Obolishing the Market (WW/BM)


Adeon Hawkwood

 

Posted

The main flaw in your entire argument is that you think IOs should be newbie friendly. IOs aren't meant to be a newbie friendly system. That's what regular enhancers are for. They are always available at consistent prices, and always sold at consistent prices. Completely fair.

Not to mention that lowbie recipes for the most part, are quite often available more cheaply than other types of enhancers.

In short, you have to judge the market by the aggregate, not the state of the high demand products that are desirable for highly specialized builds.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

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Originally Posted by Lemur Lad View Post
The main flaw in your entire argument is that you think IOs should be newbie friendly. IOs aren't meant to be a newbie friendly system.
I disagree with the whole premise that IO's are not newbie friendly. There are a great number of players out there that have never used SO's (myself included) and went straight into using IO's. I was able to fairly easily kit out my very first character with pretty decent IO sets doing nothing more than simply playing the game. The system is pretty easy to understand, as long as a new player bothers to actually go through the in-game invention system tutorial and spend a minute or two learning how WW/BM works. It's not exactly rocket science...


 

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...yeah, your goals are completely out of whack. This system seems to mean that farming and organised raiding will become mandatory. I'd quit.


 

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Originally Posted by Panzerwaffen View Post
I disagree with the whole premise that IO's are not newbie friendly. There are a great number of players out there that have never used SO's (myself included) and went straight into using IO's. I was able to fairly easily kit out my very first character with pretty decent IO sets doing nothing more than simply playing the game. The system is pretty easy to understand, as long as a new player bothers to actually go through the in-game invention system tutorial and spend a minute or two learning how WW/BM works. It's not exactly rocket science...
I should have stated it more clearly I suppose. I meant to say that the IO system of complete sets and purples (as described by the OP) is not particularly newbie friendly, nor should it be.

Simple sets and basic IOs are in general cheap, and simple to understand. In comparison to other games, they're even easier to understand than most other systems.

But my point still stands that judging the entire system on the difficulties of getting high end stuff, and claiming that aspect should be newbie friendly, is flawed.

He said the game needs to be newbie friendly yet went on to talk at length about aspects of the game that have nothing to do with the newbie range of experience.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

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Let's just settle this. They should do a 25% cut on merit cost of IOs!


BrandX Future Staff Fighter
The BrandX Collection

 

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Originally Posted by Syndyr View Post
So imagine for a second what it would be like to be a new player looking at the market and seeing 100's of millions of influence for one thing and then their bankroll barely breaking a million. (If they are lucky)
The market goes both ways. Yes some things are ridiculously expensive on the market but any can sell anything to the market, including new players. Honestly, all of the characters I've rolled since I9 introduced the markets, I've ended up with at least a couple pieces of rare salvage by level 10 or 15 that can sell for 1mil+ on the market and make my characters very rich for being in the 10-15 range. Now this may not happen to everyone , but my point is that it's not impossible or all that hard or unlikely for people to make money on the market. You're trying to say that it's prohibitive to new players, but if new players sell things like everyone else, they can get into it quite a bit.

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Make Epics scale from 30-50, rather than just 50 and keep PVP-IOs and the new level scaled Purples as drops that are worth a LOT of influence when sold to a vendor, should you not want them. This will ad the MMO standard "bind on pick-up/bind on equip" to the game that has proven very beneficial among every other MMO out there.
Then why not just make purples into oranges and call it done? The idea behind purples was to make very uncommon recipes and sets balanced for the high end game to give to the hard core gamers to give them something to work for. It's been stated several times that Rares were never intended for casual gamers. Plus, finding rares can get those newer players you seem so worried about, a lot of money on the market, so what does making it have to go to a vendor accomplish? Sure they'd get a lot of money but they can do that now, and selling it to a vendor would just pull the rares out of circulation.

