How to solve WW/BM Inflation


Ad Astra

 

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Originally Posted by Lucky666 View Post
The real reason prices are like this is because of AE that's when everything started to go screwy with the market.
Actually, things started going screwy with the advent of the Merit system. Now, instead of a steady stream of randomly generated recipes, you are given an award that is (in most cases) insufficient to actually purchase an identical recipe and can be hoarded for spec-bought purchasing at specific levels. Further reducing the spread of recipes generated.



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Posted

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Originally Posted by Steele_Magnolia View Post
Using a bug to have more than that is an exploit.
If this were really a bug or an exploit it would have been dealt with long ago. People have been exceeding the 2B inf cap for YEARS. Sorry, but it's Working As Intended.

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Level 53 recipes do not exist. Those entries in the market are a bug. Using that bug to bypass the inf/inf limit is an exploit, IMO.
We're not arguing your opinions here. The presence of L53 recipes has been dealt with previously.



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Originally Posted by Snow Globe View Post
This, I believe, defines why it is a bug that they show on the market.

If one of the badges that cannot be earned suddenly appears on a character, that too is a bug. Same difference.
You can't get drops of base salvage either. Yet they still remain on the market interface.



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Posted

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Originally Posted by NeonPower View Post
make 2b the max possible bid
It already is.

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or reduce it to 1b,
Won't help. Will just drive the transaction out of WW/BM and onto the gray market.



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Posted

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Originally Posted by Snow Globe View Post
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 real problem is the declining value of inf versus other in game currencies. This tends to make inf a poor store of value.

Think of merits as a currency backed by gold. No matter what the market is doing, 250 merits will always buy you a Numina's Convalescence Regen/Recovery recipe. Merits, however, are an untransferrable currency. Recipes are transferrable, and crafted enhancements are even more so through a supergroup.

AE tickets are a currency backed by silver. No matter what the market is doing, you can always buy rare and uncommon invention salvage of any level and any type for a fixed price using them. Salvage is readily transferred from one character to another through a supergroup.

Unfortunately, inf is a currency backed by moldy french fries. Its value peg is SOs: 60,000 inf will always buy you a level 50 Heal or Damage SO.

But, SOs have very little market value on the in game market. There are very few SOs or DOs available for purchase on the market. Even theoretically scarce level 53 SOs typically sell for less than vendor value there. People don't bother selling SOs on the market because there is no return for the bother there. My high level SO drops are typically passed through a supergroup so that the inf earned by vendoring them can be passed to lowbie characters so they can buy DOs and early SOs. By the time they get close to level 32 they usually have replaced most of them with generic IOs anyways.

Mechanically, the primary bottleneck is the lack of a common recipe bin to add to a supergroup base. This creates an incentive to create massive salvage stockpiles so that worthwhile recipe drops can hopefully be crafted at will to pass on IO enhancements to those characters that can use them.

One influence sink that would help would be a personal item recipe sharing bin for SG bases. This should be craftable as a personal item, the same way teleporters are. And it should cost a daunting amount of inf: a hundred million would not be unreasonable. Once crafted and placed, SG members could pass recipes the same way they pass crafted IOs now.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

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Originally Posted by Snow Globe View Post
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.
Can I get a "well DUH"?

Did you seriously think they were going to go "Yeah! Good idea! Run with it!"

C'mon Snow. The guy's basic thesis of how the market works is WRONG. And is "solution" wouldn't fix the issue (indeed, it'd just make it worse and add a whole bunch of new hoops to jump through).

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Every single idea that has been proposed for changing the market since its inception gets shot down.
He's not really proposing a change to the market (other than to make it more store-like). He's really proposing changes in the underlying structure of the economy and how it functions. Yet he doesn't understand the forces at play in that environment.

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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.
Who's whining? People acknowledge the fact that there's massive inflation. The inflation is a result of increased demand and increased generation of inf. Not "greedy ebil marketeers". If you want prices to go down, people need to stop being willing to blow 2+ billion on a single purchase.

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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.
Ever hear the phrase "A fool and his money are soon parted"?

If you want nice, controlled pricing, BUY FROM A STORE.

If you want luxury items, place conservative bids on the market and wait. Then go try to generate them yourself and save the inf.

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You're not likely to convince the developers to increase the drop rate to what would be needed to lower the prices.
No, their data mining will bear it out though.



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Do "casual" players NEED purples? No. They're a luxury item with commensurate luxury pricing. What you're seeing on the market right now is the result of too many too-impatient people paying a "buy it NAO" luxury tax.
It has absolutely nothing to do with need, but want. This entire game is a luxury, and everything in it is a luxury. The computer you're sitting at is a most certainly a luxury (as most of the world population, lacking such frivolities, could surely attest).

People -think- they need things, and behave as though they need things, when in actuality people NEED relatively little.

Ergo, it stands to reason that since this entire game is a luxury (one that we are all paying for), who 'deserves' what more?

