Serenading teh Inf Sink


3dent

 

Posted

This game needs useful ways to destroy inf. It has been written many times. Anyone that thinks about it seriously for 2 seconds will agree.

Maybe this is an old idea, it's such a good one that it most likely has been posted before:
Transferring inf between toons on the same account.
I have a scrapper on (server1) with a bazillion inf, I want to transfer some to a blaster on same (server1).
Same server, same faction, what would be a fair 'cut' for the transfer? 10% I'd say, same as our market fees.
for a different server, say another 5%?
different FACTION. (hero -- villain) add another whopping 10%?

People would do this, wouldn't they? I know I would.
Say I want to transfer 2billion from a hero to a villain on a different server.
base transfer rate 10%
+ different server 5%
+ different faction 10%
That's 25% of 2 billion sunk into the Great Null.

Maybe the cross faction transfer % wold have to be more, but the option would be a good thing at alomst any rate. I have a feeling it WOULD be used.

Oh great Dev/Null, take my inf
In the name of Eeeebil; I do implore.
20 percent or 50 percent,
metaphysical toilet, the flush we adore!

-Morty


 

Posted

The links appear to be having issues but...

Issue 17 Overview

Quote:
In-Game E-mail: You can now use in-game e-mails to send Influence/Infamy to your own characters or to other players' characters via in-game e-mails. (You still cannot send Influence, Infamy, or items from a Hero to a Villain or vice versa.)
pohsyb explaining how it works
Quote:
1. Logon RichHero
2. Send Awesomething to @Myself
3. Note that you have new mail with Awesomething attached
4. Log off RichHero.
5. Log on PoorVillain.
6. Note you have Email with Awesomething attached.
7. Try to claim it greedy villain, go on I dare you.
8. No you cannot have item! You are villain!
9. Log on PoorHero.
10. Note you have Email with Awesomething attached.
11. Claim Awesomething.


 

Posted

I agree with the post last week (was it you, Fulmens?) that said that adjusting the influence --> prestige rate so that you buy MORE prestige with your influence would probably result in a lot more people using it, and thus destroying influence.

Maybe they need to introduce a few new things that you buy with influence, that people will want, but that won't dramatically alter the game. Again I say, an ebil badge that costs 2 billion influence would be a start. ^_^ But other things... more temporary powers, something the equivalent of "epic mounts" if they ever consider adding vehicles, or perhaps new craft-able costume recipes that you can only buy from a special vendor for influence/infamy.

Or the Fulmen's Co-Op Task Force, with an entrance fee of 5 million. Entrance fees for actual missions to be sold separately.

Smurphy gets his own Smurphy Task Force, with multiple AVs and every enemy set to +4. No, wait, you can set it to +4 (or even higher? ) if you pay enough influence. Also, you can have the task force renamed for your own character, with your character as the contact, for a modest fee of... One Beeeeellion Dolla... I mean influence!



my lil RWZ Challenge vid

 

Posted

There is something new with craftable temp powers coming.

I forget if it is in I17 or GR though.


In general /signed to more inf sinks.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by Catwhoorg View Post

In general /signed to more inf sinks.

Ditto.

We need more stuff to blow our inf on, whatever form it takes.

My marketeering has taken a hit over the last year or so because I don't need inf any more. All my characters have more than enough for their needs. If I needed inf for something, I'd be a lot more active playing the market than I am now.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Part of the problem with having high value Inf sinks is that while they remove Inf in large chunks they only do it for a small-ish percentage of people. The also result in complaints from people who can't afford them but absolutely have to have them.

Personally I think what we need is more Inf sinks at all levels of the economy. Personally I like the idea Fulmens proposed in another thread of changing the sale fee from a straight 10% to 10% for the first 10million and 12.5% after that.


 

Posted

Quote:
Originally Posted by Nethergoat View Post
Ditto.

We need more stuff to blow our inf on, whatever form it takes.

My marketeering has taken a hit over the last year or so because I don't need inf any more. All my characters have more than enough for their needs. If I needed inf for something, I'd be a lot more active playing the market than I am now.
Same. I'm blowing a lot on costume contests. Nothing on the PumBumbler level, but 1.35B (2.1B total, see sig). That's not a huge hit to me because of earning power and reserves.


