Badge idea- possibly a bad one?


Blue Rabbit

 

Posted

We, the ebil marketers, were trying to come up with ways to lure people into destroying their influence. There really aren't enough inf sinks in the game.

It occurred to someone that there are badges for MAKING inf, but no badges for SPENDING inf.

The suggestion (with my tweaks) was four badges: "ex-millionaire" (costs 1 million inf), "ex-multimillionaire" (30 million inf), "ex-billionaire" (costs a billion inf) and "inf cap" (costs 2 billion influence, comes with a costume piece.)

Given that the process of getting defeat badges, heal badges, damage badges, etc., produces a tremendous amount of level 50 play...
Given that there are badges for MAKING up to 2 billion influence, not counting recipe sales and whatnot...

would these badges cause an unwarranted financial burden on the badging community? Or would they be welcomed and celebrated, because MOAR BADGES ?


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

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

 

Posted

are you talking about paying for a badge?
if so there are a few in the winter event to buy and one in AE you can buy


 

Posted

The inf badges no longer go up to the cap (2 billion), but are now finished with 500 million.

I, for one, wouldn't mind paying a million inf for a badge, or even as much as 10 million, but anything beyond that tick me off the way that 10,000 test enemy kills did in the MA when Issue 14 came out.

I don't like playing the market for inf, and I don't like farming; I certainly don't like the idea of losing 2 billion inf.


Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093

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Quote:
Originally Posted by Nethergoat View Post
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Posted

For some reason I got to an old version of the Paragon Wiki which still listed "Trillionaire" as 2,000,000,000 inf.

I'm going to go work some numbers on how much wealth someone with Leader "should" have and see if the squanderer badges should be reduced. My goal would be that if you have the top inf-made badge, somewhere around 1/4 of that total influence would go to the top inf-burnt badge. Let me clarify: when you go out and make "100 million inf" according to the badge, your net worth should go up by a lot more than that- you're getting vendor recipes, you're getting valuable rare recipes, you're potentially getting purples, etc.

Does that sound reasonable? High? Low?

EDITED: Looks like TopDoc, farming 50's, was making almost 20 inf profit for every actual inf dropped. Half of that was purples, which you probably aren't getting while doing badgery. If we assume half of the remainder was from aggressively marketing his stuff, the "Leader" badge should get you something like 2.5 billion inf.

So taking out the "Inf cap" badge and replacing it with something like "Big Spender" should work.


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

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

 

Posted

Quote:
Originally Posted by Fulmens View Post
For some reason I got to an old version of the Paragon Wiki
Old Site = http://cityofheroes.wikia.com/
"New" Site = http://wiki.cohtitan.com/

www.paragonwiki.com used to point to the old site which is no longer officially updated, and we were told not to use it anymore. Soon after the site was "moved", the paragonwiki.com reference was fixed and currently points to the correct location. Anybody with bookmarks to the old site should change them.


 

Posted

We've butted heads before (and will likely do so again), but I have to disagree with the methodology for determining numbers.

Issues I have with the proposal:
* It isn't backwards compatible. (Ie, no credit for past actions.) This may have been a good suggestion 4-5 years ago.
* It is market-centric, meaning that if you are that active with the market you'll get the badges nearly instantly, but those that are not are at a distinct disadvantage.
* This suggestion flies in the face of the developer's goal to avoid "grindy" badges and those needing farming.
* It really isn't needed. You could achieve the same goal (inf destruction) if the sales fees on sold items (not the placement fees, but the after sale processing fee) counted for the Inf badges.

This last point is crucial: It does what you want without the need to create more badges. This has the added benefit in that it doesn't require people to "start from scratch" or requiring the developers to track another stat.




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Posted

Quote:
Originally Posted by Snow Globe View Post
We've butted heads before (and will likely do so again), but I have to disagree with the methodology for determining numbers.

Issues I have with the proposal:
* It isn't backwards compatible. (Ie, no credit for past actions.) This may have been a good suggestion 4-5 years ago.
* It is market-centric, meaning that if you are that active with the market you'll get the badges nearly instantly, but those that are not are at a distinct disadvantage.
* This suggestion flies in the face of the developer's goal to avoid "grindy" badges and those needing farming.
* It really isn't needed. You could achieve the same goal (inf destruction) if the sales fees on sold items (not the placement fees, but the after sale processing fee) counted for the Inf badges.