Is my $15/month worth less than yours if our playstyles differ? No.

Does someone that plays 80 hours a week contribute more to the game than, say, someone that only plays 10 hours a week?

Not really.

There's this underpinning of a sense of entitlement in most of what you're saying; your own entitlement. Bar that, and graduate to economics Graduate-Level, wherein which such factors as human psychology, social trends and relative anthropological factors such as cultural contexts and the realpolitik inherent to a given structure must be considered before making sweeping armchair statements.

Fact 1: People want things.

Fact 2: In the context of this specific game, there are a number of very specific things that the majority of people paying to play this game will predictably want.

Fact 3: No single player is more or less entitled than any other to have or be enabled to acquire any of the base game content (barring booster packs and relevantly similar perk-errata) than any other.

Fact 4: The Devs, their Marketing division and their corporate shareholders will be in absolutely no way diminished in value of holdings or income if you do not even bother playing for so long as you are paying.


Now, to move along.

The current synoptic model of acquisition in CoX leans exclusively upon what is colloquially and with much venom known as "The Grind".

There are games wherein which grinding is even more prolific, and relatively few that are less so. Altogether, in terms of development and advancement of one's in-game toons, it's quite typical of the market standard.

Step 1: Make Character
Step 2: Do a lot of the same things repeatedly until goal is achieved.
Step 3: Repeat with new character.

It's quite simple like that. They provide you with attractive means to fulfil step one, seek to retain you and engage you in step two and hope, thereby, that you will continue on to step 3, whereby which more of your monthly fee payments will facilitate both their continuing to provide means to steps 1 and 2, as well as pay their own bills and buy some nice things for themselves as recompense for their trouble.

However, in that over-simplified synopsis, there's a whole lot in step 2 that needs to be tailored to the people who are paying you for the luxury of playing your game in the first place.

One of those things is striking a generally enjoyable balance between Time/Effort Expenditure and Acquisition.

Time is currency. Effort is currency. Money is currency.

Currently, there's this problem. It's a problem that it wouldn't take a whole lot to -fix-, but it /will/ take a whole lot to fix for various stupid and pedantic reasons mostly on the order of "Because people are stupid", upon which I shall not dwell or elaborate.

The market's screwed. Inf sellers largely direct it by making their commodity (inf) ever the more available in the face of being marginalized by a shrinking market. They're no longer perceivable as 'necessary' by the average gamer for anything but purple and PVP IO's, to wit.

But oh, people don't /need/ those so they shouldn't even want them, right? Is your comprehension of the human animal equivocal unto that of the common snail, or did you try very hard to completely evade the fact that people is people and want stuff whether they -need- it or not?

And frankly, why should the casual gamer just 'Shut up and be happy' with SO's and uncommons when they're paying the same monthly fee as the profiteers and the inf-buyers, who, by merit of their unethical and dubious to outright illegal practices, get to have the shinier toys?

You do not get ahead in CoX by working harder, and all of this poff about 'working smarter' by embracing the fine art of market flipping (that's all you flippers are really trying to say, after all) is tantamount unto saying that we who do not do these things do not deserve to have the goodies.

Apparently, following the rules and playing the game as the devs intended it to be played is both wrong and stupid. At least, if the inculcations presented are to be taken at face value.

We 'casuals' don't deserve the good stuff. We don't need it anyway, of course.

Praytell, who -does- /need/ such things?

Please, enlighten us on who deserves such things, if not everybody paying to play the same game?


 

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Originally Posted by Snow Globe View Post
Generally speaking, people don't want to have to be economic majors to play a game or even have to take an economics course.
1: The market is not the game. It is one OPTIONAL aspect of it.
2: You don't need an economics major to play the game.
3: The market itself doesn't require an economics major (or even a course in economics) to use.
4: If you want to build wealth on the market, at least a basic understanding of economic principle is usually a Good Thing to have. But again, not required.

Okay, I've built up billions on the market. My formal schooling only roughly touched on economics (being more an IS/CS curriculum).


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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.
Random means random.


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From what I've seen since Issue 9 is that unless an idea attempts to address every single point (impossible as no one can agree on what is "essential"), any idea gets rejected.
Again, a way of maximizing positive effects while trying to minimize negative repercussions.

And trying to come up with a holistic approach is a lot better than some half-***** measure that winds up creating more issues than it solves.

(Example: Let's solve the energy crisis by reverting to a completely agrarian society.)

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Please note that "everyone needs to learn the market system" isn't really a feasible suggestion.
"Everyone" is a bit broad. If people simply wish to purchase more common commodities on the market they don't need to. If they wish to deal in the rarefied areas of purples, PVP IOs, etc, yes, sorry to say, but they NEED to learn. But, at that point, if they're looking at purples and PVP IOs, they're no longer, by definition, casual players.

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The problem isn't even the RMTs selling Inf for money.
Again, this is NOT a binary solution here. The issue is extremely multifaceted. RMT is one facet of it through. Dismissing it merely shows that you've got blinders on about the breadth and scope of the issue.

