massive revaluation


Adeon Hawkwood

 

Posted

I still think the market could be set up to better sink out some of the inf supply.

For instance, I post a Uselessonium salvage for sale at 1inf. Someone buys it for 50000. Why do I get the difference? Sure, it's nice, but the market could keep the difference too; or if that frightens folks, we split it, 50/50.


 

Posted

Quote:
Originally Posted by UberGuy View Post
Remember, this was from direct game rewards of inf only. I'm not someone who wanted the badge changed, but on my oldest and most-played characters, I hadn't broken 1B earned that way (though I was close), and I have 5-year-old characters I still play a lot.

It was one of those things you definitely only got via very atypical play unless you were willing wait years to obtain it. On that level, I get why they lowered it.
Thanks for clarifying this. Yes, I can imagine how difficult it would be and how much play it would take to earn 500m, much less 2b, inf in-game only. I'll take back that (*pfft*) at the change they made and instead give you a (*salute*).


 

Posted

Quote:
Originally Posted by Ardrea View Post
I still think the market could be set up to better sink out some of the inf supply.

For instance, I post a Uselessonium salvage for sale at 1inf. Someone buys it for 50000. Why do I get the difference? Sure, it's nice, but the market could keep the difference too; or if that frightens folks, we split it, 50/50.

This is a joke, right?


 

Posted

Most of those are big ways to boost RMT demand.

Buying tickets is far more elegant because it simultaneously increases availability so that the more people do it the less incentive there is for it. Thus RMT would not be effective.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

I tell you what I'd shell out some serious inf for: Market reports.

Maybe for 10k inf per item on the market, you get a condensed yet complete report of one month's activity for that item, including average price, mean price, high/low (also for each day and/or time periods of the day), maybe a histograph, and a few statistical measures like standard deviation and volatility. I could come up with more ideas on what I'd like to see in a market report, but it's the concept I'm suggesting here to begin with. For 100k, you'd get all the reports for a class of items (e.g., defense set recipes, or common salvage, etc.). For 1m, you'd get yet a wider range of reports. For 10m per month, you'd get the full market report (visible only to you and non-reproducable), although for most folks that'd be overkill.


 

Posted

Quote:
Originally Posted by perwira View Post
I tell you what I'd shell out some serious inf for: Market reports.

Maybe for 10k inf per item on the market, you get a condensed yet complete report of one month's activity for that item, including average price, mean price, high/low (also for each day and/or time periods of the day), maybe a histograph, and a few statistical measures like standard deviation and volatility. I could come up with more ideas on what I'd like to see in a market report, but it's the concept I'm suggesting here to begin with. For 100k, you'd get all the reports for a class of items (e.g., defense set recipes, or common salvage, etc.). For 1m, you'd get yet a wider range of reports. For 10m per month, you'd get the full market report (visible only to you and non-reproducable), although for most folks that'd be overkill.
It's a neat idea and I would love some better market tools but I see two problems. First it's impossible to make it non-reproducable since worse case people will take screenshots and share them. Secondly you end up with a rich get richer situation since better market tools would make it easier to make money through marketeering


 

Posted

Quote:
Originally Posted by perwira View Post
I tell you what I'd shell out some serious inf for: Market reports.

Maybe for 10k inf per item on the market, you get a condensed yet complete report of one month's activity for that item, including average price, mean price, high/low (also for each day and/or time periods of the day), maybe a histograph, and a few statistical measures like standard deviation and volatility. I could come up with more ideas on what I'd like to see in a market report, but it's the concept I'm suggesting here to begin with. For 100k, you'd get all the reports for a class of items (e.g., defense set recipes, or common salvage, etc.). For 1m, you'd get yet a wider range of reports. For 10m per month, you'd get the full market report (visible only to you and non-reproducable), although for most folks that'd be overkill.
Didn't someone write a program that screen-scraped CoH to do that?


 

Posted

Here are some other ideas to consider as well from a "soak the rich" perspective:

* Evil Statesman in Going Rogue could sell citizenship for x-100's of millions for some cosmetic benefit, maybe access to a special lounge or inner sanctum room or something.

* Running with the idea of bulletin boards and shamelessly copying from Fable 2, maybe auction off a limited number of statue sites around the game. Require a high fee even to participate and the let the rich guys bid against each other with the highest bid winning a site for a smallish statue (maybe 1-2x life size) of the character. Of course, the city would require further fees to maintain the statue and if the fees are not paid, well then the site goes back to the auction block.

* Or go really wild, maybe auction off buildings for external access to super group bases. The plebs can use the blue portals, but the really cool (ie rich) people can also just walk in off the street of say Steel Canyon or something.

Auctions would mean that the richest people are bidding against each other and soak up more money. So, if there's more money in the system, the auction amounts increase and more money is removed from the system.