This last point is crucial: It does what you want without the need to create more badges. This has the added benefit in that it doesn't require people to "start from scratch" or requiring the developers to track another stat.
I think you misunderstand the suggestion. There's no stat to track, there's no "lost progress" from said stat not being previously tracked, and there's nothing market-centric.

What Fulmens is suggesting is that you walk up to an NPC, give him millions of Inf, which he summarily destroys, and he gives you a badge back. Think along the lines of the badge you get by spending tickets in the MA.


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
I think you misunderstand the suggestion. There's no stat to track, there's no "lost progress" from said stat not being previously tracked, and there's nothing market-centric.

What Fulmens is suggesting is that you walk up to an NPC, give him millions of Inf, which he summarily destroys, and he gives you a badge back. Think along the lines of the badge you get by spending tickets in the MA.
And that's supposed to be a good idea WHY?

1000 MA tickets can be earned in an hour of standard play and far less time by farming, and is achievable by virtually anyone from level 1-50. 1 million inf can likewise be earned in about an hour of standard play, far less time by farming, and is heavily weighted towards those at or near the level cap. Again, I'd have no problems with a badge that required me to throw 1 million inf down the crapper, because I could make all that money back (and then some) running an ITF. Anything more would be a waste of time AND resources that not everyone has available.

Believe it or not, there are those of us who don't look at the market as a way to make bajillions of inf. I see it as a way to deliver resources that I have access to to other players, people who are playing a game in their spare time just like me, that they couldn't otherwise get themselves. I'm probably a wetdream for salvage flippers, since I drop just about every piece of common and uncommon salvage on the market for 1 inf. And if I get a much sought after rare recipe that I can't use on one of my characters, then I'm far more likely to give it to a friend who wants it than to put it on the market.

I'm not sure exactly what you're hoping to achieve by having dozens of people just throw away 2 billion inf for a badge. Is this a roundabout way of trying to get prices lowered in the market (if there's less money available, prices will have to drop)? If that's your goal, I'm sure there's better ways to achieve it.


Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093

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Posted

You're right, it is indeed, a bad idea.


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Posted

Quote:
Originally Posted by Roderick View Post
I think you misunderstand the suggestion.
No, I fully understand where the suggestion is coming from. Like I said, I've had this talk with Fulmens before.

Quote:
Originally Posted by Snow Globe View Post
* It isn't backwards compatible. (Ie, no credit for past actions.) This may have been a good suggestion 4-5 years ago.
Quote:
Originally Posted by Roderick View Post
There's no stat to track, there's no "lost progress" from said stat not being previously tracked, and there's nothing market-centric.
As to the tracking of how much inf, take a closer look at the first post. Fulmens likens these badges to the inf, healing, defeat, and damage badges. So it appears that I am not mistaken.
Quote:
Given that the process of getting defeat badges, heal badges, damage badges, etc., produces a tremendous amount of level 50 play...
Given that there are badges for MAKING up to 2 billion influence, not counting recipe sales and whatnot...
That is exactly how the suggestion is coming across, and like I have said, it will not happen. See this post by Positron for the reasons why I say this.

Quote:
Originally Posted by Snow Globe View Post
* It is market-centric, meaning that if you are that active with the market you'll get the badges nearly instantly, but those that are not are at a distinct disadvantage.
Quote:
Originally Posted by Roderick View Post
What Fulmens is suggesting is that you walk up to an NPC, give him millions of Inf, which he summarily destroys, and he gives you a badge back. Think along the lines of the badge you get by spending tickets in the MA.
The market is the only section of the community that seems to have a large amount of disposable income, therefore I stand by the "market-centric" statement. Everyone else that I know actually spends inf. Slotting IOs, buying respec recipes (ok, maybe not this so much).

Heck, why not have a place where people could pay 10-20 million inf to respec their characters if they are out of respec tokens? Actually I know the reason why: This would equate real cash (for buying respecs from the game store) to Inf.




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Posted

Quote:
Originally Posted by Chad Gulzow-Man View Post
I'm not sure exactly what you're hoping to achieve by having dozens of people just throw away 2 billion inf for a badge. Is this a roundabout way of trying to get prices lowered in the market (if there's less money available, prices will have to drop)? If that's your goal, I'm sure there's better ways to achieve it.
That, exactly, is the goal to this suggestion. A similar suggestion was made in the base section a few months ago. (Then it was converting Inf to Prestige.)