 

Posted

We need inf sinks that aren't badges or costumes. The people who "have to have" badges or costume pieces aren't always the ones with a gazillion inf to blow on this stuff. Meanwhile there are people farming up ludicrous amounts of inf with names like I Kill Stuff, hardly any badges, and unimaginative costumes. Those are the people that inf sinks should target.

I would suggest putting back the fee for changing your difficulty. Add a fee for e-mailing inf or items (a flat fee for items, just to keep it simple, a percentage for inf.) More buyable temp powers of the convenience variety. Stuff that isn't "necessary" for anyone, but useful for everyone.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

Quote:
Originally Posted by Eva Destruction View Post
I would suggest putting back the fee for changing your difficulty.
I know we need influence sinks, but I never liked the fee for changing my difficulty.

I like to play a variety of content, and I like to keep that content challenging. But the difficulty level to make Council challenging and Arachnos challenging, for instance, is completely different. I'm already encouraged to simply farm the same villain group mission after mission because it's an annoyance to have to hop halfway across the zone to change my difficulty level. Forcing me to pay a fee for wanting to experience some variety of bad guys just adds insult to injury. It makes me more likely to go, "Fine, devs. You win. I'll just farm."

Anyway, if we're backing out changes, how about the level 50 earning power fix? I was fine with my old raw earning rate. I'd much rather just make less influence than be forced to spend it on basic quality of life things like being able to change my difficulty level.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Werner View Post
Anyway, if we're backing out changes, how about the level 50 earning power fix? I was fine with my old raw earning rate. I'd much rather just make less influence than be forced to spend it on basic quality of life things like being able to change my difficulty level.
Personally I'd have no problem whatsoever with that. Unfortunately I really doubt that the devs would ever do so simply because of the howling that would result on the forums. In the long run I think prices would stabilize at a lower relative level and would mean that non-farmers actually have a higher earning power relative to farmers than they do currently. But in the short term what people would see is that their earning power has been cut relative to the price of shiny things and that would just cause problems for the devs.


 

Posted

Unfortunately, while a costume contest removes personal wealth from you, it does not remove inf from the game. (Conversely, selling at an 11.2% profit removes inf from the game without removing personal wealth. )

Hmm. Newb tours (Who wants wings? Who wants a jetpack?) wouldn't remove MUCH wealth from the game. Seven jetpacks = 70K gone from game. That's the equivalent of crafting, like, a level 40 IO. I'm trying to figure out how to give "tours" that would make money go away, and encourage people to make money go away on their own.

Generic IO Crafting Lessons?


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

I'd prefer inf sinks to be totally optional stuff, not something players could view as core functionality, like changing difficulty.


Not that a slider fee would impact me at all- I didn't know it was gone until I read this thread.

But IMHO it's philosophically cleaner to attach it to completely optional, ideally frivolous things.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Personally I'd have no problem whatsoever with that. Unfortunately I really doubt that the devs would ever do so simply because of the howling that would result on the forums. In the long run I think prices would stabilize at a lower relative level and would mean that non-farmers actually have a higher earning power relative to farmers than they do currently. But in the short term what people would see is that their earning power has been cut relative to the price of shiny things and that would just cause problems for the devs.
Alas, you're right. No going back on that now. Need to find another way to make influence disappear.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Nethergoat View Post
I'd prefer inf sinks to be totally optional stuff, not something players could view as core functionality, like changing difficulty.


Not that a slider fee would impact me at all- I didn't know it was gone until I read this thread.

But IMHO it's philosophically cleaner to attach it to completely optional, ideally frivolous things.
I agree. The only reason I suggested adding a fee to the new slider was because the old one had a fee.

The problem with using badges and costume pieces as an inf sink is that for a lot of people those ARE a core part of the game, and since they would be a one-time inf sink, in order for it to be in any way meaningful the cost would have to be so high as to be out of reach for many of the people who consider such things essential.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

I got a few ideas:

A temp power vendor in RV: Items cost a million inf, but offer good buffs: +Perception, + recharge, + resist, + damage, w/e.

Purchaseable Merits: 1:100,000 ratio. I wouldn't expect people to buy craploads of merits and try for a random roll (that'd be stupid!), I'm thinking more like "I'm only 3 merits short of that lotg but i don't feel like getting on a GM-hunting team..."

Increase the costs at the tailor (esp for lvl 50s). Everyone and their grandma aleady has a zillion free costume tokens, and there's a day job to get coupons. No harm in paying a little extra.

