Important System Improvements in Going Rogue


Adar_ICT

 

Posted

Quote:
Originally Posted by Patteroast View Post
I know this was said pages ago and isn't particularly relevant to the thread, but somewhere in the game lore it was specifically mentioned that Rome and Kuala Lumpur had similar amounts of fighting in the Rikti War as Paragon City did, and smaller battles happened in cities all over the world.
Also because of the strategy that was used in Alpha/Omega teams at the end of the war, many rikti were drawn from other locations to meet the offensive in Paragon. They were fighting the Alpha team when the gate to the Rikti homeworld was shut down. Once the reinforcements stopped coming through the Rikiti settled into defensive positions. Essentially leaving the bulk of Rikti forces in Paragon City.

It has been stated that the red gates opened all over the world during in inital invasion.

http://www.cityofheroes.com/game_inf..._invasion.html

This link talks about the scope of the war.


 

Posted

Quote:
Originally Posted by Kitsune9tails View Post
Another way to reduce inflation is to increase the supply of the items being purchased.
I agree with this.

Quote:
Players can do this by simply placing on the market a larger percentage of the items that drop.
They could, but they won't, because it's not a sensible idea. For some items, the value of having the item available to yourself is greater than any amount of inf that could be obtained by selling it, because the supply is so low that the item simply can't be bought for inf in a reasonable timeframe. When this threshold is reached, it becomes permanent until supply is increased at the mechanical level. Merits are not so much a safety valve on inflation as they are a safety valve on - and, ironically, a driver of - severe supply shortages. They allow people to obtain items for which there is no supply, but in order to do so they must trade away the chance to generate as many as 12 other rare items. This makes sense for each person deciding independently, but if everyone made the opposite decision the supply problem that causes them to make that decision would not exist. This problem is an example of the fallacy of composition.

There is a solution that doesn't involve simply dialing up the reward rates, but it wouldn't go over well.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by Agonist_NA View Post
One is that there is more "spread" between casual gamers and power inf gamers (akin to the recent trend to an ever-greater divide between rich and poor in the US). That greatly inflates certain items that those with billions to spend will pay, but those more casual gamers will never have. The safety valve for this *should* be merits (leaving purples to rocket up), as even a casual gamer could get a super-shiney randomly or save up for one. Thing is, I don't think these recipes are making it to the market frequently enough to lower the price. Either people are using them, or selling them at the inflated price.
What you're saying is that certain items become really expensive, and not everyone can afford them. You're right, and this is, I think, as designed. Unlike the real world where we want as many people to have access to the best stuff as possible, we don't want that in a game where the best stuff is supposed to be rare, and you're supposed to expend effort to get it.
If purples were abundant and cheap, they wouldn't be working as intended.

Second, you're still ignoring that for every buyer there's a seller. Whenever someone pays a high price for something, that means someone on the other side got that inf. This works really well for lowbies who can rake in some serious cash for a stray rare drop.

Quote:
Second thing is that the market is not rational. Sometimes someone with a lot to spend will pay a hundred thousand for something they want "NAO" - and without sufficient down price pressure that becomes the new normal price, even if it doesn't match supply and demand... So it is a very chaotic system, made more so by very limited market information and very small market sizes.
I've seen several people make this claim. I'm not saying it's false - it might be true. But I'd like to see someone demonstrate that effect at a significant level. Even if it is true, I'm not sure it's a bad thing. This is a game and not real economy. Unlike reality, we don't want everyone getting everything cheaply, and we want some level of game to the market - otherwise you lose the much of the achievement aspect to the enhancement system.

So I don't fully disagree with what you're saying - I just don't think it's a problem in the context of a game economy.


bababadalgharaghtakamminarronnkonnbronntonner-
ronntuonnthunntrovarrhounawnskawntoohoohoordenenth ur-
nuk!

 

Posted

There are a lot of things the Dev could do to lessen inflation, but they generally amount to the same thing: Dev control of the market.

I am not opposed to Dev control of the market, but that would be kind of against the point of having the free market in the first place.

What I'd like to see the Devs do is make it infinitely easy for drops to make it to the market. If that doesn't work, then IMHO the Devs need to take some direct control over pricing rather than play percentage games.

Most other measures that come easily to my mind: increasing drop rates, reducing Merit options, decreasing inf drops, etc is playing luck games and hoping the playerbase reacts the way you want.