The market section is desperate in seeking a way to destroy Inf to try to curb inflation. I find this somewhat ironic to have this discussion on a double XP weekend, but there it is.




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Posted

Quote:
Originally Posted by Snow Globe View Post
No, I fully understand where the suggestion is coming from.
No, you don't. Because, as this post where he originally had the idea shows he wants you to just pay 2 billion inf outright to get the badge.

And to Chad's question of "Why?": Because there's too much money in the system. It's FAR easier to create money than it is to destroy it, and Fulmens is actively combating inflation by destroying as much as he can, and convincing others to as well. Some of his ideas are better than others. I'm not really sure I agree with this one either, I was just giving clarification to those who were objecting to a different idea than the one he was posing.


EDIT: A better link: The post that inspired his idea.


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
No, you don't. Because, as this post where he originally had the idea shows he wants you to just pay 2 billion inf outright to get the badge.
And I've explained both in this thread and in the past just how much the idea that people have 2 billion Inf on their characters is so far out of the reality (beyond the people that have dedicated themselves to the market).

And it doesn't matter what he's posted elsewhere, I was referring to his initial post in this thread. I would suggest that you read it again.

Quote:
Originally Posted by Roderick View Post
And to Chad's question of "Why?": Because there's too much money in the system. It's FAR easier to create money than it is to destroy it, and Fulmens is actively combating inflation by destroying as much as he can, and convincing others to as well. Some of his ideas are better than others. I'm not really sure I agree with this one either, I was just giving clarification to those who were objecting to a different idea than the one he was posing.
Again, I know exactly why Fulmens is doing this. The problem is that the only people that have that kind of Inf are those that are using the market more than the average user.

Quote:
Originally Posted by Roderick View Post
Same thing, different way of saying it.




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Posted

I applaud you for trying again, Fulmens.


 

Posted

OK, I have, as you suggested, re-read the OP.

Quote:
Originally Posted by Fulmens View Post
The suggestion (with my tweaks) was four badges: "ex-millionaire" (costs 1 million inf), "ex-multimillionaire" (30 million inf), "ex-billionaire" (costs a billion inf) and "inf cap" (costs 2 billion influence, comes with a costume piece.)
COSTS 1 million inf, COSTS a billion inf, COSTS 2 billion inf. As in "This badge costs X inf to buy", NOT "This badge is earned by spending X inf over time".

Quote:
Given that the process of getting defeat badges, heal badges, damage badges, etc., produces a tremendous amount of level 50 play...
Given that there are badges for MAKING up to 2 billion influence, not counting recipe sales and whatnot...
Translation: "With all these other badges out there that badgers are earning, they accidentally make a HELL of a lot of money in the process of doing it. And THEN they have to go make even MORE money to get another badge."

Not to mention the fact that he's said he wants them to be an outright purchase, and has never mentioned "farming" for the badges. This suggestion - if it can even be called that, since he's just putting it out in the open to see if it's worth suggesting - is a way to DESTROY the excess money in the system, which the current means already in the game do not accomplish. WHY would he want the badge to rely on those existing means?


@Roderick

 

Posted

Snowglobe: I am talking about giving money to an NPC and getting a badge for it- and nothing but a badge.

If we had one "giveaway" badge for every "inf earned" badge, what would you consider a fair ratio? If you have Trendsetter (50,000,000 "inf earned") what would you consider a fair price for "Trendsetting donator" or "Trendsetting squanderer" or whatever?

Keep in mind that Topdoc, admittedly a better farmer than you or I, made 29 million inf cash (that counted for the badge) and 524 million inf total in his published numbers. If you do a quarter as well as him, that's roughly 5 to 1.


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

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

 

Posted

Quote:
Originally Posted by Roderick View Post
Not to mention the fact that he's said he wants them to be an outright purchase, and has never mentioned "farming" for the badges.
And you are side-stepping my point: No one but marketers have that kind of Inf around.

To put it another way: I've got all the market badges, I got all the invention badges, I don't have the last Inf badge.

