How to solve WW/BM Inflation
I would like to be able to buy SOs and costumes while I level up.
I would like to be able to craft IOs after I hit 50. If I can do it before, that's nice, too. I hope these concepts are comprehensible. |
I'm not sure why you would want to wait until L50 to get IO's, though.
If you are naturally leveling up, you're getting Recipe and Salvage drops the whole way through, which you can craft as desired.
As an experiment, I've taken a few (solo) characters from L1-50 using the most simple (some would say lazy) form of Market use possible.
Dumping all unwanted recipe/salvage drops at "sell it now" lowball prices.
Vendoring enhancement drops.
Buying recipes/salvage as needed, sometimes at "buy it now" highball prices, and I'm still fully IO'd* at L49 with millions on hand.
No "marketeering", farming, flipping or anything complicated.
Note 1: These are solo characters, so drop rates vs teaming characters might be different. In my experience, the value of drops sold has far exceeded the value of $Inf directly dropped by mobs, often by a 7:1 or better ratio over the life of a character.
Note 2: Yes, I spent money on costumes.
Note 3: No, I didn't blow money on enhancements that are going to rot every time I ding and went with generic IO's until better things dropped.
(*While the sets used aren't the top of the line Purples and PvP sets, they aren't trash sets either.)
Imagine how much money the first people to earn a level 53 drop will make...
Imagine how much money the first people to earn a level 53 drop will make...
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Pure chaos as the Tax Shelters dissolved and investors had to scramble to pull thier funds from the market before the farmers could produce the supply.
But, it's not like they couldn't transfer thier wealth to another shelter. So it wouldn't really accomplish anything in the long run.
A few folks would have insta-wealth (most of them being those who have well-slotted L50's, so not the mythical "Casual Player").
A few folks would be upset that thier time/effort/Inf had been wasted.
For April Fool's Day the Dev's could throw phony data into the "Last 5" column to make it look like sales had gone through. No actual $Inf lost, but cause a panic.
To completely solve the problem? It brings to mind the Vietnam war saying "We had to burn the village to save the village." Destroying the market and starting from scratch isn't a realistic option, though at times it sounds pretty good.
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The problem isn't actually with the BM/MM. The problem is that currency is created (via defeating enemies) substantially faster than currency is destroyed. The existing mechanisms that used to work to keep the economy somewhat in check (enhancements being destroyed via replacement, buying things from vendors, costume costs) didn't keep up with the vast increase in influence generation. Putting a cap on the amount of money you can hold simply serves to drive wealthy players away from actually using that currency for their transactions.
The real solution would be for some mechanisms to be added to specifically destroy money within the economy. Modern governments do this by simply printing less money and bringing more in. Video games do this by creating influence sinks. If the devs want to stem inflation and bring prices down, they need to add some vendor items that cost a boatload of money while providing some tangible non-combat benefit. Additional salvage/auction slots, temporary power mission teleports, and other nice but not necessary things all work quite well.
make 2b the max possible bid or reduce it to 1b, and raise the inf cap to maybe 4/5b that way the most expensive recipe won't be all your money gone.
I find it somewhat amusing and sad that the people that are arguing against the idea are long time market people with an obvious bias for keeping the status quo.
Every single idea that has been proposed for changing the market since its inception gets shot down. Every single one. You all whine that there is hyper-inflation, but whenever any method of trying to control the situation gets asked for, you don't like it.
Face it: Players have no self control when it comes to the market. Because of that lack of self-control, penalties should be put in place.
You're not likely to convince the developers to increase the drop rate to what would be needed to lower the prices.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
IMO this is a simple case of mudflation.
And the real enemy are not marketers, but those who purchase Inf'.
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You all whine that there is hyper-inflation, but whenever any method of trying to control the situation gets asked for, you don't like it.
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The things I use all the time, doctored wounds, red fortunes, thunderstrikes and the like are pretty much on a par with where they have always been.
Levelling up, using the lower uncommons, they are still dirt cheap.
Hyper inflation in the market is simply NOT a given, sorry.
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I find it somewhat amusing and sad that the people that are arguing against the idea are long time market people with an obvious bias for keeping the status quo.
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Every single idea that has been proposed for changing the market since its inception gets shot down. Every single one. You all whine that there is hyper-inflation, but whenever any method of trying to control the situation gets asked for, you don't like it. |
The devs have changed many things about the game that directly influenced the game. The new difficulty settings and the increase of influence made by level 50s are both things that have been put in due in part because of player testing and analysis.
Further, a number of additions have been put in by the devs to give players alternatives to the market. Reward merits was one such alternative. Unfortunately, reward merits didn't do what the devs intended and instead reduced the supply of many recipes and essentially gutted out the availability of many mid level recipes while increasing the supply of max level recipes. That was truly an example of the law of unintended consequences.
Ideas get shot down not because pro-market players are trying to protect the status quo but because the ideas aren't well thought out. When the devs implement new additions to the market, everyone wants the changes to have mostly positive effects without accompanying negative ones.
Face it: Players have no self control when it comes to the market. Because of that lack of self-control, penalties should be put in place. |
You're not likely to convince the developers to increase the drop rate to what would be needed to lower the prices. |
I have been getting considerably more generics and less set pieces since the last issue. I haven't seen a purple drop since July, again others' experience may vary. Fixing that, if it is indeed a problem, would be nice. It still wouldn't adress the root problem of people being able to exploit the inf limit, which in turn drives up demanded prices from market flippers.
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Too bad that it was something that was just vendored for scads of new Inf being added to the system. :/
@Roderick
I find it somewhat amusing and sad that the people that are arguing against the idea are long time market people with an obvious bias for keeping the status quo.