I am more interested in seeing if the players will step up and use the power they have to resolve/prevent the market issues themselves, or whether they will 'prove' that the idea of a player run market is a pretty, but ultimately busted, myth.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

Posted

If I was a dev I would introduce some kind of lottery where you can spend a whole lot of Inf in exchange for random salvage and recipes. Totally random, but of course with a very small chance for the good stuff to drop. This would remove Influence from rotation, which reduces inflation. By adjusting the cost of the random rolls the devs can adjust the inflation rate as needed.

In-game I would present this as high-risk enterprises which characters can invest in. Some examples:

Magical Rituals. You cooperate with The Midnighters in performing certain rituals to enchant items, contact and barter with various entities or investigate new magic. You will gain one piece of random magical salvage or a random recipe.

Super-science. Same as above but you help Portal Corp investigate new materials and form new scientific theories, explore other dimensions, and trade with them. You will gain one piece of random technological salvage or a random recipe.

Villains would have similar options but they would probably work within the framework of Arachnos, or possibly with the Circle of Thorns and Crey.


Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522

 

Posted

Quote:
Infiltrate and take over to gain control over more supers.
I can't imagine Malta viewing anything that helps supers become more powerful as being positive.

Quote:
It's not logically necessary - it was necessary for the game mechanics they're introducing in GR, and to improve the market's performance for villain-side players.
I don't accept either premise. It looks like bread and circuses to me (which is why I wasn't surprised to hear it).

Quote:
I'm not really trying to convince you to use the markets, but I'm just curious... if War Witch had got on and said, "Hey folks, even though the markets are merged mechanically for player convenience, our lore is that they are still separate - all bids are anonymous, so you can pretend the extra bids are coming from other NPC characters on your same side."
I'd have to think about it.

Quote:
So I note that you have no problem rewriting the game's canon when you need to, which is a good and healthy approach. So why the sudden hangup?
As I said: you can't access player-made content without dealing with AE. You can get recipes and salvage without dealing with Wentworth's.

Quote:
Except APPARENTLY THEY ARE, given that I can get these things by beating up a random Freakshow.
That depends on where the Freakshow got them. The items may have been salvaged from the hazard zones, explicitly stolen, etc. The question is what happens to such items once they've passed into the ostensibly legitimate market system.

Quote:
At the end of the one in Heroes, you mean, which was written before City of Villains and all ITS Crey storylines appeared. She and Crey are a persistent evil that can never be truly defeated, which is why they keep showing up in new zones and getting new storylines. Are you not familiar with the serial nature of superhero comics, or how villains are never truly vanquished once and for all? Just tell me you've heard of Lex Luthor, who has been openly responsible for crimes against humanity and was also the President.
Redside content is cotemporaneous, not subsequent, to hero content. City's storyline doesn't actually progress, it accretes.

Things that work in comics don't necessarily work in games. The "Status Quo is God" approach has serious issues in games, where it can lead to players becoming frustrated and discouraged if they're never allowed to win any kind of lasting victory. Given that the story is only read once there is no good reason why, in the general case at least, the story for some factions should not end in their defeat. In the Countess' case there is a legitimate escape hatch (it seemed obvious to me at least that the woman you capture at the end is the Countess' clone, which is why she won't even talk to "her" mother) but to declare that she and the company just beat the rap and walked away is silly and insulting.

Quote:
No it isn't. My argument is "a shared universe written by a lot of people over a long span of time is going to have a ton of contradictions, so why act like that's not the case when you can just ignore what you want?"
City's storyline isn't written by that many people, hasn't been around that long and hasn't generated so much material that a good editor couldn't stay on top of it. Individual players have been spotting the errors in continuity as they happen, which suggests that the creators really aren't even trying.

Quote:
You didn't actually address my point. The game is FULL of fallacies (not to mention a high level of moral ambiguity, intentional and otherwise). Why is this one the end of the world?
I don't think the other problems are nearly as bad. As it turns out, I do get to pick my battles.

Quote:
God, I'd love to see the regulatory body that oversees a store that freely sells enriched plutonium, devastating computer viruses and manifested shards of the fabric of reality to anyone who has enough money. I can't IMAGINE how there might be some corruption in an institution like that!
That's the point -- neither can I. It and the business it regulates would be shut down instantly at the slightest hint of corruption.