On my badge hunter I have around 200 million Inf because I sold a Miracle Unique and was selling to get the old 10,000 craft Fabricator badge. On my main character (without those badges), I have around 150 million Inf because I won a contest. My characters generally have sub 10 million inf, even the 50s.

Quote:
Originally Posted by Roderick View Post
This suggestion - if it can even be called that, since he's just putting it out in the open to see if it's worth suggesting - is a way to DESTROY the excess money in the system, which the current means already in the game do not accomplish. WHY would he want the badge to rely on those existing means?
It will not work the way you think. Read on for why.

Quote:
Originally Posted by Fulmens View Post
Snowglobe: I am talking about giving money to an NPC and getting a badge for it- and nothing but a badge.

If we had one "giveaway" badge for every "inf earned" badge, what would you consider a fair ratio? If you have Trendsetter (50,000,000 "inf earned") what would you consider a fair price for "Trendsetting donator" or "Trendsetting squanderer" or whatever?
This will still not accomplish what you intend. Will it destroy some Inf? Sure, but it will never destroy as much as you think. You want something that will be continuously be a drain on Inf. This will not do that.

Hate to tell you this, but most badge collectors will get badges like this on one (and only one) character. This is no where near the amount of Inf destruction that you are looking for. What you want is a steady stream of consumables to destroy Inf. I only bought the Payoff badge on one character, for instance.

Instead, what you will end up with is the same situation that we have with the more difficult Master badges, the flashback badges, the invention badges, and even the far less tedious Giant Monster badges. Until the developers added merits it was like pulling teeth to assemble a team to fight the monsters. Even with merits it is sometimes hard to do.

Quote:
Originally Posted by Fulmens View Post
Keep in mind that Topdoc, admittedly a better farmer than you or I, made 29 million inf cash (that counted for the badge) and 524 million inf total in his published numbers. If you do a quarter as well as him, that's roughly 5 to 1.
Again it will be farmed. For the average, non-market player it has to be farmed. That makes a bad badge.

The part you seem to be missing is that you are looking at one segment of the game (the market) which has been broken because of another area (lack of things to spend Inf on) and not realizing that those with billions of Inf are the extreme fringe of the player base. You have to deal with them, not the rest of the game.

Make some day long temp powers that costs a couple million inf that provides a great bonus (possibly along the lines of a Shivan in strength or the equal of a single purple proc). That you will get people destroying Inf for, not a one-time badge that is purchased.




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Posted

Well put, SG. I have to say, I was following this thread, and didn't really "get" your point until now. You're right, as a continuing inf sink, this badge idea wouldn't really scratch the surface as I think Fulmens intends.


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Posted

Quote:
Originally Posted by Eric Nelson View Post
Well put, SG. I have to say, I was following this thread, and didn't really "get" your point until now. You're right, as a continuing inf sink, this badge idea wouldn't really scratch the surface as I think Fulmens intends.
Actually, the other points (the ones you didn't get) are my objections as a badge collector.

The on-going inf destruction was my attempt to clarify why the suggestion will not work in the long-term, which I presume that is the goal. The Inf destruction provided by this suggestion will amount to the same as the developers making a new set of IOs. Everyone will be after the new shinies for the first little while, but after that you are stuck with the same problem. You need an on-going drain, and making badges will not provide it.




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Posted

Quote:
Originally Posted by Snow Globe View Post
Again it will be farmed. For the average, non-market player it has to be farmed. That makes a bad badge.

The part you seem to be missing is that you are looking at one segment of the game (the market) which has been broken because of another area (lack of things to spend Inf on) and not realizing that those with billions of Inf are the extreme fringe of the player base. You have to deal with them, not the rest of the game.

Make some day long temp powers that costs a couple million inf that provides a great bonus (possibly along the lines of a Shivan in strength or the equal of a single purple proc). That you will get people destroying Inf for, not a one-time badge that is purchased.
And that is the crux of it. A one shot (or even a badge series) will eventually be exhausted, leaving the problem to form again. To use the not-quite-perfect example of the Market Badges. When they were first released, I spent a considerable amount of time, effort and money acquiring the lot of them while IOing out my main. All told, I spend somewhere in the neighborhood of 1 billion influence (which was good back then, really) and the rest was done from drops while playing. So they managed to yank 100 million Inf out of the market from me just because of those badges. However, I've not done the whole series again on any other alt. I target only the ones that are beneficial (the ones for Market Slots, Recipe Space and Salvage Space) and even then I'm haphazard about it. Many people did much the same, so the badges themselves were a short term Inf Sink that petered out once the "new" wore off and people had the series on one or two characters. The market itself, however, has eaten up far more Inf in "fees" from me outfitting other characters and selling off drops I didn't need. At a rough estimate, it's gotten several hundred million from me since it's release. As a continual sink, it's working and the "loss" to it is relatively painless to the players.