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Most of you will just suggest that if people cant afford one thing or another to run TF's and Arcs to gain merits and buy them that way. I couldn't agree more. But that isn't solo friendly, for those who enjoy soloing most of the time. This offers itself to making merits drop from mobs and removing influence all together. The point is having multiple forms of currency and little to no money sinks in the game have allowed the costs to sky rocket which leaves all of the best/most useful enhancements unattainable for 95% of the player base.
The game isn't balanced around solo-ing or casual gamers. The game is friendly to them but that doesn't mean it should be built around them. It is an MMO, not a single player game. Solo-ers shouldn't be punished but I don't see the point in making everything solo friendly, that doesn't encourage teaming which is kind of the point of an MMO. Also solo players can run arcs to get merits, it's solo friendly just fine. It just takes a little longer to get the merits than task forces. (In theory.)

Their are also money sinks. The market takes a large chunk of every transaction that goes through. It costs money to craft things and buy recipes for IOs. Crafting level 50 damage IOs takes nearly half a million per enhancement, and a quarter million or so if you have it memorized. Buying things with merits puts the merits to the vendor which is a merit sink. Also people can still buy SOs and DOs til their hearts content from vendors, another money sink.

Yes their is more money coming in than going out, but having the auction house actually keeps a lot of that money flowing, rather than sitting in one person's character, or account.

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The devs hate farming and exploits. So making every mob drop the same amount of influence based on level of the player and minion/leut/boss/EB/AV status, would aid in this. And not needing bajillions of inf would let players make the toons they really want, while just enjoying the game as intended.. rather than farming, exploiting and TF speed running for hours on end, with minimal gain.
The devs have to keep a risk vs reward ration in mind to keep the game interesting to players. This means exploits that imbalance the Risk Vs Reward make the game too easy and in theory, less interesting to the player base at large. Farming doesn't skew the Risk vs Reward, unless it involves and exploit, (AE for example.) Farming, TF Speed running, the auction house. These are all things that occur while enjoying the game as intended. Their's no "right" way to play the game. Some of us enjoy speed runs and find them challenging, others enjoy farming. And Mobs do drop the same amounts based on the level of the player Minion, LT, Boss, EB, AV Status as well as how difficult they are. The Family are not generally as difficult as the CoT, so they drop less. Again, Risk Vs Reward.


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I'm not saying the game needs to lessen the time sinks, but it does need more money sinks.. and I think this is the solution.
I might agree the game could use more money sinks, but this isn't the solution. Money sinks are a simple problem to fix, add some more places where people can buy stuff from NPCs to get money out of the game.

You're ideas here suggest completely revamping the entire economy, eliminating player to player trades, the auction house and merits in addition to watering down purple recipes.

The reason things cost a lot is because people are willing to pay a lot for them and do what they need to do to earn the money to do so. Rare's aren't supposed to be easy to attain, the game isn't balanced entirely around soloing or casual gaming. If it were, it'd make things more imbalanced toward those who team and play hard core since if things were so much easier to attain, they'd be at a huge advantage.

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Every time I bring it up in game everyone seems to agree with me, aside from the marketeers on my friends list rolling 200-300 million influence into their bankroll daily.
First off, people agreeing with you in game, doesn't make your argument more or less valid. As for the marketeers rolling 200-300 millions inf into their bankroll daily, good for them, they are playing the game as intended. The markets were there for people to use not just to attain things, but to make inf if they chose to, it's how markets work. If devs didn't want people making money on it, they'd put a low limit on how high transfers would go.

Also, [i]Anyone[/i can make money on the markets. It's not hard. Play for long enough and you're bound to find things other people want and are willing to pay a lot for them. You don't have to manipulate markets heavily to get rare salvage, purple recipes, earn enough merits for high end orange recipes etc. I've made billions on the market without doing anything special aside from, "ohh this is shiny, I bet I can sell this." If people really don't want to use the markets, they just can't stand how expensive the things are, then don't.

