Going Rogue and the Markets!?
What I've always wondered about this issue, and have never really seen any information one way or the other, is whether a merger of the markets between sides is even possible. Also, what reasons have the devs given for not doing this then if it is possible? I'm not familiar with all the particulars of the issue, and most of what I read from other players is rhetoric rather than facts. If anyone would care to break down the FACTS of this issue, I'd really appreciate it. Regardless, I'll attempt to look up old threads on it and find what info I can, but I haven't had much luck yet.
What I've always wondered about this issue, and have never really seen any information one way of the other, is whether a merger of the markets between sides is even possible. Also, what reasons have the devs given for not doing this then if it is possible? I'm not familiar with all the particulars of the issue, and most of what I read from other players is rhetoric rather than facts. If anyone would care to break down the FACTS of this issue, I'd really appreciate it. Regardless, I'll attempt to look up old threads on it and find what info I can, but I haven't had much luck yet.
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I have done a lot of searching, but the original post seems to not have made it over from the old boards.
"Sorry bucko, but CoH and CoV are the same game." -BackAlleyBrawler
"Silly villain, CoX is for Heroes!" -Saicho
What I've always wondered about this issue, and have never really seen any information one way of the other, is whether a merger of the markets between sides is even possible. Also, what reasons have the devs given for not doing this then if it is possible? I'm not familiar with all the particulars of the issue, and most of what I read from other players is rhetoric rather than facts. If anyone would care to break down the FACTS of this issue, I'd really appreciate it. Regardless, I'll attempt to look up old threads on it and find what info I can, but I haven't had much luck yet.
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No one knows the "facts". All we have to go on is what Posi said around the time that the markets were first opened. Which was that the reason for separate markets was because there was more influence in game than infamy, so villains would not be able to compete with heroes to make purchases.
I have done a lot of searching, but the original post seems to not have made it over from the old boards. |
(It's probably a bit more complicated, especially with unique names and transactions, but I bet it isn't that impossible.)
Still here, even after all this time!
Posi is no economist. Of course, neither am I... Probably stubborness prevailing. "his vision" and all.
As far as I can tell, the devs' insistence on keeping the markets separate is based on the following train of thought:
1) More influence than infamy is in circulation. Similarly, a wealthy hero is generally wealthier than a wealthy villain (say, an average of 1 billion influence versus 500 million infamy [numbers are entirely invented]). These are based on datamining.
2) Wealthier characters will be able to buy up whatever items they want, all other things being equal.
3) Therefore, if we let heroes and villains compete directly in the market, all the desirable good will be bought up by a small group of wealthy heroes, then sold and resold over and over within that group.
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I don't agree with this reasoning, primarily because it ignores the fact that some of the characters selling the highly desirable items will be villains, which results in a transfer of inf from heroes to villains. That is, it has the same effect as most sales in the markets, just on a potentially larger scale. As someone else pointed out, the devs' reasoning doesn't account for the way economies, even economies with the peculiar characteristics of an online game, work. However, the devs certainly aren't the first people to disbelieve economic theory, and they won't be the last, either.
Indeed, the devs, throughout their work with the market, seem to have approached it as a way for lower-level characters to obtain the items for sale as they level. Players, in contrast, have generally approached it as a way to build a stock of inf, which they then use at high levels to outfit themselves.
While it is true that a market merger might cause some minor penury for villains who have leveled part of the way under the old system and part of the way under the merged system, I think things would probably even themselves out fairly quickly. The rebound from the recipe drought of early i16 suggests such a result.
Regardless of all this, I don't expect ever to see a merged market or to see anything other than severe supply shortages in the villain market and significant ones below level 50 in the hero market.
"Bombarding the CoH/V fora with verbosity since January, 2006"
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Because the very concept of Influence and Infamy, and how it is used to barter for goods and services is intrinsically tied to the heroic/villainous behaviors associated with gaining said "currency", one can never be used to gain what the other can from the same source. My rep as a Villain doesn't mean diddly to a Freedom Corps Superpowered Field Trainer and the Arachnos Quartermaster doesn't care if I AM the Hero of the City.
