Suggestion to simplify/liquefy recipe market


B_L_Angel

 

Posted

NOTE TO THE DEVS: The IO system is great - it really adds a fun dimension of planning and tweaking. The Flashback system, together with the rules for IO Set bonuses make it even more interesting.

The market in most IO set recipes seems quite thin, at least on the villain side. The dilution comes from two sources: (1) the number of IO sets - each offering a different assortment of bonuses, and (2) the availability of each recipe at each combat level. This dilution slows the market down, depriving subscribers of some of the fun to be had playing with this aspect of the game.

So here's a suggestion to get the market moving a bit faster:

(a) consolidate the IO set levels into just three - corresponding to the three levels of invention salvage (Low, Mid and High)
(b) modify the invention Workbench interface to permit the user to choose the combat level of the enhancement to be created at crafting-time, and to pay the influence/infamy price according to that level using the game's current pricing scale (restriction would still apply per the game's current recipe range structure).

A Low-level recipe could thus be used to craft the underlying enhancement at any level from 10 to 25, Mid-level recipes could craft enhancements from 26 to 40, etc.

Since the Low, Mid, and High level ranges are 10-25, 26-40, and 41-53, respectively, this change could increase the market's liquidity by a factor of up to thirteen to sixteen-fold.


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Posted

What if you could obtain a recipe and craft it at any level below the level of the recipe, within the recipe's range? Note: I haven't thought this through in the least, just what popped into my head reading the OP.


 

Posted

Kinetic Combat Acc/Dam 35 --> Kinetic Combat Acc/Dam Mid-level, which you could craft at 35 or any allowed mid-range level, providing you pay the cost.
IO Set bonuses would accrue the same as before.


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Posted

I don't see any problem with it. It would fix the "hollow market" problem, certainly. One possible tweak is to let the IO be crafted anywhere in its current range (see here) Celerity: Stealth, for instance, overlap all three ranges. Kin Combat overlaps the 10-25 and 25-40 ranges.

We are already close to having something like this, but much worse; almost everything generated is at max level. At one point I tried (and failed) to "corner the market" in something that was rare Pool A or Pool B, and found that there were about as many recipes generated at level 50 as at levels 35-49 COMBINED. Maybe more, I don't remember the details.


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Posted

This sounds like an interesting idea and something I could give full support to. I do have a couple of questions before I get into vouching for a change like this, though:

1) How would enhancement values work with a system like this? Would the 10-25 range, for example, get enhancement values of the current level 25 IOs? Or would they scale up with your level to a maximum of the current lvl 25 IO value?

2) Irrelevant for me, but as a follow-up questions: what happens with the crafting costs? Do they also scale up with your level or would they have preset values?

3) Also how about exemplaring? I guess you'd have the set bonuses follow the player down to the lowest level of the level range, for example a set of level 41-53 IOs would only apply bonuses down to level 41.

3) Would the recipe levels depend on the enemy you're fighting (like now) or on the level of the player?

As I said, it sounds like a very useful idea and I'd love it if something like this were implemented. It would surely weed out some of the recipes that just never sell (mez IOs of other levels than 50, looking at you...).


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Posted

My understanding of the idea, and correct me if I'm wrong, is that the recipe is of a vague level; when crafting it, you select the desired level and lock it in. So a "Kinetic Combat Acc/Dam recipe" could be turned into a level 35 Kinetic Combat Acc/Dam IO, or a level 30 Kinetic Combat Acc/Dam IO, or whatever, but once crafted it cannot be changed.


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Posted

Huh. I think this sounds like a fantastic idea. Totally /agree, +1, etc.

I doubt they're willing to change up the system like this, since IOs have been around for what, nearly 3 years now? I really wish they'd thought to do this from the start, though... it's a much simpler, cleaner and simultaneously more robust way to handle both the invention system and the market.

But if they wanna mix things up, this is pretty much the way to do it.


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Posted

Fulmens is right - under this system,the actual enhancements produced at the crafting table would be identical in all respects to the ones that already exist in the game.

There would be no way to distinguish an enhancement created under this system from one created under the existing system.

All the logic affecting the enhancement's behavior as your toon advances in level or exemplars down would remain the same as it is today.

All of the IO Set bonuses, and the rules covering them would also remain the same.


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Posted

Quote:
Originally Posted by Doctor_Zorka View Post
NOTE TO THE DEVS: The IO system is great - it really adds a fun dimension of planning and tweaking. The Flashback system, together with the rules for IO Set bonuses make it even more interesting.

The market in most IO set recipes seems quite thin, at least on the villain side. The dilution comes from two sources: (1) the number of IO sets - each offering a different assortment of bonuses, and (2) the availability of each recipe at each combat level. This dilution slows the market down, depriving subscribers of some of the fun to be had playing with this aspect of the game.