Quote:
(the partial list of cities attacked by the Rikti is, btw, found in the same posts of "former dev" Manticore as the Countess Crey stuff)
It is not, or at least did not originate there; it was part of the Paragon Times when the second invasion started.

Quote:
The devs say INF isn't money, but you don't care what they say:
Woah, Nellie. I distinctly remember a long debate with you in which you argued that inf was money and I argued that it wasn't (in the sense that if your character goes into a Starbuck's in Paragon and orders a half-caff mocha soy latte with extra foam the liberal arts major behind the counter doesn't say "that'll be five inf, please".) What inf actually represents isn't relevant to this problem in any case.

Quote:
Well: its highly unlikely your characters will ever find proof that materials are being smuggled between the markets, because the devs haven't and aren't likely to implement such activities in the game.
As I said, I don't see any way such activity could possibly stay hidden. The devs can fiat that it is, but just because the guy behind the screen says something does not mean the players have to swallow it whole. Tabletop players may be limited to refusing to participate in such circumstances; this being an MMO I have some flexibility. Wentworth's obvious corruption may be something too big for my hero characters to do anything about but they do not have to partake of it. If I'm the only one to act thus, so it goes. The majority can never replace the man.

Quote:
Interesting self-imposed challenge! Will you combine it with a MAN build or perma-death for Double Jeopardy?
Unlikely.

Quote:
As a player of more than a couple of blueside alts who are less than heroic, I want to thank Venture for all his contributions to Wentworth's.
Wentworth's, until now, has only done business with FBSA-registered supers. If said supers are misbehaving that's not Went's fault or problem. Boo on the FBSA for poor internal-affairs work. Evidently those SAM ninja are sleeping on the job.


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

Posted

Quote:
Originally Posted by FredrikSvanberg View Post
If I was a dev I would introduce some kind of lottery where you can spend a whole lot of Inf in exchange for random salvage and recipes. Totally random, but of course with a very small chance for the good stuff to drop. This would remove Influence from rotation, which reduces inflation. By adjusting the cost of the random rolls the devs can adjust the inflation rate as needed.

In-game I would present this as high-risk enterprises which characters can invest in. Some examples:

Magical Rituals. You cooperate with The Midnighters in performing certain rituals to enchant items, contact and barter with various entities or investigate new magic. You will gain one piece of random magical salvage or a random recipe.

Super-science. Same as above but you help Portal Corp investigate new materials and form new scientific theories, explore other dimensions, and trade with them. You will gain one piece of random technological salvage or a random recipe.

Villains would have similar options but they would probably work within the framework of Arachnos, or possibly with the Circle of Thorns and Crey.
The problem with this is that a random roll for inf would have to work out to be somewhat better than buying at the market or people wouldn't do it.

Personally, if I were to create a money sink I would:

Sell T3 inspirations (they would not be cheap)
Directly sell a small number of unique recipes. They wouldn't be the same recipes as the drops, although they might be functionally identical.

Ex. a 3% def IO that would go for 250 million influence.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

I have to ask this, why the change now? What finally clicked with someone to say "By golly I think this might work!" Was it like I woke up this morning and I think I'm going to have the markets merged or was it an eventual arm breaking snap from the collective that finally gave way?


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Venture View Post
I don't accept either premise. It looks like bread and circuses to me (which is why I wasn't surprised to hear it).
Well, yeah, if it's not a necessary part of your game enjoyment then of course it's put in just to shut people up, isn't it?

Or, you know, if something isn't game-breaking and it makes a lot of people enjoy the game more, then maybe, just maybe, the designers of a fun-time pretendy game should consider putting it in.


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

Personally, I'd kind of like to see 2 or 3 digits chopped off/rounded up. Prices, drops, bank balances, everything, across the board. Don't change or try to "fix" anything else yet; just make the numbers a little more sane so we aren't throwing around millions and billions.


My characters at Virtueverse
Faces of the City

 

Posted

Quote:
Originally Posted by Megajoule View Post
Personally, I'd kind of like to see 2 or 3 digits chopped off/rounded up. Prices, drops, bank balances, everything, across the board. Don't change or try to "fix" anything else yet; just make the numbers a little more sane so we aren't throwing around millions and billions.
I'd like to remind you of the existence of 50 inf inspirations, and of level 1 enemies that drop significantly less than 100 inf per defeat.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by Santorican View Post
I have to ask this, why the change now? What finally clicked with someone to say "By golly I think this might work!" Was it like I woke up this morning and I think I'm going to have the markets merged or was it an eventual arm breaking snap from the collective that finally gave way?
War Witch made it pretty clear that it was the reluctance to add a THIRD system to cover the Praetorian market. Making a single market is "easier" or otherwise preferable to having a Wentworth's for influence, a Black Market for infamy, and a "Nova Venalicium" for "information" (which appears to be the Praetorian currency).