Nothing is on the markets that you can't get another way. You orange and purple sets from merit vendors, you can get regular IOs from invention tables. You can get SOs and DOs from vendors still and no one says everyone has to or needs to have access to orange and purple sets if they don't want to put in the time to find them or buy them with merits.

The system isn't broken just because some things sell for exorbitant prices. It's actually working as all economies do, supply and demand and it's working as intended.


"Where does he get those wonderful toys?" - The Joker

 

Posted

Here's a random tip to make money on the market!

People will pay through the nose to have stuff 'now', this extends to getting IOs pre-crafted, infact some set IOs double in price once they're crafted. Most of the uniques cost a hell of a lot more crafted than recipe form. the Numia unique is around 60 million recipe, crafted it's 80 million + (last time I checked).

Even if you get all the salvage at the 'buy it now' price you're still making a lot of profit.

If you really want to get rich it's probably best to summon Nethergoat.

This is one of the few MMOs where I've seen players post guides on how to get rich using the market. In WoW making profit off the auction house is usually a fiercely guarded secret due to the intense competition for each 'niche' in the market. Infact you'll often find niches dominated by one or two people.


 

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Syndyr, you're a nice person in game, but this is a bad suggestion. If you need help in making influence, I'm happy to give you a few pointers. I even got KiTTY to the influence cap.


 

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Originally Posted by Lemur Lad View Post
But my point still stands that judging the entire system on the difficulties of getting high end stuff, and claiming that aspect should be newbie friendly, is flawed.

He said the game needs to be newbie friendly yet went on to talk at length about aspects of the game that have nothing to do with the newbie range of experience.
Agreed 100%...


 

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Let's look at the term "newbie" here.

A newbie is a new player. The system of SOs and common IOs is already completely purchasable from vendors, there is no need whatsoever to venture into the market to acquire them. A newbie is very unlikely to have much interest in using anything beyond that right away.

By the time you reach the point where you want to IO a character (note I said WANT, it is not a NEED at all) you are no longer a newbie.

So, what you're proposing is a way to make the game friendlier to newbies....by making it easier to acquire things most newbies aren't even using?

Sounds like you just want to purple your Warshade on the cheap to me.


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Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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I gotta say, there's some seriously bad ideas popping up on here.


@Effy
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Effy Unleashed DP/EN Blaster 1st 50 @ Union

 

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Originally Posted by Syndyr View Post
Ok, so I know this is my first post. And I know this will likely get flamed to all get out, but here it is anyway. Before ranting about having bajillions of influence or ruining your uber marketeering skillz.. Please take into consideration that for this game to thrive and continue to grow it needs to be newbie friendly.
Task forces and Mission Architect are your friends if you want to get set IOs without resort to the markets. Merits put most set IO recipes within reach for a straight up, honest purchase. AE tickets mean that you can get the salvage to craft them.

Like you, I have a lot of alts, and my home server is almost full. I keep my characters mostly in a single super group, to pool invention salvage, and to get useful invention drops to the characters that can actually use them. I also use this to concentrate inf on a single character rather than keeping it scattered among a dozen characters, so that I have a character that can purchase costly items straight up. Drops that other characters can't use are sold by a single character at the AH.

I agree that there's too much inf out there. One effect of this is to require people who want to buy on the market to sell on the market too. You will have a hard time playing the market on the inf a single character can raise from mob drops alone. This is not too hard, at least if you also have alternative strategies such as I have outlined here. And giving people inf instead of drops isn't going to reduce the pool of inf, either.



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

 

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It never ceases to amaze me how a single naive post can create two pages of people agreeing with each other at length. I'll file that under "internet forum phenomena".

I liken this suggestion to solving the problem of sour milk by shooting the cow. If most people liked sour milk better than steak, that is.

Ok, it's not a perfect metaphor.