Scale inspiration costs to level: So that by the time you're level 50 a t1 insp costs 2,500 instead of 100. They drop free from enemies anyway, can be transfered on the market, and it's not like you don't have the cash.

Finally, a blank statue pad in Atlas Park... that, if you pay 250,000,000 Influence to the city rep, gets you your statue there (client-side effect only). Dunno what a v-side equivolent would be... wanted posters all over town?

Also, more stuff for bases and lower the inf/pre cost like someone else mentioned. Definitely a winner there!


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by Eva Destruction View Post
Make Vanguard start accepting bribes for merits. A completely optional inf sink that I'm sure some people will use.
This! Very good idea!


 

Posted

Quote:
Purchaseable Merits: 1:100,000 ratio. I wouldn't expect people to buy craploads of merits and try for a random roll (that'd be stupid!), I'm thinking more like "I'm only 3 merits short of that lotg but i don't feel like getting on a GM-hunting team..."
A roll for 2 million inf? Really?

I'll take a thousand.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Something I dragged up a while back, that I think is worth reconsidering for merits:

Quote:
Maybe some sort of diminishing return, like TFs? 1 million for the first merit, 2 million for the second merit, 3 [4?] for the third, on a 20 hour timer? (What is the current TF timer? Still 24 hours?) That way if you're "just a couple short" you can afford them, but if you want to buy ten you're looking at a considerable expense.
Another thought would be to have "merit recipes" available, on a 20 hour timer. My suggestion is : Merit Recipe 1 gets you 1 merit, costs [say] 100,000 inf, is on a 20-hour timer. Merit Recipe 2 costs [say] 1 million inf, is on a 20-hour timer, gets you 1 merit. Merit Recipe 3 costs 5 million inf, timer, 1 merit. There is no Merit Recipe 4.

You can get a merit a day per character, nearly free. You can get two merits a day, at a small cost. You can get three merits, at a large cost.

It wouldn't change supply much, it would help people who are "just a little short" get to a recipe point, and it would provide a small but steady drain of inf that a large number of people might use. I'd totally spend 11 million and 10 days on an extra recipe roll. I might even spend 21 million and 9 days, or 31 million and 8 days, on an extra recipe roll.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

How about charging at least the vendor buyback price for emailing goodies across an account? That would eat up a little bit of inf.

Many good ideas here. I wonder if the Devs really see this as a problem? Hopefully they'll look into it eventually.

-Morty


 

Posted

100k for a portable workstation temp power at BM/WW, no recharge time (so ppl can spend more often).

Rentable storage at BM/WW. 1m/enhancement or recipe space/week, 1m for 10 salvage space/week.

Purchasable sale slots in BM/WW. 100m/slot, max 10 available/toon.

Recipe conversion: Change level of a recipe, cost related to merit price. 100k/merit.


Any and all spelling, grammar and logic errors are intentional so this post will blend seamlessly into the Internet
---------------------------
Unbelievable. You, [subject name here], must be the pride of [subject hometown here]!

 

Posted

If you want inf sinks, they should make 'unique' shinies available at the AH.

When I mean unique, they could be anything, but they all pretty much do nothing but add garnish for characters, they are limited number (per server) and/or they expire.

The stuff could be a gold title, a different costume change look, costume piece, emote, temp power, whatever, as long as it is recognizably unique.

The only thing it would do is make people pay for the luxury items that last a week, month etc. and nothing much else.

Eg. If they implemented a highest bid auction for 1 Statesman mask costume piece, usable only once for one toon, I could easily see that going for 10+ Billion (if you could go past the 2B caps), if that costume piece would only be available once per year (across all servers). Costume codes that were given out could be auctioned off that way as well.

If you ran it ebay style it wouldn't be bad, but if you ran it swoopo (each bid incurs a set charge) style you could destroy inf on a massive scale. The only thing is that you want the devs to invest the least time on this for the most return, so the less work they'd have to do to implement unique/new shinies the better.


 

Posted

Ok, here's a thought. What about removing the common IO recipes from drop pools (and decreasing overall recipe drop rates appropriately so we still get about the same number of set recipes)?

The high level common IO recipes sell for quite a bit at the vendors so this would reduce the amount of new inf entering the system and increase the amount of Inf removed by people working on the crafting badges.