Castle and the Market$
I notice the simple things haven't been mentioned. Taxation, storage fees for wentworths, vault storage fees, bin storage fees etc are all good ways to remove inf from the system without actually impacting most players.
Lets see 1. We could have an intangible* property tax, for inf stored in bids and such. 2. A tangible property tax for inf on the character below the cap and that could be progressive and bracketed. 3. A tangible property tax for items in sg bins and vault storage. *technically all property in the game is intangible. |
I think it's much more likely to be given positive reception to offer them things to buy that they want (but presumably but don't have) than to charge them tax/rent on things they already have.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I think it's much more likely to be given positive reception to offer them things to buy that they want (but presumably but don't have) than to charge them tax/rent on things they already have. |
What ? I like inflation. I farm, it means the stuff I have in storage is more valuable and the drops I have become more valuable. Inflation is enjoyable for people who primarily produce goods.
I think you said, you run lots of speed tfs ? well its good for you. The merit is our final reserve currency inf inflation just makes your merits more valuable.
I am just observing that there are ways to take inf out of the system that aren't the equivalent of giving hookers dusted with coke to the people holding large stocks of inf.
What ? I like inflation. I farm, it means the stuff I have in storage is more valuable and the drops I have become more valuable. Inflation is enjoyable for people who primarily produce goods.
I think you said, you run lots of speed tfs ? well its good for you. The merit is our final reserve currency inf inflation just makes your merits more valuable. I am just observing that there are ways to take inf out of the system that aren't the equivalent of giving hookers dusted with coke to the people holding large stocks of inf. |
Also, if Im rich, Im also going to try and put my cash into an asset that isn't likely to deflate (Currently that would probably be purples - unless they increase the supply) Just like I would convert cash-to gold or (as you would 3 years ago) Cash to Oil
if they tax us without giving us a vote into the workings of the game, i suggest we all go to the talos/PI ferry and have ourselves a tea party.
What ? I like inflation. I farm, it means the stuff I have in storage is more valuable and the drops I have become more valuable. Inflation is enjoyable for people who primarily produce goods.
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In the situation at hand, this is specifically undesirable. Ultimately, the only real source of inf in the game is defeating mobs and vendoring drops. Higher inf prices at the consignment house mean that more and more mobs will need to be defeated to meet those prices.
For players whose chief source of inf is defeating mobs, this gives rise to frustration. They see the time required to afford anything rising, and threatening to rise past the point where they feel it's worth trying. This is obviously bad, from the devs' perspective especially.
The only people who can afford the market prices are people who engage in marketeering themselves. And, as some market apologists will remind us, the market game is a kind of PvP: a boring kind, but PvP nevertheless. So you're forced to PvP if you ever want to get any of the loot other than your own drops.
Yes, BM/WW prices are too high. This is causing problems with the reward structure of the game. I am not sure that simply removing the ability to store inf beyond the cap would be productive. It would likely cause an inflationary panic as the few large inf holders tried to convert their stockpiles into harder goods. To be effective, that would have to be an unannounced change.
What's needed is to increase the number of worthwhile things that can be purchased with inf at high but fixed rates, to motivate people to remove more of it from the system.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Technically, inflation doesn't make anything more valuable. It only increases the figure in currency some other good can potentially be exchanged for. The good does not become more valuable; what's actually happening is that the currency is diluted and becomes worth less.
In the situation at hand, this is specifically undesirable. Ultimately, the only real source of inf in the game is defeating mobs and vendoring drops. Higher inf prices at the consignment house mean that more and more mobs will need to be defeated to meet those prices. For players whose chief source of inf is defeating mobs, this gives rise to frustration. They see the time required to afford anything rising, and threatening to rise past the point where they feel it's worth trying. This is obviously bad, from the devs' perspective especially. The only people who can afford the market prices are people who engage in marketeering themselves. And, as some market apologists will remind us, the market game is a kind of PvP: a boring kind, but PvP nevertheless. So you're forced to PvP if you ever want to get any of the loot other than your own drops. Yes, BM/WW prices are too high. This is causing problems with the reward structure of the game. I am not sure that simply removing the ability to store inf beyond the cap would be productive. It would likely cause an inflationary panic as the few large inf holders tried to convert their stockpiles into harder goods. To be effective, that would have to be an unannounced change. What's needed is to increase the number of worthwhile things that can be purchased with inf at high but fixed rates, to motivate people to remove more of it from the system. |
So High Prices don't decrease your earnings they only change where your income will come from. If you want to vendor your drops (not recommended as I keep seeing in the tips that appear when I zone into missions) you will do badly. But vendoring that hamidon goo was never a good idea.
