Does the economy need more money sinks?
Yep.
Read alot about it several years back- was reading alot of MMO design stuff as a tangent to a development project my employer was proposing. The talk on economics and the inflation issue goes back quite a ways. One game currency got SO ridiculously broken that players abandoned it and started using a particular loot drop as its' own form of currency instead. Back then, many economist-gamers had ideas on how to develop a "real" economic model with perfect faucet-drain mechanics. SWG even employed economists as consultants, hoping to get it straight. After a few hard lessons, it seems that many have changed their tune from aspiring to "make a viable, controlled, sustainable economy" to "what's most important is fun... and the ones players find fun are also essentially broken, so our goal is now to make the most enjoyable broken system possible." |
This. If the real devs are worried about marketing/economy/inf sinks - then they need to realize the above. Near ANY change in inf sinks will lead to dissatisfaction at his point and lose customer base.
Where are you getting the idea that its even needed - you and your "friends" have way too much time Moo. I swear from your last posts i see passive aggressiveness, like you hate the game and are trying to backhand sabotage it.
If RMT'rs are that much of a prob, have COH sell inf for cash like they do at lower prices. Ppl can buy pvp stuff, purples, outfit bases, whatever.
Solved.
*nerf* Darn! Oh well.. I will just have to rebuild. Ah.. this works *nerf*
Darn it.. well I will rebuild again.. oh this might *nerf*
Grr.. this is getting annoying.. rebuild agai- *nerf*
I wasn't even finished rebuilding the las- *nerf* But.. *nerf* I *nerf* ......*nerf* *nerf* *nerf*
Well, I WILL say as far as CoH's economy is that it at least doesn't involve "real" currency, but "conceptual" currency. Influence and Infamy are just concepts that, if you look at the in-game world, relate more to your character's reputation rather than how much money you have.
Real money sometimes shows up as a glowie or some kind of item, but characters are never shown to have it. We're left to decide for ourselves how rich or poor our characters are; what the game makes a currency out of is our reputations.
So, for me at least, it's not much of a Frige Logic situation for me when people run arond with millions of influence or infamy, or that we have a mudflation situation with those. The heroes and villains who have that much inf are just that (in)famous.
Smart move design-wise by Cryptic/Paragon.
Altoholic - but a Blaster at Heart!
Originally Posted by SpyralPegacyon
"You gave us a world where we could fly. I can't thank you enough for that."
Real money sometimes shows up as a glowie or some kind of item, but characters are never shown to have it. We're left to decide for ourselves how rich or poor our characters are; what the game makes a currency out of is our reputations.
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It's game money, pure and simple.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
You can certainly roleplay it that way, but the idea that inf is just a proxy for reputation died a long time ago. I can give a level 1 player who has zero XP 2 billion inf. He can now buy the finest gear in the game, yet has no reputation due to accomplishments. When you do a transaction at Wentworth's, you're paying for an item through an intermediary that then exacts a fee for conducting the transaction. Care to explain how that works as an exchange of reputation?
It's game money, pure and simple. |
"Heya Mr Wentworths' guy, remember me? Yeah, *flexes* that was pretty awesome, wasn't it. Look, my good buddy deadbeat..."
"Umm... that's Deadbolt"
"yeah, thats' what I said... redbolt.... Y'see, he's a good friend of mine... has a lot of potential... I think... especially if you could, y'know... lend him a little hand? Y'know, a favor for him is a favor for me! Just... do what ya can?"
You can certainly roleplay it that way, but the idea that inf is just a proxy for reputation died a long time ago. I can give a level 1 player who has zero XP 2 billion inf. He can now buy the finest gear in the game, yet has no reputation due to accomplishments.
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Interesting to note, however, that you could give a character billions of influence and it still wouldn't count towards influence/infamy badges, which you must earn yourself outside of market and player transactions.
That could easily be taken to mean "reputation by the company you keep or the good fortune of being given aid by more established heroes/villains does not translate into reputation earned from one's own deeds."