So here's a suggestion to get the market moving a bit faster:

(a) consolidate the IO set levels into just three - corresponding to the three levels of invention salvage (Low, Mid and High)
(b) modify the invention Workbench interface to permit the user to choose the combat level of the enhancement to be created at crafting-time, and to pay the influence/infamy price according to that level using the game's current pricing scale (restriction would still apply per the game's current recipe range structure).

A Low-level recipe could thus be used to craft the underlying enhancement at any level from 10 to 25, Mid-level recipes could craft enhancements from 26 to 40, etc.

Since the Low, Mid, and High level ranges are 10-25, 26-40, and 41-53, respectively, this change could increase the market's liquidity by a factor of up to thirteen to sixteen-fold.
After taking time to memorize a lot of recipe stuff, I would really prefer that they didn't change things around.

Also, there I think there are other things that deserve more attention.

I'd much rather be able to pull up a window that list of components that I'm missing from the recipes that I have on hand.


 

Posted

Quote:
Originally Posted by Chad Gulzow-Man View Post
I doubt they're willing to change up the system like this, since IOs have been around for what, nearly 3 years now? I really wish they'd thought to do this from the start, though... it's a much simpler, cleaner and simultaneously more robust way to handle both the invention system and the market.
When it came out, I wondered why they bothered with recipe levels. It only serves to make each level unbalanced with the others, complicate searching, make low levels compete with high levels for some 30ish recipes, and much more.

I suppose the idea was to prevent level competition, but the way it is set up, with some of the most desirable recipes at 30 and no set bonus exemping, does the opposite.


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Posted

I got a differant read on the OP's suggestion.

My thought is this...do we need 4 differant snipe recipes? I think he was thinking about the variety of choices within the class of IO's availble for that set.

For example...there are 4 Accuracy Debuff "Sets" to choose from, 1.5 seem to have some value associated with them...when the came out with the Accurate Accuracy Debuff expansion set, they only created 2 "Sets" a lower level set and a higher level set.

Maybe if there were less "Set" choices you would see more useful "valued" recipes when the RNG says you get a Snipe ACC/DAM, rather than 1 of 3 possible Snipe ACC/DAM options.

Just my thought.


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Posted

Quote:
Originally Posted by ChaosExMachina View Post
When it came out, I wondered why they bothered with recipe levels. It only serves to make each level unbalanced with the others, complicate searching, make low levels compete with high levels for some 30ish recipes, and much more.
When it came out, I preferred it. The spread of goods made it possible to find bargains if you were willing to scan the levels. The problem with it now is that several successive changes to the game have cause increased clumping of playing at 50 and/or generation of recipes only at max levels (merits/tickets). This has caused what used to be a more widely populated spectrum of drops to be sparse at non-max levels.

Quote:
I suppose the idea was to prevent level competition, but the way it is set up, with some of the most desirable recipes at 30 and no set bonus exemping, does the opposite.
One of the intentions for the market explicitly stated by the devs during I9 beta was for (some) goods produced by low-level characters to be desirable to high-level characters, so that it would create channels of wealth transfer from high-level to low-level characters. Of course, for that to work the low-level characters have to exist and sell their drops (and/or roll their merits to produce pool Cs). Those aforementioned game changes have reduced the degree to which any of those things happen.


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Posted

Quote:
Originally Posted by Doctor_Zorka View Post
(b) modify the invention Workbench interface to permit the user to choose the combat level of the enhancement to be created at crafting-time, and to pay the influence/infamy price according to that level using the game's current pricing scale (restriction would still apply per the game's current recipe range structure).
I suggested something similar some time ago, and it did spark an interest with the devs. However, the essence of the answer I got was "Not before Going Rogue, if it happens". The previous suggestion was in short to allow users to choose the exact level of the finalized invention, equal to or lower than the recipe that's crafted for an additional fee decided by the number of levels deducted - reducing the exact enhancement numbers to what it should be at the crafted level.

Either rework would mean a great deal of coding, however, due to the way numbers are assigned to final inventions from recipes. It'd mean either creating lots of new recipes, or reworking the way actual enhancement numbers are imported to the finalized inventions making the crafting interface import the user-assigned IO level and from that assign the enhancement values straight from a database containing numbers for possible combinations (this was the way I was thinking it could be done - however, I'm not a software developer nor do I have an intimate knowledge of how the recipes/inventions are attached to each other).