[SIZE=1][COLOR=Yellow][U]Virtue Heroes (Serenity's Children):[/U] [B]@Eek a Mouse, The Devil's Mark, Outlaw Sniper, Gas-Soaked Rag Man, Amazon Prime, Friday's Child, Hot Blooded,[/B][B]Flower of the Moon[/B], [B]Rouge Demon Hunter[/B], Stimulated Emission, Animatronic Wench, [B]Lennie Small[/B]
[U]Virtue Villains (Serenity's Orphans):[/U][/COLOR][/SIZE][SIZE=1][COLOR=Yellow] [/COLOR][/SIZE] [SIZE=1][COLOR=Yellow] [B]Eek a Rat[/B], [B]Bomb Blondeshell[/B], Babe Brute, Jeanne Dark, Fallen Angle[/COLOR][/SIZE]

 

Posted

Quote:
Originally Posted by Venture View Post
As I said, I don't see any way such activity could possibly stay hidden. The devs can fiat that it is, but just because the guy behind the screen says something does not mean the players have to swallow it whole. Tabletop players may be limited to refusing to participate in such circumstances; this being an MMO I have some flexibility. Wentworth's obvious corruption may be something too big for my hero characters to do anything about but they do not have to partake of it. If I'm the only one to act thus, so it goes. The majority can never replace the man.
But as I said, the only evidence you have for such corruption at the moment are the devs statements about the change to game mechanics, which are not in-game canon. So when you say such activity could not possibly stay hidden, my reply is "what activity?"

The devs haven't actually stated that materials physically transport themselves between factions, except in the grey area case of characters taking their possessions across alignments with them when they switch sides. Until it happens in-game, by your rules what little they've said is not officially canon anyway. So what activity is supposed to be "obvious?"


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
I'd like to remind you of the existence of 50 inf inspirations, and of level 1 enemies that drop significantly less than 100 inf per defeat.
You're right, of course. It just gets a little irritating and/or silly looking at all those empty zeroes - insignificant digits. Prices almost too wide to fit in the window. This must be what it's like to live in a country with hyperinflation, where you need bills with denominations in the thousands to buy a loaf of bread.


My characters at Virtueverse
Faces of the City

 

Posted

I say replace prestige with influence like it should have been from the beginning.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Venture View Post
As I said, I don't see any way such activity could possibly stay hidden. The devs can fiat that it is, but just because the guy behind the screen says something does not mean the players have to swallow it whole. Tabletop players may be limited to refusing to participate in such circumstances; this being an MMO I have some flexibility. Wentworth's obvious corruption may be something too big for my hero characters to do anything about but they do not have to partake of it. If I'm the only one to act thus, so it goes. The majority can never replace the man.
Does this mean you'll also be boycotting Architect Entertainment, a joint venture (no pun intended) of EvilCo™ and Lord Recluse's pet mad scientist? In fact, why haven't you done so from the beginning?


My characters at Virtueverse
Faces of the City

 

Posted

By the way, for those of you who RP, do you actually have to make a merged market "canon"? Like just because the game makes items available to both sides via the markets, you don't have to think of that as being an in-game thing - I assume most RPers don't try and work the floating damage and healing numbers or the player names above every avatar head into their "in-character" stuff, as they're just visible game mechanics to help make gameplay easier, so I don't see why it wouldn't be easy to look at the combined markets in the same way - an "out-of-character" game mechanic to make the game work better.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Eva Destruction View Post
I got mine in a few weeks. I honestly don't think all those bids are for 2 billion, some may be remnants from when the IO was going for less. But your point still stands.
I left a 2B inf bid for one out for 7 weeks, and took it down. I got mine off market.


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

 

Posted

Quote:
Originally Posted by Golden Girl View Post
By the way, for those of you who RP, do you actually have to make a merged market "canon"? Like just because the game makes items available to both sides via the markets, you don't have to think of that as being an in-game thing - I assume most RPers don't try and work the floating damage and healing numbers or the player names above every avatar head into their "in-character" stuff, as they're just visible game mechanics to help make gameplay easier, so I don't see why it wouldn't be easy to look at the combined markets in the same way - an "out-of-character" game mechanic to make the game work better.
yeah, I kept thinking along this line myself. Sometimes the "gameplay" mechanic needs to trump "logic."

