen people do exactly that on these and other forums.
The third problem, which is basically the same problem yet again, is that people automatically convert pretend money into real money in their home currency on a 1:1 basis. You see it on the forums all the time when people refer to inf as dollars. 1,000,000 is a lot of dollars, an unobtainably huge number for must people. 1,000,000 inf isn't, but once you convert it to dollars in your head, it starts seeming like an insanely big number to buy anything less than an island.
Avatar: "Cheeky Jack O Lantern" by dimarie
I think my problem with this idea is that I'm not really interested in making concessions for people that bad at simple division and multiplication.
I also don't think it's as big an effect as you do, because I encounter very few people in game who seem to have that particular problem. In fact, I'd say I meet more people in game who grok the whole relationship between selling things for profit and earning enough to buy things than I do on this forum. Even when I run into people who haven't really thought about that, they often seem more accepting of an explanation of it than folks who post to the contrary seem to.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Most of my characters have somewhere from 50-60 free costume tokens. Each. I agree that the game could use more things to spend my lucre on.
There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.
That would certainly do the job, but the resulting whine from people who saw their money stockpile dwindle by 90% would reach epic proportions, and the fact that their buying power hadn't changed would never penetrate.
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Good. The forums haven't had enough entertaining posts lately.
In my opinion too many currencies are part of the problem and part of the reason we are here in the first place. The more currencies the more diluted each currency becomes.
IMO if the devs are happy with the current loot generation rates then they need more and better influence sinks to soak up the excess and reduce the pool.
One of the first steps would be to make the influence to prestege conversion equal to the rate that influence is converted to prestege by being in SG mode. They might actually get more people to use the feature if it was equitable.
Next would be to eliminate invention salvage from base created items and substitute prestege in all cases. (Why does every SG have to find or buy all the components for their base items. There's probably a SG supplier out there that could sell them the fully assembled unit). It could even be done in a way similar to the real world.
Buy the parts to build your computer in the real world or buy it pre-built. The former is cheaper, the later (usually) faster though more expensive. Both ways (with reasonable associated costs. It does no good at all if one way is measurably superior to the other) would give more options.
Next eliminate invention salvage requirements for empowerment buffs and convert them into influence costs that scale with player level. The devs could also make those buffs have a longer duration, and higher magnitude/value for a much greater than base inf cost.
Adding salvage into the market system by not spending it for bases and buffs would increase the availability of that salvage and decrease it's price while simultaneously reducing the inf pool by making it used for temporary buffs.
Increase the functionality of the Auto doc / tree of life. It can be used to sell things make it possible for it to vend more things as well, make tier 2 inps purchaseable there or allow players to craft or create multi-aspect inspirations there or at the crafting table for large fees.
As an example a player has a tier 3 heal insp and a tier 3 endurance insp. For a (largish?) fee at a crafting table it could be turned into a tier 3 "teal" inpsiration that does both heal and endurance simultaneously.
Make temp powers available for a certain amount of influence (perhaps even a "fixed" value at Wents like the AH one use teleporter). There are lots of temp powers that are rarely seen in game that could be made purchaseable with inf.
I personally would repeatedly pay a decent amount of inf for a temp power that does nothing except raise the accuracy of all my other temp and vet powers to 95%.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
You've come up with some great ideas, MK. Now if we can just get the devs to act on them...
...in CoH racing to 50 is like trying to race to the end of your vacation. -Arcanaville
Debt barely slows down levelling these days. It's just a little bar that measures how much Awesome you've generated recently. (If you're not getting debt, you're just not trying to generate Awesome hard enough.) -Kelenar
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I'd say simply give us -inf associated with debt. It would fit thematically, too.
The numbers can't be too high, though, or we'll drown in a sea of whine. But say, get defeated at lvl 50 and you lose 100k. Not much by any standards (2 lvl 50 SOs from Ghost Falcon), but every little -inf adds up.
Also I like the idea of double crafting cost tables at WWs, even though I'd never use them myself.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
I don't think it's very useful thing for them to do. Its utility would evaporate with time. 1 year after everyone starts using the new "wazoos" as a unit of currency, all the players will become inured to earning 0.05 wazoos for level 10 mobs, and will think "Gee, I'm never going to be able to afford that LotG for 500,000 wazoos."
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The problem is that over i14-i15, inf has been something like the Zimbabwean dollar.
Worth about a buck and a half in American.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
I'd say simply give us -inf associated with debt. It would fit thematically, too.
The numbers can't be too high, though, or we'll drown in a sea of whine. But say, get defeated at lvl 50 and you lose 100k. Not much by any standards (2 lvl 50 SOs from Ghost Falcon), but every little -inf adds up. |
And frankly, it doesn't matter how small it is. I'll just find it offensive, "Oh, sorry, was I trying to save the world against impossible odds and ended up in the hospital? You're right, the city certainly shouldn't cover even my hospital bill. I guess I'll raid my kid's college fund to cover it. Next time Dr. Planet Killer attacks, you're going to have to find another super hero, jerks. I hear Arachnos is hiring."
That's not to say I'm opposed to influence sinks. I'm all for influence sinks as long as they're ADDING something. But it should be something that offers at best a trivial advantage, such as new influence-only costume slots. If we didn't already have the tux and monacle, for instance, allow the rich to buy that costume for a billion influence. That's right, a billion influence. Want to be in the billionaire club? You have to blow the whole wad on the billionaire costume.
That kind of thing.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
for every table
for every field with a unit of measure of INFdivide by 10 |
BTW, I sorta like the -inf from debt idea. I mean, if you're constantly going down fight after fight, you're not doing a very good job (thematically here, not how we might play, oh say, our scrappers), right? Supes only died once, and let's face it, his rep went down a bit (hey, if Doomsday can kill him...). I bet like Booster Gold (before he got killed for good) went to the hospital all the freakin' time.
An Offensive Guide to Ice Melee
A thought popped into my head today. Suppose the devs decide that they don't like how big the numbers on the market are. Imagine they are content with the amount of time it takes to earn the inf necessary to buy the loot. They just don't like seeing such big numbers with so many zeroes.
... Or a new currency, maybe one that can be used in a new cross-faction Praetorian market or something? I dunno. It's just something that popped into my head. What do you think? |
And who here hasn't done something like bid 22,222,230 on something that someone else was bidding 22,222,222 for? Although we might be dealing in the tens or hundreds of millions, every inf counts.
A thought popped into my head today. Suppose the devs decide that they don't like how big the numbers on the market are. Imagine they are content with the amount of time it takes to earn the inf necessary to buy the loot. They just don't like seeing such big numbers with so many zeroes.
How could they use the new Going Rogue* expansion to massively revalue our currency? Some way of trading in huge amounts of inf to get small amounts of NewCurrency, which can be used to buy equivalent amounts of stuff. Maybe something as simple as making merits and AE tickets purchasable with inf, at steep prices. Or a new currency, maybe one that can be used in a new cross-faction Praetorian market or something?
I dunno. It's just something that popped into my head. What do you think?
* Not to be confused with the Going Roget expansion, aka "City of Heroes, Protagonists, Stars, Champions, Capes, Guardians, Exemplars, Protectors, Paragons, and Villains, Criminals, Miscreants, Scoundrels, Evil-doers, Malefactors, Rapscallions, Rascals, and Reprobates."
Avatar: "Cheeky Jack O Lantern" by dimarie