Two there is no need to add things to remove inf unless you want prices to go down.
First, the market removes inf continously and at some overall price point will reach an equilibria where the inf being generated is equal to the inf being removed by transaction fees, and crafting costs.
Second Most of the schemes presented overwhelmingly help people that have lots of inf stored, either on alts or in bids however. Inflation devalues their hoarded inf by forcing them to pay more for other peoples drops.
What's needed is to increase the number of worthwhile things that can be purchased with inf at high but fixed rates, to motivate people to remove more of it from the system. |
As for removing inf through purchasing items a very expensive store that takes inf, spits out salvage, recipes etc would probably be very welcome all around.
Of course that might upset people that play market volatility.
That doesn't make sense to me. The reason it doesn't make sense is simple. If it's that expensive, I think people won't use it. Remember, you're willing to run out and intentionally destroy billions of inf on a lark. Most players I've met aren't willing to destroy 100k inf without a damn good reason.
I see a lot of cases of people where people are terribly irrational about inf-based prices. Consider the folks we have post in here who use merits to outfit their characters, despite the inefficiencies of doing so for most goods compared to converting those merits to cash and then buying the goods with inf. Even people converting tickets to random common salvage to save spending 50k or 100k strikes me as an inefficient use of those (especially since you usually have to roll several times to get what you actually want). There's also the consideration I mentioned earlier that purples and PvPOs, (the things that really have the bigtime price rises that's got us talking about this) can only be bought with inf. If I want purples and they take cash to buy, I will not spend my cash on things I don't use very often. (And I'm extremely likely to be suffer from TATU on the things I do buy.) I think what I'm saying is that if we want people to spend inf across the broad base of players, we have to give them things with low psychological barriers to purchase, but make those purchaes things they find attractive enough to buy often. I believe lots of frequent burn will remove more inf from the system more reliably than a few epic chunks. |
I also have a long list of people who have turned hundreds of millions of inf into prestige, when I put prestige on sale. Some of them are just attracted by the sale, I'm sure, but some of them would do it for real.
The "cheap and frequent" has to be VERY frequent to make up for the "rare and expensive." If 1 million inf buys you a Magic Rock Of Big Surprise, vs. 50K for the same item, you need to sell twenty times as many MROBS at the lower price point. Otherwise you've just added an occasional cheap boost.
(I just noticed that there is NO inf cost for base empowerments. What's up with that?)
Can anyone think of more "price points" than these?
100K to 300K- what Tier 3 Awakens and Lucks often go for on weekends. This may be the top end of what people will pay for a consumable. There is an escape valve, as you can buy three tier 3 Accs and turn them into a wakie.
500K- what people easily pay for a generic level 50 IO. This is a "Buy once, use for a long time" decision, though.
1M- what a piece of common salvage goes for when there's only about four left, making people really angry. Note that they still buy. An addition to being a "use for a long time" decision, this is ALSO a "additional cost" price- they may have just bought a 20 million inf recipe to use it with.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
In the situation at hand, this is specifically undesirable. Ultimately, the only real source of inf in the game is defeating mobs and vendoring drops. Higher inf prices at the consignment house mean that more and more mobs will need to be defeated to meet those prices.
For players whose chief source of inf is defeating mobs, this gives rise to frustration. They see the time required to afford anything rising, and threatening to rise past the point where they feel it's worth trying. This is obviously bad, from the devs' perspective especially |
EDIT: And before someone brings it up yes marketeers are parasites to however unlike people who only buy I like to think of us as suckerfish. Sure we're parasites but we provide a useful service to justify it
Anyone who is defeating mobs is also getting drops. They can sell those drops on the market to get the cash for things that they actually want. The primary reason for having a market is so that when people get drops that can't (or don't want to) use they can exchange those for drops they actually want.
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I do sell drops - or more likely, crafted IOs - that none of my characters need. But anything that might remotely be useful, I hold and make myself. My abiding belief is that if I let any worthwhile drops go, if ever I want another I will have to pay more in inf to get it than I got from selling it. So they stay in the bin.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Lunch With a Dev.