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The problem, as I see it, is that there are really no controls on the system.
This is why it's a MARKET and not a STORE.

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Actually, I'm speaking purely as myself. People are currently using a bug to exploit a loophole on the amount of Inf that can be held per character. Make no mistake, it isn't "working as intended" by allowing bidding on recipes that don't exist as drops.
Bull.

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It doesn't matter one bit if people are using a black market that bypasses the auction houses. Without that exploit, the ability to ask for multiple times the Inf cap would be lessened. It wouldn't be eliminated, but it would be lessened.
Sure. Because such a change would drive most of the marketers away from the game and further damage the market.

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The market now exists as a meta-game and until something (anything, really) gets changed, the problem will only intensify.
My problem with your reasoning is that a single "anything" that gets done will have a positive impact on the situation.



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Posted

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Originally Posted by Steele_Magnolia View Post
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?
Working As Intended.

Plain, simple, straightforward.

And yeah, being able to STORE more than 2 billion has exactly ZERO effect in the pricing that people are willing to PAY for an item.

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I can't think of one good reason to allow players to exploit the game.
Neither can I. Unfortunately for you, you're not talking about an exploit. Merely defining functionality that enables something YOU personally don't like as an "exploit".



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Originally Posted by Snow Globe View Post
Three things:
  1. Issue 9, not Issue 8. There are plenty of loopholes older than this one.
  2. An obvious exploit, when closed, shouldn't profit those that used the exploit. It doesn't matter how much effort was put into it.
  3. The length of time that has past is completely irrelevant. As guessed above, it likely hasn't been dealt with due to the small amount of players that are actively using this. The priority is likely less than fixing some of the base bugs.
  1. Simply because a player decides to define something they don't like or that is inconvenient for them as an "exploit" doesn't mean that it, indeed, IS an exploit.



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Posted

Why would you want to change it?

If something awesome drops to you, you have two choices.

Sell it and make bank...

or build it for yourself, and not have to buy it and build it later.


 

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Originally Posted by Uruare View Post
And don't you market-flippers start in about how what you do is legitimate.
Too bad. It IS legitimate. This is why it's a MARKET and not a STORE.

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It's grey-area only because a strong enough case cannot be made to prove your directly prohibiting of others' abilities to experience game content.
Correction, you CANNOT make such a case. Not without destroying the ability to buy and sell on the market completely. That's all that's going on here. Buying and selling.

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Profiteering, however, is still lending validity and sustainability to a market that is, itself, prohibitive of the involvement of the 'average' players.
See "The Market Is Optional"
See "If you're going after purples, PVP IOs, and specific sets for bonuses you are no longer a CASUAL player"
See "The mythical "average" player is just that. A myth.

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I personally think that caps on posting prices would be a grand thing.
Only because you have no grasp of how the system works and are simply someone who's greedy enough to want it remade into yet another store in game.

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No salvage postable for more than 2 mil, no recipe postable for more than 100 mil. With an inf cap of 2 billion and a sustainable demand that doesn't appear to be going anywhere but up, it would still take very little to repeatedly hit the inf cap by selling things on the market while, at the same time, ensuring that no single item's possible price was so outlandish and absurd that the average player couldn't possibly acquire it.
Capping pricing will simply lead to the item eventually bumping up against the price cap and the proceeding off-market to gray-market trading.

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Current cost for a full set of Armageddon IO's at the time of this posting: Estimated 1.83 billion influence in total per the averaging of all current available sales data as per the WW listings.
See "Ultra-Rare"
See "No longer a casual player"
See "Supply outstripping demand"

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That's one set of IO's. Just one. The cheapest one last sold for 225 million. The most expensive one last sold for 550 million.
Look at some of the PVP IOs. Off-market they're going for 3-5 billion.

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Those are ridiculous and absurd prices only an inf-buyer could sustainably afford, and cosequently, only the inf-buyers (or a couple people I know that massively abuse the henchmen speedrun farms for about 12 hours a day) could ever actually afford.
No. I can afford multiple purple sets.

How? I play a lot. I market constructively to help multiply my earnings. I bid low and I sell high. I also watch pricing on the market to see when it's more economical to just sell a recipe or on occasion craft it when the sale price outstrips the component cost plus crafting. I also craft and store items that may be of use to me later on.

I don't buy Inf. I don't HAVE to.

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Neither of those are reasonable options. And, currently, to participate in that market, you have to do one of two things; abuse the crap out of something that's a technical exploit, or out-and-out violate the EULA and buy inf.
Again, defining something you don't like as an "exploit" doesn't mean it is.



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Posted

Hyperstrike, sweetie? As much as I agree with the majority of what you say in your posts, please cool it with the double posting. I know you've got a lot to say, but you're answering the same comments multiple times whenever anyone says it.