This would be of interest since a substantial amount of players build for exemplaring to certain level ranges and the amount of level 50 characters is ever growing, drying up the supply for exemplaring builds - even random rolls are often off the preferred level range if the player is at max level. The market effect would be similar to what the OP is looking for; a larger level range of each type of invention could be used for players putting a build together meaning a lot of recipes currently deemed "off" the optimal range would get a higher turn-over rate. The additional fee would also remove some influence from the system overall.


 

Posted

It would be interesting to see what effects this idea would have on the market for crafted IOs.


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Posted

Okay, gears up, sits down, grabs the controls of the *HELL NO!* cannon.

Quote:
Originally Posted by Doctor_Zorka View Post
NOTE TO THE DEVS: The IO system is great - it really adds a fun dimension of planning and tweaking. The Flashback system, together with the rules for IO Set bonuses make it even more interesting.

The market in most IO set recipes seems quite thin, at least on the villain side. The dilution comes from two sources: (1) the number of IO sets - each offering a different assortment of bonuses, and (2) the availability of each recipe at each combat level. This dilution slows the market down, depriving subscribers of some of the fun to be had playing with this aspect of the game.

So here's a suggestion to get the market moving a bit faster:

(a) consolidate the IO set levels into just three - corresponding to the three levels of invention salvage (Low, Mid and High)
(b) modify the invention Workbench interface to permit the user to choose the combat level of the enhancement to be created at crafting-time, and to pay the influence/infamy price according to that level using the game's current pricing scale (restriction would still apply per the game's current recipe range structure).

A Low-level recipe could thus be used to craft the underlying enhancement at any level from 10 to 25, Mid-level recipes could craft enhancements from 26 to 40, etc.

Since the Low, Mid, and High level ranges are 10-25, 26-40, and 41-53, respectively, this change could increase the market's liquidity by a factor of up to thirteen to sixteen-fold.
Hmm. Interesting concept. I'm betting there'd be a programmatic problem with implementing something like this though...



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Posted

Arrgh, Hyperstrike. When you've come to expect a very detailed "no" from you and you do this, well, it really isn't good for the balance of the universe.

It is an interesting idea, and it would help redside on many things.


 

Posted

Quote:
Originally Posted by Tonality View Post
Arrgh, Hyperstrike. When you've come to expect a very detailed "no" from you and you do this, well, it really isn't good for the balance of the universe.

It is an interesting idea, and it would help redside on many things.
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Posted

I suppose I did.


I would also like to add one additional thing: A high level recipe that spans all three ranges can be changed into a low-level recipe, at the cost of crafting a high-level recipe. While this may be a little advangeous (LOTGs, Numis, Miracles), it would allow for players to build SK friendly builds a lot easier.


 

Posted

Evilmeister's idea of 'recipe level conversion' might be a way to sidestep the problem of re-programming the workbench interface.

But the workbenches already serve as vendors for Common IO enhancements, so it may be that possessing a generic IO Set recipe (from a drop or the market) would just serve to 'unlock' access to another selection of recipes available for purchase at the bench.

For example: You obtain a mid-level Kinetic Combat Acc/Dam recipe. At the crafting table (which can already read what's in your inventory), when you look at the list of 'owned recipes', it now includes Kinetic Combat Acc/Dam listings from levels 26 to 40. You take your pick and pay the fee. The result is you get the enhancement, the generic recipe disappears from your inventory and the Kinetic Combat Acc/Dam category no longer appears in the list of owned recipes.


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Posted

Quote:
Originally Posted by The_Alt_oholic View Post

I'd much rather be able to pull up a window that list of components that I'm missing from the recipes that I have on hand.

I really want this. I mean I really really want this, I just don't see why I can't have both ?

If I had to pick one as much as I would like the bill of materials, I would just grit my teeth and live with my notepad and pencil. I can make a shopping list, I can't make a recipe at a level I have passed.

It seems the simplest way to do this would be to let you just downgrade recipes when you craft them. Pay full price for everything and just pick the level of the IO that comes out. If you got a level 45 recipe you would use tier 3 salvage, and pay the level 45 crafting costs and then pick the level of the IO produced. This would be bad for people that had been buying the lowest level procs and IOs with merits and making inf that way.


 

Posted

completely in favor of this. I love playing around with builds to side kick or exemplar to lower levels. but it is getting almost impossible to find recipes other than at their highest level.

try to put together a build with level 33 or level 32 IOs, it's next to impossible at any cost. I would be more than willing to pay the full level 50 price to create a level 33 Obliteration.

the best option I have found thus far is to freeze characters at the desired level and then run nothing but AE or flashback missions to get tickets to take random rolls. I would much rather be playing characters to level up but the first 35 levels go by so much quicker now, there's no way to get recipes I want before I outlevel them.

doing something like this would be the best enhancement since, well - since the idea of IOs