Well, that or a very expensive in-game social function.
edit: heck, you could even RP it as a charity ball to benefit...I don't know, families of lost heroes or something.
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
1M- what a piece of common salvage goes for when there's only about four left, making people really angry. Note that they still buy.
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The people who are paying an extra 200k for generic IOs are the people who are either already super rich or super confident they can replace that cash in no time flat. If this sort of thing is based on getting super rich people to throw away a pittance of their net wealth (or net wealth potenial), I don't think it's going to remove much total money.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Inflationary psychology has been in full swing with my dealings with WW/BM for a good long time, and I don't see that changing in the near future. I try to minimize the amount of inf I carry, and characters that acquire a lot of it typically seek to convert that into hard goods as soon as they can to benefit other characters. I have only one character that holds more than 20M in inf routinely, and most will be holding less than 5M.
I do sell drops - or more likely, crafted IOs - that none of my characters need. But anything that might remotely be useful, I hold and make myself. My abiding belief is that if I let any worthwhile drops go, if ever I want another I will have to pay more in inf to get it than I got from selling it. So they stay in the bin. |
You say you're loathe to sell any enhancements that you might want in the future due to concerns that the price will go up. While that is a valid point you also need to consider that baring some drastic shift in the relative supply and demand of different enhancements the relative value of different enhancements doesn't change a lot. What this means is that if the cost to buy a particular enhancement increases in the future then it is extremely likely that the cost of the enhancements that you're getting as drops will also increase.
So if you're not using an enhancement then you're better off selling it and using that to buy enhancements you do want to use. Sure it's possible in the future that you'll end up buying it for more than you paid but so what? The enhancements that you get as drops then will also be worth more.
If you've got excess inf then storing it as enhancements makes sense (particularly if they are popular enhancements that are always likely to maintain their value). But if you're short on the Inf to buy enhancements that you want then storing enhancements you can't use is pretty pointless.
Fixt funny that our resident economist failed to mention that one of the primary results of monetary deflation would be increasing the purchasing power of liquid assets.
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So in a perfect world (according to Chriffer and Ragman), all Inf rewards would be cut by a significant amount, and the Market would have price caps. How many other ways can we find to massively benefit Marketeers?
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In the original post Selling Merits for Inf is compared with reducing Inf rewards. The first quoted post explains how selling Merits for Inf benefits those who already have money. The second quoted post explains how reducing Inf awards rewards those who already have money. Virtually any idea that will combat inflation will benefit people who have money other than "take money directly from people who have money." That's pretty much a basic facet of "deflation" and "inflation".
The only reasonable conclusion, and only universal truth in the markets, is that Ebil Marketeers always win.
No matter what one does or says, one is always in support of Ebil Marketeers.
Cease thyne acts of greed. Bask in the glorious illumination of War Witch and allow though holy radiance to percolate through thyne life ichor. Grasp thyne Inf from the raised seat of avarice and cast it forth among the masses of Casual Players. Only through removal of thyne's own repository of wealth can knowledge be wrought and thus allow though to speaketh and acteth in a manner not born of the greed of Ebil.
The only reasonable conclusion, and only universal truth in the markets, is that Ebil Marketeers always win.
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But then I again I have been laughing like a maniac at getting bankers to "improve" the banking system* or lawyers to "Reform" the legal system.
Edit: The funny thing is banking has always been set up as a system where the banker can't lose, but somehow they managed to ????
Careful. "They" in this case can't be generalized to the whole population, or they'd all be throwing 1M at it much more of the time. 1M is what someone or some select subset of the population pays. The rest of them turn into the 4000 bids you see pop up for the item, waiting for someone to list the item for the "practically free" prices they're used to.
The people who are paying an extra 200k for generic IOs are the people who are either already super rich or super confident they can replace that cash in no time flat. If this sort of thing is based on getting super rich people to throw away a pittance of their net wealth (or net wealth potenial), I don't think it's going to remove much total money. |
"Those are only level 47+ characters using those", you say. And you'd be right. Level 47+ characters have lots of money. LOTS of money. 2 billion a day is burnt on purples, by Chriffer's math. So 20 billion a day is spent on purples. Which is the price of 40,000 "half-million inf" IO's.