(Disclaimer: I'm a Ghost Pirate. I use Infamy. If you use Influence instead, just replace the word when you see it)

Alright, I've made a fair amount of money on the market using a simple, lazy method. I buy common salvage, craft common IOs, and then sell those crafted IOs at about a 100% markup. It's simple, it works, and because I've memorized everything buying from me is still cheaper than crafting things yourself. There's plenty of ways to make money on the market without resorting to extreme measures, but that's not the point here. I have never bought Infamy, I have one character who is "purpled out" and I have just under 2 billion infamy on another toon who is in the process of obtaining his purples. I've been playing for just over 18 months, and I'm not even remotely 'hardcore' into the marketing. Anyone who's been playing this game for longer than me has certainly had plenty of options to get all the purples they need without resorting to buying infamy.

There is money in the system. Telling people they can't bank it won't eliminate the money from the system (unless you wipe it all, in which case, wow, you will have a LOT of angry people on your hands), but it will force them to start trading in material goods of value other than influence. The official form of currency will be the Miracle +Recovery, and everyone will be trading those. Or something to this effect. Few suggestions people make to fix the market actually solve the problem NOT of "people individually have too much influence" but "there is too much influence in the system."

Assume for a moment, that through basic gameplay, One Jillion Infamy is added to the system every day from killing enemies and selling drops to stores. Yes, I know Jillion's not a real number.
Even assuming all this money goes through the market on bids, only 10% of it disappears back into the system. Now, on day two, another Jillion infamy is added, and 10% goes away... And so on and so on every day. After a month there's about Twenty Five Jillion more infamy in the system, because of the tiny rate it's depleting. Because of this, players all have more money, and all prices are raised accordingly. If 25 players play for 25 days and the money just moves back and forth between them, prices are going to be slightly higher each day than the day before.

Now, City of Heroes does have SOME places to spend infamy. It costs to craft, lots of characters need SOs, some spend weeks at the Tailor, and these are enough to keep the cost increase slow, but it's still there. The only way to eliminate high prices is for a way for infamy to leave the system. Players need the option to buy quality goods FROM THE GAME and not just from other players.

This is why I think AE Tickets are a bad idea. This is why I think merits are a bad idea. Infamy is hurting because the only solid worth they are backed by is level 50 SOs, and those aren't actually worth much at all. The only way inflation will be fixed will be for there to be additional, sizable infamy sinks and more reliable ways to use infamy to obtain what the market sells. My suggestion is let people use infamy to buy tickets and merits directly (or even do away with tickets and merits and put everything on an infamy system), because otherwise there's just going to be more and more and more infamy in the system driving prices up more and more.


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Posted

In any event, there is absolutely no particular reason why the solution to this marketing debacle needs to be an overcomplicated fiasco.

Drop rates are, currently as of the time of this posting, very plainly broken. I don't kneejerk on topics of relevance, and my recent live testings of drop aquisitions between soloing a +0/x8 map versus 8-man teaming the same map were staggeringly telling.

We ran the same map 20 times, my team and I. And then I ran it 20 times solo.

Both times, I kept very specific count of all drops, and categorized them into Salvage (Common, Uncommon, Rare) and Recipes (Basic IO, Uncommon Set, Rare Set and Ultra-Rare Set).

The results:

Soloing--

Salvage -- Common: 118 pieces
Uncommon: 38 pieces
Rare: 7 pieces


Recipes -- Basic IO: 77 pieces
Uncommon Set: 26 pieces
Rare Set: 5 pieces
Ultra-Rare Set: 0 pieces


8-Player Team-

Salvage -- Common: 5 pieces
Uncommon: 1 piece
Rare: 0 pieces

Recipes -- Basic IO: 9 pieces
Uncommon Set: 1 piece
Rare Set: 0 pieces
Ultra-Rare Set: 0 pieces


20 runs per iteration. Soloing at +0/x8 and then 8-manning the same map (The Family map at the end of an Unai arc) at +0.

Repeat it yourself; it's quite repeatable, as any actual scientific affair is.


As for interpretation of this data, at the prelim, it seems very evident that teaming reduces drop rates. In the very near future, I will be testing this further with teams of 2, 3, 4, 5, 6 and 7 in total (Actual players) just to see what the comparative results are.


This is not speculation, however; drop rates -are- reduced in teams. The variables in place governing the drop rate mechanics are not intimately known to me, but disparaging results like those I finished testing just yesterday are not likely to be the result of 'just bad luck in the engine's rolls'.

But do please repeat the experiment yourselves. Don't take my word for it.


Anyway, the ancillary consideration to which this data is relevant is that drop rates are quite likely not the crux of the problem. I don't know how long it's been true that they scale down the more people you have in your team, and it seems fairly self explanatory that it's probably been set up like that to diminish mega-farming's returns (A primary means of capital acquisition by inf-sellers), but that is aside of the fact that the solution to the problem of the markets themselves need not be complicated.