Every single idea that has been proposed for changing the market since its inception gets shot down. Every single one. You all whine that there is hyper-inflation, but whenever any method of trying to control the situation gets asked for, you don't like it. Face it: Players have no self control when it comes to the market. Because of that lack of self-control, penalties should be put in place. You're not likely to convince the developers to increase the drop rate to what would be needed to lower the prices. |
I'm not sure who you are referring to when you say "I find it somewhat amusing and sad that the people that are arguing against the idea are long time market people with an obvious bias for keeping the status quo." Most of the people I read opposing the idea in this thread have proposed alternative solutions to reduce prices or support various alternative solutions to the one proposed.
I find it amusing that the anti-market people come up with completely unworkable ideas that would end up hurting the casual player they are supposedly trying to represent. The ideas proposed by Steele wouldn't work anyways. That's not me talking but basic economic theory.
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Untrue. The devs went ahead and changed costume drops and essentially made them worthless. That change was based on player feedback.
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The devs have changed many things about the game that directly influenced the game. The new difficulty settings and the increase of influence made by level 50s are both things that have been put in due in part because of player testing and analysis.
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Further, a number of additions have been put in by the devs to give players alternatives to the market. Reward merits was one such alternative. Unfortunately, reward merits didn't do what the devs intended and instead reduced the supply of many recipes and essentially gutted out the availability of many mid level recipes while increasing the supply of max level recipes. That was truly an example of the law of unintended consequences.
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Ideas get shot down not because pro-market players are trying to protect the status quo but because the ideas aren't well thought out. When the devs implement new additions to the market, everyone wants the changes to have mostly positive effects without accompanying negative ones.
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Please note that "everyone needs to learn the market system" isn't really a feasible suggestion. The problem isn't even the RMTs selling Inf for money. The problem, as I see it, is that there are really no controls on the system. As we've seen in the AE system, players will bend any rule to do what they want until the developers set in to balance the system.
Don't you think it's a bit presumptuous for you to speak for the "common player"? Have you ever asked them whether or not they want the penalties you proposed or are you assuming this as their representative? Snow Globe, you normally post pretty reasonable stuff, but this crosses the line.
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Frankly I'm anticipating drastic changes to the market along the lines of the Issue 13 PVP changes. Sure it will tick a lot of people off, but it will take a shakeup of that magnitude to change the status quo.
Some of the costumes have stabilized, but not all. As to assuming that something won't happen will make sure that it doesn't, the same thing applies to doing nothing until a complete solution gets presented. The market now exists as a meta-game and until something (anything, really) gets changed, the problem will only intensify.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
Yes, and I clearly remember people fighting that too. Maybe not the same people as now, but it was fought against by those at the top of the market. |
Generally speaking, people don't want to have to be economic majors to play a game or even have to take an economics course. |
I think I see that as a missed opportunity by the developers to balance the sets values. Seriously how many snipe, immobilization, and sleep sets need to be dropped or made? Why do they drop more than other sets in certain pools? The drop rates and the merit costs are out of step with what people are actually using or can use. |
I'm not sure who you are referring to when you say "I find it somewhat amusing and sad that the people that are arguing against the idea are long time market people with an obvious bias for keeping the status quo." Most of the people I read opposing the idea in this thread have proposed alternative solutions to reduce prices or support various alternative solutions to the one proposed.
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Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
In my experience there are stupid people on every side in every argument and every side, no matter how ludicrous, has people. I'd be more afraid if something was universally supported. Finding one crazy person to oppose a topic would make me feel quite reassured.
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"Go hunt. Kill skulz." That's pretty much all the understanding one needs. That statement can be understood a different way as "Play the game. Shoot the bad guys. Find stuff. Sell what you find. Buy as much of what you want as you can."
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One would think that with all the data mining that they can do that they'd have better access to these figures than the players.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
Generally speaking, people don't want to have to be economic majors to play a game or even have to take an economics course.
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Most suggestions for changes to the market come from people who apparently don't even have that basic understanding.
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Isn't Economics a basic requirement for High School graduation?
Regrettably not everywhere, and even those who do it don't all pay attention.
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There's certain skills that a person just really ought to have upon exiting school and entering the real world.
How to balance a checkbook, how to do CPR or apply basic first aid.
How to read a map. How to write a decent resume'.
That sort of thing.
Does anyone here really believe that players exploiting a loophole to break the game design of the 2 billion influence limit has no adverse effect on the market? Can anyone provide any good reason for leaving this loophole in?
I can't think of one good reason to allow players to exploit the game.
Edit: I went ahead and PM'd my suggestion and the link to this discussion directly to Synapse. It's not my opinion that matters here, it's his and that of the dev team.
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Does anyone here really believe that players exploiting a loophole to break the game design of the 2 billion influence limit has no adverse effect on the market? Can anyone provide any good reason for leaving this loophole in?
I can't think of one good reason to allow players to exploit the game. Edit: I went ahead and PM'd my suggestion and the link to this discussion directly to Synapse. It's not my opinion that matters here, it's his and that of the dev team. |
I'm not even sure what you're trying to accomplish by continuing to raise this point. It doesn't solve the issue you're trying to address: the high price of rare recipes.
And if the devs change it, I'll just use another method.
To completely solve the problem? It brings to mind the Vietnam war saying "We had to burn the village to save the village." Destroying the market and starting from scratch isn't a realistic option, though at times it sounds pretty good.
Also, let me reiterate that simply reducing money supply won't do a thing for dropping prices. That's just wrong, and all you have to do is pick up a newspaper to see how "effective" such strategies have been in real economies.