Actually, IMHO the markets are both outside of the spirit of either type of Inf. It seems that we (players AND devs) have forgotten what that was. Neither one is a "hard currency". They are both merely a measure of what we can get people to GIVE to us, based on our reputation as a Hero or Villain. In a "secret bid" blind auction who's going to "give" me a shiny new Positronic Matrix EITHER because I'm "such a swell guy" OR "a really scary dude"? Whoever has that particular salvage up for bid doesn't even know who's bartering for it, let alone whether I will be really grateful if they give it to me or really angry if they don't.
Would the market benefit from being merged? Yes.
Would I LIKE the markets to be merged? Heck yes.
Does it make SENSE in-game without completely retconning the concept of Inf? Nope.
CAN they change the spirit of Inf so that it no longer conflicts with the nature of hard currency? Sure. They already removed the spirit from Reputation when they changed the way difficulty settings are implemented.
In fact, though I've heard nothing about it so far, Heroes or Villains tavelling to Nouveau Praetoria should be BROKE when they get there and their adventures there should not add to their Inf when they return to Paragon City/Rogue Isles.
I was hoping a market merge would be part of GR. bummer.
Because the very concept of Influence and Infamy, and how it is used to barter for goods and services is intrinsically tied to the heroic/villainous behaviors associated with gaining said "currency", one can never be used to gain what the other can from the same source.
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That they keep insisting on it to this day is either hilarious or pathetic, depending on my mood.
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My City Was Gone
the thin pretense that inf is anything but cold hard cash tore wide open with the introduction of the market in I9.
That they keep insisting on it to this day is either hilarious or pathetic, depending on my mood. |
Your Rogues and Vigilantes could easily know about it, but think its too useful to 'bust' the smugglers. And your villains and heroes may never know other than its that 'rumor that won't die' that there's crossing in the markets.
Still here, even after all this time!
the thin pretense that inf is anything but cold hard cash tore wide open with the introduction of the market in I9.
That they keep insisting on it to this day is either hilarious or pathetic, depending on my mood. |
I say force it. Figure out an exchange rate and press the damn button already. It should all balance out eventually. The result can't be any worse than the pre-nerf AE stuff that was going on.
It can still be called Infamy for Villains and Influence for Heroes, but the two currencies would only be different in their names. Surely, if most of Europe can go under a single currency, so can CoX.
I vote combine the markets and let the players clean it up.
Really, I see this as a move to chop of their nose to spite their faces and will reward negative actions (switching sides to manipulate the market) instead of gracefully figuring out a way to make it thematic instead of "NO! NEVER! CRUD! THEY'VE RUINED OUR ROLEPLAY WITH THEIR EXPLOITS! HAMMER TIME!"
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Hero purchases from a Villain:
1. Longbow makes a raid on the Black Market and recovers some stolen goods
2. Since the original owners have long since collected on their insurance the goods are the legal property of the insurance companies who...
3. Donate them to heroes for publicity and as a tax break
4. The hero's who receive the items lose influence since they are regarded as selling out
5. In order to preserve their reputation the Black Market covers up the theft and tells the villains that the items sold
Villain purchases from a Hero:
1. Several B-list villains stage a raid on Wentworths and steal some gear which they fence on the Black Market
2. Wentworth's reimburses the Heroes for their lost gear and collect against their theft insurance
3. The rates charged for Wentworth's theft insurance increase
4. Again.
Increasing the size of the market will make everyone better off. Heroes and villains. It will limit the ability to manipulate the markets. It will allow villain players access to a much larger source of goods and funds for the goods they sell.
Personally, I think creating two separate "worlds" was a mistake to begin with. With all the enemy groups in CoX combined; they are literally sitting on a goldmine of potential stories and TFs. I think they need to start thinking about deploying the co-op code to Paragon City and the Rogue Islands and write in contacts and stories for both factions in both areas.
Like I said in my earlier post, I would have been playing villains if I didn't have to deal with the landscape of the R.I.
Who do I have to *&^% around here to get more Targeted AoE recipes added?
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