Cap the maximum listable prices. The Devs clearly don't want to do this, or they'd have done it already, but it would work and it would work -well-.

Yes, there'd be some screaming by those whose favorite flavor of profiteering-cheese had been moved, but frankly I think those sorts deserve to scream anyway.

Salvage max listing at 2 million, recipe max listing at 100 million, inf cap remains at 2 billion.

There's my proposed solution. Current drop rates, irrespective of the ancillary drop rate data I've begun and will continue to be collecting, shows results that are thus-far quite /favorable/ to the casual player.

Sure, it looks pretty unfriendly to teams, but that's another can of worms unto itself, and has likely been implemented in its fashion to curb another problem of the market, which I've half-ranted about in an above post that, most likely, will neither be tl;dr'd and ignored.

Just the same, drop rates ain't the issue in this specific context.

Market manipulation and viability of illegitimate acquisition of currency are.

So sayeth I.


 

Posted

The market is fine the way it is.
I honestly will be severely let down by the devs if they mess with it again... like they messed with wing drops.

They RUINED wing drops because of all the people who whined on the forums. I cant even honestly understand why WING DROPS are still in the recipes section of the game... They should have just stuck them in the tailor...


 

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Originally Posted by CapnGeist View Post
My suggestion is let people use infamy to buy tickets and merits directly (or even do away with tickets and merits and put everything on an infamy system), because otherwise there's just going to be more and more and more infamy in the system driving prices up more and more.
Which is a terrible idea because it completely removes the impetus the devs have put in for specific actions to be taken place. Merits don't exist just to put recipes onto the market. They exist to give players a reward for completing certain tasks (i.e. content).

A better suggestion than simply removing the secondary currencies, as I have been saying for the longest time, is to, instead, create tangible influence sinks that will actual start to pull money out of the economy. Allow players to buy additional salvage slots for 100 million inf each. Offer additional auction slots for 500 million inf each. Offer a badge that requires you to pay 1 billion inf. Mission and omni-zone teleporters that cost 100k per use. Tangible rewards that cost an inordinate amount of money yet are unneeded but nice to have.


 

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Originally Posted by Uruare View Post
It has absolutely nothing to do with need, but want.
My point exactly.

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This entire game is a luxury, and everything in it is a luxury. The computer you're sitting at is a most certainly a luxury (as most of the world population, lacking such frivolities, could surely attest).
However, what we're talking about with Purples and stuff is the difference between buying a Porche and buying a McLaren F1.

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Does someone that plays 80 hours a week contribute more to the game than, say, someone that only plays 10 hours a week?

Not really.
To the GAME? No. To the MARKET? Theoretically, yes.


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The market's screwed. Inf sellers largely direct it by making their commodity (inf) ever the more available in the face of being marginalized by a shrinking market. They're no longer perceivable as 'necessary' by the average gamer for anything but purple and PVP IO's, to wit.
The problem, still, lies with impatient, greedy people and their sense of entitlement. Were it not for them, you wouldn't HAVE RMTers.

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But oh, people don't /need/ those so they shouldn't even want them, right?
Wrong. You don't need them. But if you want them, you have to put in the effort to attain them. Going to an RMTer only exacerbates the problem.

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And frankly, why should the casual gamer just 'Shut up and be happy' with SO's and uncommons when they're paying the same monthly fee as the profiteers and the inf-buyers, who, by merit of their unethical and dubious to outright illegal practices, get to have the shinier toys?
Because if they're dipping their hands into purples and PVP IOs they're no longer, by definition, a CASUAL gamer.

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You do not get ahead in CoX by working harder, and all of this poff about 'working smarter' by embracing the fine art of market flipping (that's all you flippers are really trying to say, after all) is tantamount unto saying that we who do not do these things do not deserve to have the goodies.
Yes. You DO get ahead by working harder. Marketing effectively means:

  1. You don't have to work AS hard OR
  2. You accumulate more nice stuff at a faster pace
And nobody "deserves" this stuff. Again, that's entitlement talking. Rare items in-game are rare for a reason (or several reasons). If you want them, you have to put effort into it. Period. Nobody values something they get cheaply.

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Apparently, following the rules and playing the game as the devs intended it to be played is both wrong and stupid. At least, if the inculcations presented are to be taken at face value.
Please don't talk about developer intentions for gameplay as if your personal definition applies.

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We 'casuals' don't deserve the good stuff. We don't need it anyway, of course.
If you just want the stuff from a store, or super-cheaply, you have a complete misunderstanding of the market.

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Praytell, who -does- /need/ such things?
NOBODY. They're luxury items to be worked toward. Work toward them, like the rest of us do.

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Please, enlighten us on who deserves such things, if not everybody paying to play the same game?
Again, continued use of the term "deserves" implies a sense of entitlement.

Your $15 a month grants you access to the game. Nothing more. You were never promised that someone would just HAND you all the best stuff in the game.