When you do a transaction at Wentworth's, you're paying for an item through an intermediary that then exacts a fee for conducting the transaction. Care to explain how that works as an exchange of reputation?
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If you're going to ask why heroes and villains have a fee for conducting transactions at Wentworth's or the Black Maret, you should take that to the logical end and ask why they're conducting transactions with influence/infamy when buying or selling things on the market at all, or even better--why they do so to buy inspirations and enhancements, or to craft inspirations.
In other words, I honestly don't think the market issue is any more damaging to the concept than the other basic functions influence and infamy serve. Which is to say, it doesn't damage the concept at all.
And since influence and infamy have been a part of the game since day one ...
Which was never doubted.
But since it is a conceptual currency, mudflation doesn't hurt the logic circuits as it would if it were Gold or Dollars or what have you.
I love it, I would have such a huge base!!
The influence sink I really want to see is to have the flipper games, the poker tables and the roulette in Pocket D be minigames that would be raked. This would be somewhere I would go with my influence. Imagine playing poker against villains in Pocket D, that would be just like a bond movie :-) |
Won't happen, though. Even though it's in-game currency, the anti-online-gambling laws were rewritten in a way that would cause NCSoft a great deal of grief. ((Essentially lawmakers anticipated many gambling sites offereing tradeable "in-game" currency, claiming they didn't actually have any real money exchanges... and then made dummy companies that offered RMT services that did exactly that. The laws take that into account in a way that could target MMO's that added "casino-like" games))
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Won't happen, though. Even though it's in-game currency, the anti-online-gambling laws were rewritten in a way that would cause NCSoft a great deal of grief. ((Essentially lawmakers anticipated many gambling sites offereing tradeable "in-game" currency, claiming they didn't actually have any real money exchanges... and then made dummy companies that offered RMT services that did exactly that. The laws take that into account in a way that could target MMO's that added "casino-like" games))
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Yep.
Read alot about it several years back- was reading alot of MMO design stuff as a tangent to a development project my employer was proposing. The talk on economics and the inflation issue goes back quite a ways. One game currency got SO ridiculously broken that players abandoned it and started using a particular loot drop as its' own form of currency instead. Back then, many economist-gamers had ideas on how to develop a "real" economic model with perfect faucet-drain mechanics. SWG even employed economists as consultants, hoping to get it straight. After a few hard lessons, it seems that many have changed their tune from aspiring to "make a viable, controlled, sustainable economy" to "what's most important is fun... and the ones players find fun are also essentially broken, so our goal is now to make the most enjoyable broken system possible." |
That's the key issue. To make an in-game economy 'work', you need to spend a lot of time monitoring it, planing for it and then adjusting it. It has to be a vital part of your game to make such an investment worthwhile.
It's probably not worth trying to fix CoH/V's economy at this time. The fact that the supply of inf in CoH/V is constantly inflating doesn't help, but any changes made to the inf / economy system would provoke huge screams from the player base.
Fallen Earth has an in-game gambling system active right now iirc. So either they are breaking the law or they've found a loophole / exemption.
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One of the reasons Second Life changed THEIR policies on online casinos is that they got big enough to be noticed.
That would be sooooo cool.
What about an inf price then you play the game without gambling? Arcade style games and that sort of stuff. |
The key that they're looking for are the RMT investment of cash in and the potential to RMT the winnings back out... particularly with "games of chance" used to determine winnings.
Heck, there was just a recent court case in Korea, where participating in online gambling systems are illegal, where two guys got convicted for RMT'ing an MMO (using antigambling laws). It got overturned because the courts determined that the games were more "skill" than "chance" based. Had that game had traditional "luck" mechanics, the convictions would have likely stood.
You know, I caught an interesting argument back in the thread - money sinks that basically have you investing money into an activity that doesn't produce money worsens the problem, as the people likely to engage in these aren't the ones that want more money, and the people who want more money are out earning money instead.