Another excellent case in point was the original granite armor for Stone Tanks, which had an accuracy debuff. In logical terms it makes sense that a multi-ton hunk of rock would have problems accurately hitting enemies, and enemies would have an easy time figuring out what attack the multi-ton hunk of rock was launching. In play it was found that the accuracy debuff was frustrating to players constantly wiffing at mobs. The debuff also prevented the tank from fulfilling it's gameplay design: holding aggro.

So, the granite armor penalty was changed to just do less damage. No, it doesn't make sense that a multi-ton hunk of solid rock punching an enemy does less damage, but the game-play goal of a debuff penalty to the armor set was met without aggravating the player.

That particular change has been in place for so long, it's barely thought of now. Yes, the topic comes up every once in a while when somebody declares it's time for Stone Armor to be revamped... but for the most part the player base has gotten used to the sacrifice of logic in favor of game-play mechanics.

I suspect in time the more hard-core Role-Players will also accept the sacrifice of a bit of story immersion in favor of a superior game-play mechanic.


 

Posted

Quote:
Originally Posted by Golden Girl View Post
By the way, for those of you who RP, do you actually have to make a merged market "canon"? Like just because the game makes items available to both sides via the markets, you don't have to think of that as being an in-game thing - I assume most RPers don't try and work the floating damage and healing numbers or the player names above every avatar head into their "in-character" stuff, as they're just visible game mechanics to help make gameplay easier, so I don't see why it wouldn't be easy to look at the combined markets in the same way - an "out-of-character" game mechanic to make the game work better.
Pretty much, yeah. Kind of like my science character doesn't go down to Orion Labs every five levels and let them strap her to a table in front of a particle accelerator, and my tech character doesn't have ten (pairs of) cybereyes and at least that many artificial hearts, and I don't rail at the futility of arresting [Archvillain] when he's back in his lair 20 minutes later for someone else to defeat, and my lowbies pretend to be surprised by the various Shocking Revelations in six-year-old content.

If you try to take this game completely literally, it will drive you insane. Some things are just better ignored (like the absurd setup they gave us for the Mission Architect feature).


My characters at Virtueverse
Faces of the City

 

Posted

Quote:
Originally Posted by Eek a Mouse View Post
War Witch made it pretty clear that it was the reluctance to add a THIRD system to cover the Praetorian market. Making a single market is "easier" or otherwise preferable to having a Wentworth's for influence, a Black Market for infamy, and a "Nova Venalicium" for "information" (which appears to be the Praetorian currency).
Actually, what War Witch said was that it was thinking about all of the issues related to Going Rogue - presumably faction switching and grey alignments in particular - that led to them reexamining the question of market segmentation. Consider all of the tiny little corner cases that had to be dealt with when co-op zones were introduced: how teaming worked, who could trade with who, etc. Now multiply that by ten.

She also said that Going Rogue created the opportunity to merge the markets, which implies this is something they have been thinking about for more than just Going Rogue, but Going Rogue itself gave them both the impetus and the resources to tackle the situation.

I don't think its fair, as some have (not saying you are specifically), to suggest that this is just the devs taking the easy way out. I think its more a case of many factors combining simultaneously to cause them to take action.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Megajoule View Post
You're right, of course. It just gets a little irritating and/or silly looking at all those empty zeroes - insignificant digits. Prices almost too wide to fit in the window. This must be what it's like to live in a country with hyperinflation, where you need bills with denominations in the thousands to buy a loaf of bread.
The blame, in part, lies with the psychology of level scalars. It would be possible to create a game without an artificial leveling curve, but people like to deal hundreds of times more damage and receive thousands of times more inf per defeat at 50 than at 1. Because the same currency is used at every level, this creates a situation where the dissipated level 50 "value" of currency is the canonical one. Prices that make sense at 1 are trivial at 50; prices that are in accord with level 50 earnings are absurd at 1. But this never really mattered before because the things you buy and sell at various levels are not usable at lower levels, nor are they valuable at higher levels.