And most of what you see for sale are the results of:

  1. Lucky drops
  2. Lots and lots of play in conjunction with the first



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Posted

...Okay, time out, time out TIME OUT!


Do you people not understand that there is a "Black Market" other than the consignment house? People keep suggesting an infamy cap on sales, and, well... it will KILL the market. Because what it will do is encourage more people to use the Trade function to trade. Why is this bad? Because it takes extra effort, and when people use the Trade function, NO INFAMY LEAVES THE SYSTEM.

I understand you're all afraid because prices are high and you can't afford anything, but all you're going to do by capping the market is force more people to trade off market because, well, Hecatomb Damage/Recharge is ALWAYS going to be worth more than 100,000,000, even if inflation is cut. It's just that good. Unless the economy shrinks drastically, it will never drop low enough for sellin it for 100 million to be a good idea.



And to Umbral: Yeah, that works, too. I'm totally in favor of an influence sink, especially one that has an option for 10 million of "Summon Black Scorpion AV to pwn face."

I disagree with you on the concept of rewards for certain tasks. While Gold Recipes started like that originally, the addition of merits to story arcs and the fact that you can buy gold recipes at AE shows that now they're just sort of... there, but I've had this argument before, and it's no the point of the thread.

The point is: We agree that the answer is Infamy Sinks, NOT rearranging the market, correct?

I don't think a 1 billion infamy badge is a good idea, though. 1 billion is a lot of infamy to spend on a badge that doesn't do anything.


NPCs: A Single Method to Greatly Expand Bases

 

Posted

Quote:
Originally Posted by CapnGeist View Post
Hyperstrike, sweetie?
THEM'S FIGHTIN' WORDS!

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As much as I agree with the majority of what you say in your posts, please cool it with the double posting. I know you've got a lot to say, but you're answering the same comments multiple times whenever anyone says it.
PL'in muh post count.

Second, it's not technically double-posting. I'm answering individual, distinct posts in a serial fashion.

I don't normally amalgamate posts as it's too easy to be accused of misquoting, twisting words, or all sorts of other nasty argumentative strategies designed solely to ignore and pooh-pooh the validity of my points.

I'm sorry if you dislike my posting style. But that's about as far as I'm going to go.

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Now, City of Heroes does have SOME places to spend infamy.
Arguably it needs more.

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This is why I think AE Tickets are a bad idea. This is why I think merits are a bad idea.
I agree with this. I can understand WHY it was implemented this way. But there have been massive repercussions due to them.



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Posted

Quote:
Originally Posted by CapnGeist View Post
The point is: We agree that the answer is Infamy Sinks, NOT rearranging the market, correct?
Agreed, as long as by "market" you're referring to the goods transfer system rather than the actual economic term, which would apply to the entire economy as a whole. The entire issue of economic terminology compared to colloquial terminology might be one of the reasons why this debate always get so convoluted.

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I don't think a 1 billion infamy badge is a good idea, though. 1 billion is a lot of infamy to spend on a badge that doesn't do anything.
Honestly, I think it's a perfect idea for an influence sink. It does nothing but people will want it. If you only count the badgers, I'm pretty sure that just creating the badge would immediately have a positive impact on the market by pulling money out of the economy.

As to your idea for a Black Scorpion AV summon... I don't see that happening. Inf sinks are best restricted to non-combat benefits, such as transport, carrying capacity, and shiny collectibles.


 

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Quote:
Again, defining something you don't like as an "exploit" doesn't mean it is.

Exploit in MMO Nomenclature: The act of capitalizing upon an unintentionally available means by which to accrue and-or acquire abilities, capital and-or benefits that, via creator-intended gameplay, would not be available or would not be available by those means.


So, given that operable definition of 'exploit', do ya wanna try to sell me on that the AE speed runs ain't technical exploits? How much would you like to bet that, come i17, Henchmen will either be non-usable in the AE or will be ramped up like bosses in all-boss farms to counter the...uh..."exploitation" (sic) of henchy farming?

Not a very well thought-out kneejerk there.


And also, yes, it is a market. Quite clearly so, as its full of shmucks, drips, two-dimensional cads and ethical sociopaths that do not realize they are playing a game and will win at any cost, especially when that cost is paid by others.

Such as the multitudes of people that do not happen to be stockbrokers and have no real interest in playing City of Wallstreet.

Funky little thing about that, y'know? I can play the market too. I've experimented with this flipping, I keep my own RL portfolio of stocks and I work in an industry in which markets, marketing data and data interpretation is, in fact, my job.

Do ya -really think- I want to pay to play a game that reminds me of my /job/? Yes, that's quite personal and personally biased right there, but c'mon -on- man, /think/ here.

Most of us (I presume; maybe I'm just delusional) play games like these to have fun.

Lots of people have fun in rather different ways. Some by being all organizational and gung-ho and regulatory and charging around in massive SG's streamlined like para-military organizations, running 1000 TF's a month and Hami raids on the dot, on -every- dot, like clockwork.