What you'd need is something like suggested here. The buff stations in SG bases were intended to do this with base salvage, but the fact they didn't stack, lasted such a short duration and the bonus was so trifling, meant they didn't get used a ton, and those just burned "worthless" base salvage, which was a dime a dozen. For players to go for in Inf Sink or Salvage Sink or Time Sink, they have to see it as worth the sink. If they gave us a 24 played hours damage buff at 3% and charged 1 million for it, it would eat some Inf, but not a ton. If it was a 20% buff it would eat up tons of Inf. People woudl be falling all over themselves to get enough Inf to their low-level characters to get the Acc and Damage buffs.


 

Posted

Couple of people on one of the badge channels were talking about farming up a couple hundred million cash inf towards the "inf created" badges over 2XP weekend. Let's discuss three things about this:

1) People are still working on the "inf created" badges, so there's still a continuing stream of badge-related money going into the game. Not as big as the surge when badges were new, but it's still real.
2) There is a huge leverage effect on the market. Let's say those two people generate 100 million inf each that counts for the badge. 200 million inf total. That has to be spent ten times before it goes away, so that's 2 billion inf of spending to get rid of that 200 million inf.

They have also generated something like 400 million or more of "new cash equivalents"- generic IO recipes that get sold to vendors, creating new inf that was not there before. That's another 4 billion inf of spending.

3) They've leveraged their own net wealth by far more than 200 million. Let's say they aren't working hard to raise their net wealth. Let's say they are only a quarter as effective as TopDoc in turning "farm time" into money. He was not doing anything magical- mostly he was crafting the stuff that was worth a lot more crafted, and selling purples- but let's say that people are only getting a quarter as much good stuff for some reason. They'd raise their own total net worth by a billion inf total.

So these are people who ARE FARMING. People who CAN AFFORD a 125-million or 250-million inf badge. And people who ARE GENERATING that amount of inf, right now. Not "using the market heavily" .


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

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

 

Posted

Quote:
Originally Posted by Fulmens View Post
Couple of people on one of the badge channels were talking about farming up a couple hundred million cash inf towards the "inf created" badges over 2XP weekend. Let's discuss three things about this:

1) People are still working on the "inf created" badges, so there's still a continuing stream of badge-related money going into the game. Not as big as the surge when badges were new, but it's still real.
Yeah, I'm one of them. I checked that character last night. I have 153 million inf on that character and about 211 million to go to get the last badge.

Quote:
Originally Posted by Fulmens View Post
2) There is a huge leverage effect on the market. Let's say those two people generate 100 million inf each that counts for the badge. 200 million inf total. That has to be spent ten times before it goes away, so that's 2 billion inf of spending to get rid of that 200 million inf.
Then, like I said, the problem is the market. People are NOT generating the "ten times" use of the Inf, the market is. Solution: Fix the market.

Quote:
Originally Posted by Fulmens View Post
They have also generated something like 400 million or more of "new cash equivalents"- generic IO recipes that get sold to vendors, creating new inf that was not there before. That's another 4 billion inf of spending.
Funny, I should have a couple of billion Inf if that were the case. I don't. You are applying faulty reasoning to a situation. I destroy inf by actually slotting the IOs I buy. Perhaps if there were no speculators, you wouldn't have this rampant inflation.

Quote:
Originally Posted by Fulmens View Post
3) They've leveraged their own net wealth by far more than 200 million. Let's say they aren't working hard to raise their net wealth. Let's say they are only a quarter as effective as TopDoc in turning "farm time" into money. He was not doing anything magical- mostly he was crafting the stuff that was worth a lot more crafted, and selling purples- but let's say that people are only getting a quarter as much good stuff for some reason. They'd raise their own total net worth by a billion inf total.
I would say that the majority of people are not as effective as TopDoc, and not just on the market. If there were more people that were as effective, the situation would be far, far worse.