So how about the simplest, oldest form of "money sink" in the world - paying for convenience? I discussed that when we were talking about "exclusive" rewards from preorders, in that someone who paid for the preorder got to play with whatever "thing" it came with, while normal people could get the same thing a year later. In this case, having paid had no physical benefit, but it had the benefit of convenience, hence paying money for practically nothing.
I'm not sure what that would translate to in-game, and I'd be VERY careful not to make those of a lower Inf bracket feel like second-class citizens (as I'm among them, among other things), but there ought to be SOMETHING. The Market is a good example of this, in that he who wants something the most will pay the most for it, but since that Inf goes from player to player, it is not being sunk. (A limited number of) extra Market slots might not be a terrible idea, or perhaps some kind of utility travel power, like a million-per-use mission teleporter, just to throw a few ideas out there. Such a power would be needlessly costly to someone who's not wiping his *** with money, if you'll pardon my language, but it would at the same time be a utility to people with disposable income. And yet again, those of us who actually have the original Mission Teleporter get to use the power free of charge, just not all the time.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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You know, I caught an interesting argument back in the thread - money sinks that basically have you investing money into an activity that doesn't produce money worsens the problem, as the people likely to engage in these aren't the ones that want more money, and the people who want more money are out earning money instead.
So how about the simplest, oldest form of "money sink" in the world - paying for convenience? I discussed that when we were talking about "exclusive" rewards from preorders, in that someone who paid for the preorder got to play with whatever "thing" it came with, while normal people could get the same thing a year later. In this case, having paid had no physical benefit, but it had the benefit of convenience, hence paying money for practically nothing. I'm not sure what that would translate to in-game, and I'd be VERY careful not to make those of a lower Inf bracket feel like second-class citizens (as I'm among them, among other things), but there ought to be SOMETHING. The Market is a good example of this, in that he who wants something the most will pay the most for it, but since that Inf goes from player to player, it is not being sunk. (A limited number of) extra Market slots might not be a terrible idea, or perhaps some kind of utility travel power, like a million-per-use mission teleporter, just to throw a few ideas out there. Such a power would be needlessly costly to someone who's not wiping his *** with money, if you'll pardon my language, but it would at the same time be a utility to people with disposable income. And yet again, those of us who actually have the original Mission Teleporter get to use the power free of charge, just not all the time. |
Our mission statement is: "Save the planet or we'll ******* kill you!"
If anyone is looking for a money sink on Virtue, donations are always welcome.
You know, I caught an interesting argument back in the thread - money sinks that basically have you investing money into an activity that doesn't produce money worsens the problem, as the people likely to engage in these aren't the ones that want more money, and the people who want more money are out earning money instead.
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The other variety of inf sink that you bring up, the convenience cost inf sink, is present in game to some degree (purchasable travel powers), though, I agree that it could deal with a price increase to actually make it a real inf sink. A mission teleporter (or teleporter with access to all zones) with no cooldown and a 100-250k inf cost would work wonders (I think that 1 mill is probably a bit steep to see much use): cheap enough that people will buy multiples and not see using one as a waste but expensive enough to actually drain a noticeable sum from the economy, not to mention that it exists exclusively to provide a convenience rather than a practical increase to effectiveness.
The other variety of inf sink that you bring up, the convenience cost inf sink, is present in game to some degree (purchasable travel powers), though, I agree that it could deal with a price increase to actually make it a real inf sink. A mission teleporter (or teleporter with access to all zones) with no cooldown and a 100-250k inf cost would work wonders (I think that 1 mill is probably a bit steep to see much use): cheap enough that people will buy multiples and not see using one as a waste but expensive enough to actually drain a noticeable sum from the economy, not to mention that it exists exclusively to provide a convenience rather than a practical increase to effectiveness.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Would marketeers with 20 billion inf and dozens of recipes/IOs spread across multiple characters be willing to spend one of those billions on an extra 30 salvage slots or an extra 5 WW slots? Potentially, it could be made nearly limitless so that, if you're really willing to spend 20 billion inf on the salvage bags, you could have the capacity for 150 pieces of invention salvage? I doubt many would do that, but I'm reasonably sure that many more would pay for 1-2 individual increases especially on characters that already have multiple billions invested in them.