Some others, by toodling around, teaming when they can, yakking with people in /b and mostly just goofing off and fiddling with various builds.

Yet -others- by getting amped up, build-tweaking, trying to find just the right configs of powers and IO's and stomping around in PVP zones.

Yet -others- to jaw around and type a lot and roleplay.

HOLY CRAP that's indicative of a lot of divergant interests!

And every single one of them deserves, contingent upon the grounds set forth by the EULA and its authoring bodies, equal opportunities to enjoy "The Game Content".


Now, call me greedy if you like (o'wait, you already did, lawl), but I think that one of the absolutely best ways to ensure that equal opportunity exists for everybody is to cater to the LEAST powergamey-grindy-farmy strata of the gaming population.

Y'know, those mythical 'average gamers' that do reasonable amounts of some stuff and dabble in most of the rest. It's a broad pseudo-category, but it -is- a category largely defined by it's exclusion of extremes.

The average gamer does not farm 12 hours a day, nor do they spend 80 hours a week logged in. They do not powerlevel from 1 to 50 in six hours, nor do they try to make the cover of Newsweek by refining their Wallstreet accumen in Wentworths or on the Black Market.

So uh...yeah.

I'm greedy because I'd like to level the playing field and ensure that the least obsessive (o'wait, did I go there?) denominator amongst the stratified playerbase can, within reasonable expenditure of time/effort/funds, experience all the game content.

Who exactly am I ah...robbing, with that?


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Look at some of the PVP IOs. Off-market they're going for 3-5 billion.
Who's the greedy one, I wonder? Those like me that would happily artificially cap the market to maximize availability of its use, or those that fight rabidly to maintain their abilities to profit egregiously off it irrespective of what impact this has on mythological and irrelevant figures (Read: Everyone else).

Think before you reply. You didn't once already, and it's tacky.


 

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Originally Posted by Uruare View Post
We ran the same map 20 times, my team and I. And then I ran it 20 times solo.
Drop rates are random. And, on teams, they're doled out to random members of a team. It's entirely possible to run an 8-man mission and have one person come out loaded down while another comes out with NOTHING.

Random means random.

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Repeat it yourself; it's quite repeatable, as any actual scientific affair is.
Actually it's not repeatable as drops are, as mentioned, random. Additionally, your sample size, while conveniently sized for attempts at repetition are too small to yield long-term drop data. As such, your particular runs could be HIGHLY skewed from the normalized data in a much larger set.


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Cap the maximum listable prices. The Devs clearly don't want to do this, or they'd have done it already, but it would work and it would work -well-.
Again, no it would NOT. You'd simply see prices creep up to the cap, then move off-market into a gray-market barter system for higher prices. The reason you don't see this behavior with things like TO/DO/SO enhancements is because they're readily available from stores.

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Yes, there'd be some screaming by those whose favorite flavor of profiteering-cheese had been moved, but frankly I think those sorts deserve to scream anyway.
Ah. Great reason to do something. To piss people off.

*Facepalm*



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Posted

thought i would poke my head in here again. for everyone saying that it is marketeers causing inflation, shut your mouths and go ask what some of the people who don't use the market for anything other then buying pay for stuff. they pay an "IWANTITNAO" price. this is usually 2 times the going rate which has now just assured that the price will rise. now move on to the next person who is just like the first. same thing happens. only now everyone is bidding at the new price they see. whamo, it only takes 1-2 people to drive prices up and those people are the "IWANTITNAO" people, i.e.: impatient people.

after reading all these type of threads over the last almost 2 yrs on the forums and 3 yrs in game, i can tell you without a shadow of a doubt that it is the impatient people and the uneducated about the market people that cause the inflation. there is also the factor of adding things to the game that cause certain drops to be non exsistant, i.e.: the AE. the only way for a purple to drop in the AE is to do dev's choice and honorable mentions and guest author stuff. but the problem is, the AE isn't really being used for that. it is being used to run toons to 50 and generate infl/inf and tickets. tickets generate stuff, but they generate to much crap and not enough good stuff. with this mix and the number of 50's that have come to be since AE was introduced, you have alot of 50's running around that "need" to be io'd out. more demand for a smaller supply. guess what effect this has?

so let me say this again, all you people crying that it is marketeers causing inflation: SHUT THE **** UP and learn how to make the market work for you instead of you working against it.


 

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Originally Posted by Uruare View Post

/snip

Quite clearly so, as its full of shmucks, drips, two-dimensional cads and ethical sociopaths that do not realize they are playing a game and will win at any cost, especially when that cost is paid by others.

/snip
This is what it boils down to. You are whining. If you want stuff from the market you can do what EVERYONE else does. You can EARN IT. Stop whining on the forums, and calling people names. You're acting like a child.

The market is a game in and of it's self for some of us who have done everything else in the game ad nauseum.

I am sorry you can not go to the market and get whatever you want immediately... Instant purpled out characters or what have you.