Then the market came, and level 1 characters could obtain things that level 50 characters wanted, and hilarity ensued.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by FredrikSvanberg View Post
Your ability to earn influence would not be diminished so you could earn the amount you need to buy item X faster if it's cheaper. Not from marketeering obviously, but from normal play.
This is the primary benefit. While I am not personally concerned with "inflation" as we're describing it here, that's because I use the market. Lessening the rate of increase of the price of items on the market makes "playing the game" more competitive with market use as a means of attaining market-relevant income levels.

Quote:
Originally Posted by james_joyce View Post
I just realized that although inf is streaming in constantly, so are drops. So it's not actually obvious to me that the price level should rise over time. I think it would depend on the drop rate vs the inf generation rate, and which one is faster.
Quote:
Originally Posted by SpittingTrashcan View Post
A cursory examination of the rewards for various activities will show that it is nearly impossible to do anything without generating inf. Drops, especially certain highly valued drops, are not awarded nearly as universally. This is a particular problem redside, and after a certain point scarcity becomes a self-fulfilling prophecy.
I agree with ST. The issue is that there are more things we can do that produce inf than there are to produce what we spend inf on. Just to pick a narrow example, if someone plays a 50 a lot, but spends most of that time exemplared down or in the AE, then they produce just as much inf as any other 50, but produce zero purple drops.

Looking at the markets, I'd say pools A and B look well-supplied, at least at level 50 and especially since I16. Pool C/D has taken both an intentional and (I believe) an unintentional hit with the introduction of merits. I believe many people hoard merits and/or spend them on specific goods, and I'd bet that these secondary effects put the real pool C/D supply rate under the devs' design targets. The devs probably mitigated this somewhat with the introduction of boss drops from those pools, but I have no way to quantify it. Based on my anecdotal experience with how people use it, I'd say that most use of the AE ends up decreasing drop rates - the only times it clearly appeared to increase them was when I14 was brand new, and the ticket cap was still 9999.

Quote:
Originally Posted by Kitsune9tails View Post
I respectfully disagree.

Another way to reduce inflation is to increase the supply of the items being purchased.

Players can do this by simply placing on the market a larger percentage of the items that drop.
This seems mostly unlikely, unless the real supply rates are below where the devs wanted them. There are balance considerations involved, in terms of how much time the devs want players to spend chasing IOs.

Quote:
Originally Posted by Megajoule View Post
Personally, I'd kind of like to see 2 or 3 digits chopped off/rounded up. Prices, drops, bank balances, everything, across the board. Don't change or try to "fix" anything else yet; just make the numbers a little more sane so we aren't throwing around millions and billions.
I'm not sure this would have that much of an impact. I know players of games where something like 1000 gold pieces is a huge investment, and they speak of that sum in the same breathy tones that folks use when talking about 80 million dollar lottery pots. People seem to to rapidly adjust their expectations with regards to what qualifies as "a lot of money" rapidly based on their own earning levels.

A more meaningful change, in my opinion, would be to flatten the slope of the inf earning rate vs. level we have in CoH. I'm not of the opinion that this is terribly important to do, but it certainly would cause less of the stories of wide-eyed awe with which people who don't play level 50s regard the price of things like Miracles, LotGs and purples.


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

 

Posted

Another example of a visible out-of-game mechanic is the enhancements screen - along with the level up and power selection screen - a lot of the enhancments are abstract ideas rather than physical things, and while some power sets, like Martial Arts, would use set names to describe the attacks, other power sets wouldn't really have a standard set of names for each type of power, witht he same types of damage and effectiveness.
For example, I don't see the point in trying to RP why every single Hero or Villain who carries two guns only ever uses a small selection of identical attacks, which would be totally dumb in real life to stick to the same rigid moves all the time - or how exactly "Combat Sprinting" is some kind of physical thing you can buy or sell at an auction house.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by UberGuy View Post
I'm not of the opinion that this is terribly important to do, but it certainly would cause less of the stories of wide-eyed awe with which people who don't play level 50s regard the price of things like Miracles, LotGs and purples.
This is likely a large part of the problem (if there is one; most of the expensive things in markets are things you don't necessarily need to get inside of, say, a one month timeframe).

Level 50s play what is essentially an entirely different game than everyone else in terms of earning and challenge (debt is meaningless and can top a million inf per play hour); yet they participate in the same market.

It's kind of like assigning Donald Trump the job of deciding the price of bread (horrendous exaggeration to make a point).


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!