To put it another way, at 50K per item you'd have to sell 400,000 items a day to match the Purple drain. Which may be most of the total drain out of the system.
... That's a hell of a lot of inspirations.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Making that much is a slow week for me.
Seriously I am developing market constipation where my toons have their slots jammed with transactions I can't complete without destroying inf. The Market Sux divide is mostly because the people that don't like the market are unwilling to articulate the fact that it isn't the game they came to play and they don't like dealing with it, and those that enjoy the market don't want to hear it and have elaborate rationales why their mode of play is appropriate. |
Virtue: @Santorican
Dark/Shield Build Thread
Look at the prices for level 50 common IO's-the ones most people use- "power 10" or the equivalent. Defense, Acc, Damage, Rech, End Mod, End Red, Dam Res, Healing. Right now heroside they're all going for half a million except one, which is going for a million. Everyone's rounding off to the nearest 50K or 100K.
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"Those are only level 47+ characters using those", you say. And you'd be right. Level 47+ characters have lots of money. LOTS of money. 2 billion a day is burnt on purples, by Chriffer's math. So 20 billion a day is spent on purples. Which is the price of 40,000 "half-million inf" IO's. |
All I'm saying is that if you target only rich-blooded players, I think you risk missing out on a big part of the money-generating and possibly money-hoarding part of the player base. And if that big part is too big, the measure won't do what you want it to.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Lunch With a Dev.
Well, that or a very expensive in-game social function. edit: heck, you could even RP it as a charity ball to benefit...I don't know, families of lost heroes or something. |
What about a lottery? Has that idea come up already? 10,000 people buy tickets for 10k inf each. That's 100,000,000 inf in the kitty, but the prize could be a mere 50,000,000 inf. The lottery tickets could be a fixed price item in WW. Of course, that might run into the online gambling restrictions.
What about reverse RMT? That might be a terrible idea - letting people buy subscription time for inf. I think Eve does that, don't they? The booster packs could be sold the same way.
The best idea I've heard yet is letting people use inf to buy billboard space using that advertising system we have. It's certainly not being used for actual advertising, and they originally said that player-made billboards could appear sometimes. It would be a great way to promote events and AE arcs and the like.
Higher crafting costs for purples would have an impact, but probably wouldn't spark too much outrage. Nobody wants to be nickel and dimed with little fees on everything, though.
Avatar: "Cheeky Jack O Lantern" by dimarie
Actually, I'd love the ability to pay influence to vendors for random rolls...that would crank out [i]thousands[i] of new recipes into the system Or the devs could just flip the switch and drop hundreds of recipes into the market from a 'dummy account', removing inf by the millions (billions?) as well.
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What if the market system generated listings for something desirable like the PvP IOs - say 5 per day. The winning bidders get the item and the system can destroy 100% of the inf. It might be best if it were something created for the purpose rather than existing IOs it just has to be something desirable to the top 1%. Something that gives an incremental power increase.
You could do the same if you wanted to have expensive one-shot temp powers but want to avoid the 'Too awesome to use' effect. You let the market decide what they're worth. Have the system generate 10,000 (say) listings per day and let the bidders decide what they're willing to pay.
Weird- I could swear that I answered this thread. Oh well, brain is overrated anyway.
Dys- I like the "let the market decide" idea a lot. The number of listings-per-day would IMO be way lower than 10,000, but I'm pretty sure you just picked that number out of a hat.
By the way, I decided to start doing my part to burn inf out of the system again. In the last week (since 2/13) I've destroyed just over a billion in Wentfees. I did considerably better than break-even (I had about 150 million of relist fees, I think I lost around 30 million flipping LoTGefense crafteds at 30-35 million each, and I made something like 500 million on my other transactions. I think.)
I also spent 300 million+ moving inf around for banking, and have burnt 1.2 billion in Prestige (half of it mine, half of it the SG owners'.)
I'm out of practice on this stuff. I could have done it a lot faster and easier, now that I remember the tricks...
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I notice the simple things haven't been mentioned. Taxation, storage fees for wentworths, vault storage fees, bin storage fees etc are all good ways to remove inf from the system without actually impacting most players.
Lets see
1. We could have an intangible* property tax, for inf stored in bids and such.
2. A tangible property tax for inf on the character below the cap and that could be progressive and bracketed.
3. A tangible property tax for items in sg bins and vault storage.
*technically all property in the game is intangible.