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As far as extra salvage goes, while I'd love to havi it, It's a terrible idea in reality. My main can already hold like 80 Salvage on her person, plus another 50 or so in the Vault, and that's not even counting the ability to store stuff in the base. If I could hold another 150 on top of that, you'd NEVER see any Alchemical Silver for sale.
A mission teleporter (or teleporter with access to all zones) with no cooldown and a 100-250k inf cost would work wonders (I think that 1 mill is probably a bit steep to see much use) |
I'd really like to see the list of craftable temp powers expanded in general. A 10-use Recall Friend, for instance, would get crafted every time I ran a TF. Or some other powers like the Hammer, Bat, and Pistol powers, that let me give my characters weapons not availible to thier powerset, even if just to show off- the Iron Blade from Croatoa, I'm thinking of you!
Each time I added more market slots, I'd be making my investment back that much sooner.
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As far as extra salvage goes, while I'd love to havi it, It's a terrible idea in reality. My main can already hold like 80 Salvage on her person, plus another 50 or so in the Vault, and that's not even counting the ability to store stuff in the base. If I could hold another 150 on top of that, you'd NEVER see any Alchemical Silver for sale. |
From what I recall, there were several issues that really sent things cartwheeling out of control:
1) The "item wear" costs didn't anticipate the extremely easy farming that was possible when uberloot became available. You could farm well-paying quests (Rancor hunts were popular for this) with little risk, very little wear to your gear, and very nice payout.
The devs actually were surprised that the players had min/maxed out crafting items so thoroughly. Crafted gear was based on the quality of the ingredients, and that quality available for harvest varied over time. They'd designed things so the quality of the resources spawning at any one time wouldn't net out armor with more than 40% resists.... and if they did, the 'armor penalty' (better armor subtracted from available action stats) would make wearing that armor counterproductive.
They didn't account for players saving the best resources for several months until they could craft things at whopping 80% to 90% resist... and doctor buffs that multiplied your stats so much that the armor penalty became nothing... and weapons that were similarly allowing dps a good 200% over the best crafted values seen in beta. Since the QUALITY of an item wasn't really tied to the COST of production (factories were flat-rate rent and power costs, regardless of what they were producing) these uberloot items were made relatively cheap (as far as 'drain' was concerned) but produced (often-gamebreaking) performance increases that made the faucet turn into Niagra Falls.
2) There was a currency dupe bug. It produced trillions of credits that got widely distributed VERY quickly. They banned some 270 accounts, then found most of these seemed to be innocent recipients of generous donors. In all, they managed to retrieve something like 70% of the duped currency before it got too circulated to be killed fairly (if you used it to buy my armor, and then the devs took it back from me, should I get the armor back? What if YOU got it from selling something else already?) That still left hundreds of billions of currency dumped into the economy without a planned balancing 'sink' at a time when hundreds of billions of credits actually seemed like a lot.
3) They realized that much of what was a true "hard" mudflation-resistant system wasn't fun for the players, who were used to growing in wealth substantially faster in other games, so they gradually added more "faucets" and lessened the "sinks."
This was probably because they miscounted the "sinks. See, if you cancelled the game, but left a house or factory up, that item still had a rent cost, and that rent cost came out of your character's bank. So, even though your bank money was essentially "out of circulation" anyway, you got counted in the "sink" count. So... four months after you and thousands of others have left, never planning to return, the system compares the 'faucet' of money entering the economy that month with the inflated 'drain' and miscalculates the true monthly faucet:drain ratio. That made the devs believe that mudflation was more controlled than it actually was, and probably made them more confident in tweaking things.