 

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Originally Posted by Fury Flechette View Post
Syndyr, you're a nice person in game, but this is a bad suggestion. If you need help in making influence, I'm happy to give you a few pointers. I even got KiTTY to the influence cap.
Syndyr, I for once agree with Fury despite her troubled past of being wrong 99.9% of the time. Kidding <3 u! q:P

Syndyr, you're gorgeous, we love you. But this is a bad idea.

If you need any Infamy redside or tips on how to make money off the market let us know.


 

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I get by decently as a 30 month Vet with 10 50's and all 36 of my character slots filled on Virtue, but at times I struggle to even begin to slot a build the way I planned it. So imagine for a second what it would be like to be a new player looking at the market and seeing 100's of millions of influence for one thing and then their bankroll barely breaking a million. (If they are lucky)
You failed right there. Honest to god, how can you play this game for two and a half years, have 10 level 50's, and not be rich beyond your wildest dreams? What are you doing with it?


There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.

 

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Ohh This thread again, seems familiar. How come it seems so difficult for most people to realise that the so called crazy prices sets sell for is only bad when you're buying and that you don't HAVE to buy it nao? The whole market system and supply and demand can work for you if you start getting things people need. I dig the prices people are willing to pay for my recipes 20 merits gets me on a random roll or bronze rolls from the architect. I couldn't tell you how often one lucky roll spending merits from doing my regular arcs or a single TF has bankrolled a ton of other things i need. I like my level 5 character can run a few easy architect missions and take his newely purchased *insert best rare salvage here* via tickets down to the nearby market and make 2-3mil. They even placed both buildings together in Atlas park so you don't have to walk far. We're just ignoring the fact everything isn't completely priced out of any players reach .A few, really rare pieces are. Purples and PVP io's shouldn't even be included in discussions about how hard it is to finish a build and how expensive sets can be. They're an aberration.


 

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Originally Posted by DumpleBerry View Post
You failed right there. Honest to god, how can you play this game for two and a half years, have 10 level 50's, and not be rich beyond your wildest dreams? What are you doing with it?
^This^ A level 50 anything should have at least a couple of 100mil to spend. I spend a couple of mil crafting or at the tailor changing my costumes without a 2nd thought. Once the games back up i'm gonna log in and collect my 100mil from the market from selling stuff while i was asleep/working. See, with the market you can literally get rich in your sleep.


 

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Originally Posted by Judgement_Dave View Post
Maybe your idea would hold more merit if IOs and good sets were needed to play the game. As it is SOs are still enough, and so certainly work fine for newbies.

The OP does have a point I believe in that a newbie who doesn't necessarily get the finer points of IOs and the markets (and it can take a while for a new player to get that) does find it very daunting. I know this from personal experience when teaming or talking with friends who play and are new to the game... they see how much inf they actually have and they see how much even a basic recipe costs and their jaw drops.

It's not necessarily a mechanical flaw, it's a question of managing expectations - but I don't think the OP has found a workable or worthwhile solution to the problem.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

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Originally Posted by DumpleBerry View Post
You failed right there. Honest to god, how can you play this game for two and a half years, have 10 level 50's, and not be rich beyond your wildest dreams? What are you doing with it?
Excuse me?

I'm in the same boat - I just *don't care.* Good for you if you're "rich beyond your wildest dreams." Not everyone is. First 50 ended up at about 35 million (back in I4.) Most of my others have ended up around the same, or rather end up slightly higher (40-50m) not counting the occasional good drop. I don't chase it, and generally don't care. If they took the same amount of time to level, yeah, they'd probably be richer (first 50 = 500+ hours, latest ones, 150-200.) And if I concentrated on playing those 50s more, sure, they'd have more INF... but I have more characters to work on.

My goals (and ending INF) not being the same as yours is not "fail." If the INF I end up with @50 doesn't meet your expectations, too damn bad. Worry about yours, not mine.


 

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Didn't mean to step on any toes, Bill, but I would qualify a few hundred million as being plenty "rich" enough to manage about 85% of what the game offers, even fancy IO sets. I frankenslotted IO'd my old villainous main completely out the wazoo for less than 50 million.