I didnt instantly purple out my characters, I had to WORK FOR IT. Why can't you?


:edit:
Also, just for poops and giggles... I stopped putting my purples on the market that drop to me... Mostly because I no longer care about currency in this game. Instead I build them and sit them in my base. I usually get 2-4 purples per day that I farm. I still get rediculously excited when they drop to me... but, I just don't want your money enough to sell them to you. Maybe that is why stuff costs so much? Because alot of farmers just started hoarding drops. ? We dont have to use the market. We can just keep all our stuff, and let the market just go up and up in price.

And now that you just called me a bunch of names, because you are impatient, I will wait another couple of months befor I even consider selling my 6 full sets of Hectacombs and Armageddons.


 

Posted

<snip>

Quote:
Originally Posted by Uruare View Post
And also, yes, it is a market. Quite clearly so, as its full of shmucks, drips, two-dimensional cads and ethical sociopaths that do not realize they are playing a game and will win at any cost, especially when that cost is paid by others.

Such as the multitudes of people that do not happen to be stockbrokers and have no real interest in playing City of Wallstreet.

Funky little thing about that, y'know? I can play the market too. I've experimented with this flipping, I keep my own RL portfolio of stocks and I work in an industry in which markets, marketing data and data interpretation is, in fact, my job.

Do ya -really think- I want to pay to play a game that reminds me of my /job/? Yes, that's quite personal and personally biased right there, but c'mon -on- man, /think/ here.

Most of us (I presume; maybe I'm just delusional) play games like these to have fun.

Lots of people have fun in rather different ways. Some by being all organizational and gung-ho and regulatory and charging around in massive SG's streamlined like para-military organizations, running 1000 TF's a month and Hami raids on the dot, on -every- dot, like clockwork.

Some others, by toodling around, teaming when they can, yakking with people in /b and mostly just goofing off and fiddling with various builds.

Yet -others- by getting amped up, build-tweaking, trying to find just the right configs of powers and IO's and stomping around in PVP zones.

Yet -others- to jaw around and type a lot and roleplay.

HOLY CRAP that's indicative of a lot of divergant interests!

And every single one of them deserves, contingent upon the grounds set forth by the EULA and its authoring bodies, equal opportunities to enjoy "The Game Content".
How exactly do they *not* have equal opportunities to enjoy "the game content"?

You go on and on about folks with divergent interests and then villify and heap scorn upon one set of those divergent interests - hypocritical much?


Quote:
Now, call me greedy if you like (o'wait, you already did, lawl), but I think that one of the absolutely best ways to ensure that equal opportunity exists for everybody is to cater to the LEAST powergamey-grindy-farmy strata of the gaming population.

Y'know, those mythical 'average gamers' that do reasonable amounts of some stuff and dabble in most of the rest. It's a broad pseudo-category, but it -is- a category largely defined by it's exclusion of extremes.

The average gamer does not farm 12 hours a day, nor do they spend 80 hours a week logged in. They do not powerlevel from 1 to 50 in six hours, nor do they try to make the cover of Newsweek by refining their Wallstreet accumen in Wentworths or on the Black Market.

So uh...yeah.

I'm greedy because I'd like to level the playing field and ensure that the least obsessive (o'wait, did I go there?) denominator amongst the stratified playerbase can, within reasonable expenditure of time/effort/funds, experience all the game content.
Again - how are these players being denied their enjoyment?

I think I am likely one of those "average gamers" you champion. I take months to get a character to 50, and only have 2 level 50 characters after 5(!) years of playing. I play anywhere from 5 to 20 or so hours in a given week. My richest characters do not have more than 100 million inf each (thanks to some people who paid "buy it nao" prices for a Numina's here & there).

Yet somehow I manage to contain my disappointment at not having a purple'd-out Warshade (sarcasm, in case you couldn't tell).

I still manage to enjoy the game, playing thru missions and joing TF/SFs, getting drops and inf, and selling stuff either at a vendor or the Market depending on where gets me the best price.

Thank you for pointing out how deluded I have been these last few years and that I have clearly been cheated by these evil other players crushing my hopes and dreams. (more sarcasm, BTW).


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Who exactly am I ah...robbing, with that?




Who's the greedy one, I wonder? Those like me that would happily artificially cap the market to maximize availability of its use, or those that fight rabidly to maintain their abilities to profit egregiously off it irrespective of what impact this has on mythological and irrelevant figures (Read: Everyone else).

Think before you reply. You didn't once already, and it's tacky.
Meh. You speak as if "Greed" isn't a valid drive in a game setting. News Flash - it is for some people. And yes - you seem to be one of them, since your enjoyment of the game seems to be wrapped around having the brightest "shinies" and implies that you are incapable of enjoying it without their possession and use.

I really get tired of self-righteous people who come to the forums and claim to speak for me, especially when they attribute their own motives of greed to all "casual players".


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."