Quote:
So these are people who ARE FARMING. People who CAN AFFORD a 125-million or 250-million inf badge. And people who ARE GENERATING that amount of inf, right now. Not "using the market heavily" .
Unrealistic premise and it still completely side-steps the problem that you want to eliminate in the first place: the "ten-time" use for the Inf.

This whole thread shows how the original suggestion is a bad idea both for badge hunters AND the market. You need to stop looking outside the market to fix the market's problems.




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Posted

Quote:
Originally Posted by Snow Globe View Post
This whole thread shows how the original suggestion is a bad idea both for badge hunters AND the market. You need to stop looking outside the market to fix the market's problems.
This is the only place I disagree with you here. While I won't argue the markets are perfect, because they aren't, I will state that if the perceived problem with the markets is that things are too expensive, then the solutions can be foud outside the market. You came up with one with a desirable buff that costs a large sum of influence. If Influence can be sucked out of the marketplace (the game itself) in large quantities and the players wish to spend it and the "item" is an off market sale, then the solutions is well outside the markets. I have few doubts that is the Devs implimented a "buy a month of game time with 250 million Inf" plan, Inf would vanish from the game at an insane rate. As it stands, the earning potential in regular play outstrips the stuff you "need" to buy, even with IOs in the game. Before IOs it was an even more stark difference since gettign to 50 produces million more Inf that needed.

Another way to solve a perceived problem with markets being to expensive is to simply cap the market with a vendor who sells everything for high prices, but lower than the market average. It woudl establish a maximum price for an item since it coudl be bought outright rather than bid on. Of course, this woudl also bring market prices into parity with the new vendor price meaning fewer "low cost" lucky buys.

There are non-market solutions to a market problem, it's just a matter of the Devs seeing the same problem and thinking it is a problem.


 

Posted

Quote:
Originally Posted by Snow Globe View Post
Yeah, I'm one of them. I checked that character last night. I have 153 million inf on that character and about 211 million to go to get the last badge.


Then, like I said, the problem is the market. People are NOT generating the "ten times" use of the Inf, the market is. Solution: Fix the market.


Funny, I should have a couple of billion Inf if that were the case. I don't. You are applying faulty reasoning to a situation. I destroy inf by actually slotting the IOs I buy. Perhaps if there were no speculators, you wouldn't have this rampant inflation.


I would say that the majority of people are not as effective as TopDoc, and not just on the market. If there were more people that were as effective, the situation would be far, far worse.

Unrealistic premise and it still completely side-steps the problem that you want to eliminate in the first place: the "ten-time" use for the Inf.

This whole thread shows how the original suggestion is a bad idea both for badge hunters AND the market. You need to stop looking outside the market to fix the market's problems.
You aren't reading what I wrote. You're skimming it and making up the rest. That's a problem.

But let's go through, in painful and patronizing detail, how "the market" inflates the value of an earned influence by a factor of ten. Then tell me where the speculation happens.

We've got two people, call them SnowGlobe and Fulmens, who each need ten items for their build. We do one mission and, through an amazing coincidence, we each get ten items and 1,000,050 influence. Through a MORE amazing coincidence, we each have the items that the other one needs. We spend 50 influence listing all ten of our items at 1 inf each.

First, we each buy the nicest thing for 1,000,000 inf. Wents takes 100K, we collect our money, we each have 900,000 inf left.

Then we buy the next-nicest thing for all the money we have left. Wents takes 10%, we have 810K left.

These are the numbers:
1,000,000
900,000
810,000

729,000
656,100
590,490

531,441
478,297
430,467
387,421
__________
6,513,216 (still have 348,679 inf left.)

We each started with a million. We still have 349,000 left. So we've destroyed 651,000 inf. And yet we've each BOUGHT 6.51 million worth of stuff.

Who's speculating? What's to fix?


By the way, I gave a slightly abbreviated version of what TopDoc did, in a failed attempt to avoid the wall of text, and you seem to have misinterpreted it. What TopDoc did was sell his drops, mostly at below market price, because he had a lot of stuff to move. That's all. If the crafted item was worth a lot more than the recipe, he'd craft it. But his efficiency is all in GENERATING items at high speeds. That's what he likes doing.


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

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