If you want to achieve that last 15% of the game shenanigans, you're expected to expend at least a little effort. At least, I do.


There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.

 

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Originally Posted by DumpleBerry View Post
Didn't mean to step on any toes, Bill, but I would qualify a few hundred million as being plenty "rich" enough to manage about 85% of what the game offers, even fancy IO sets. I frankenslotted IO'd my old villainous main completely out the wazoo for less than 50 million.

If you want to achieve that last 15% of the game shenanigans, you're expected to expend at least a little effort. At least, I do.
If you consider a few hundred mill "plenty rich" I'd like to know what you consider rich to be. Humor me, I just woke up and need something to laugh at.


 

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I think the easiest thing to do to drive down prices would be to change recipe drops. IMO one of the reasons the markets are so wonky here is unlike in real life where the government intervenes on behalf of consumers, the devs rarely intervene of behalf of the buyers. Although they have in the past increased drop rates for things such as costume pieces and corrected the drop rate issue we brought to their attention a few issues ago.

I doubt the devs can do anything to permanently get rid of RMTs and that is at least one of the causes of the absurd prices on the market, but they can tweak recipe drops to make it less profitable for RMTers. The drop rates themselves may not need to be changed (although I wouldn't complain if they were increased slightly). One thought I have is that "off" level recipes be removed. This would mean no more level 36 recipes, the enemies would only drop recipes at 0s and 5s. To make up for the removed recipe levels rates would have to be increased slightly.

In the case of procs I would suggest the levels be removed from them completely, so instead of having a level 30, 23 etc "Chance for Neg Energy damage" Touch of Death; players would simply receive the drop with no level restrictions as I beleive the level of the recipe does not change the effect of the proc.

Drops such as purples and respecs could probably stay the same, although I think they need to give more sets purples.

As far as PvP drops, in the interest of getting more people (reward motivated players such as myself) interested in PvP, that timer needs to be removed or seriously reduced.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

Arc Name: Tsoo In Love
Arc ID: 413575

 

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Originally Posted by DumpleBerry View Post
You failed right there. Honest to god, how can you play this game for two and a half years, have 10 level 50's, and not be rich beyond your wildest dreams? What are you doing with it?
Assuming you actually play your 50.

Many of us have fun with alts- get a few characters to 50, park em, spend what they have on one last build, then go back to a new character. Farming out influence on a character that has hit the XP cap has no interest for us.



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Don't take this to mean that I agree with the OP's claims one bit though.



The market is good... and while influence & infamy inflation is way out of control, it doesn't bug me one bit. I do just fine avoiding the "essential" crap that goes for hundreds of millions- even selling the few I get to bankroll a broader set of recipes.

Heck, I regularly have my lower-level characters market just enough to secure tens of millions before level 30- more than enough to establish a sustainable build, and probably little more than 2-3 hours of my total playtime.


New players DO have a lot to learn, but they have access to all the TO's, DO's, and SO's that we did back then. Generic (non-set) IO's offer a comfortable step up at a reasonable price/investment effort and set IO's will come with time. Heck, the devs did very well in making the actual benefits of the really- REALLY - expensive stuff come in very marginal increments--

They're like luxury goods that cost considerably more but offer rather intangible benefit over their cheaper cousins. If you have the inclination and the disposable income, they're nice perks. If you don't- you'll get along just fine with the next step down.


 

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Originally Posted by LISAR View Post
The game is not balanced around IOs they are extra and not required for the game.

KTHXBAI!
Hmm. I not 100% sure of that any more. I think the developers have been retweeking some of the difficulties at times and have made things generally a little more difficult.

Some AT-combinations are starting to become harder to level.

And I don't even want to talk about the freaking mess they've made of duoing difficulties.

Probably not specifically because of IOs, but I bet it's hard to data mine difficulties of SO builds versus IO builds.


Still here, even after all this time!