Seeding?
Seeding in this form hasn't really been done before because of all the behind-the-scenes work that would be required. In past closed betas the devs have filled bids on the market by placing an item on the market for each bid, but there haven't been large-scale seedings because that would presumably be difficult or impossible under the current system. That may change, but we'll see. I think seeding even a small amount of items would help remove a large chunk of inf from circulation.
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I doubt they would ever seed the market. They already know how to increase availability (supply) and reduce prices on the markets for items (see Costume Recipes).
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
yah there's no need to seed when they can just change drop rates for the stuff they aren't happy with.
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dev seeding would be awesome in helping to keep supply at a "reasonable" level and for potentially lowering prices and removing inf from the system.
Will they? Can they ? I don't know.
I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.
I agree completely that they can just adjust the drop rates and if my memory serves that is the reason wings are affordable.
However, some folks seem to think the devs would do this as a way to remove some Inf from circulation completely. Is that a reasonable line of thinking? Do the devs, or market experts believe that something like this should be done as an Inf sink?
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I doubt the devs would bother doing it as an inf sink. There have been many suggestions of other inf sinks they could use and they haven't implemented those yet.
I suspect that unlike a lot of posters they don't see an overall inflationary rise or even if they do figure that is just part of the optional aspect of the market and IOs.
But if they ever do all they would have to do is sell purple and PvP recipes in stores.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
I wouldnt mind seeing them seed all bids currently on the market for non impossible items ( level 51+ stuffs) so that a large portion of inf. would leave the system and we would have hordes of stuff to start the merged market off with.
I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.
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Personally I doubt they will do any market seeding for pretty much the reasons people gave above, it's a lot of effort for them and they could get similar benefits through simplar methods. That being said, market seeding would probably be a good method for creating an inf sink that is effective and doesn't upset people (especially if they don't tell us that they are doing it). In most MMOs currency sinks are a combination of steady low level costs (i.e. item repair and market fees) and a few high value prestige items (i.e. motorbikes and other cosmetic items). The problem in CoX is that thenature of the game and the audience makes high price cosmetic items very undesireable since people the flexibility of character design is one of the huge draws.
I'm not seeing the liklihood of dev seeding either for a few reasons.
1> The merger should raise supply naturally by some amount.
2> With all major changes, the devs historically have nearly always approached
"tweaking" with a "we'll wait and see what data-mining tells us" attitude.
3> They already have a very controlled way of adjusting supply by incrementally
changing drop-rates if point #2 ever tells them anything meaningful
I'd have to guess that "seeding" would be pretty unlikely.
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
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Oh? Oh. OH! I forgot! Yeah, way to take us down a couple notches you Robin Hood types--you really showed us!
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Cheers,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
It would be fiendishly clever, help out my perceived problems, and could remove a disproportionate amount of inf in a hurry.
... fourspeed? Whu?
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I'd like to see a seeder for low and mid-level recipes honestly. The addition of the merit system sucked most of the supply of these items out of the market and now since markets have closed up so badly and nobody even looks anymore its a self-feeding system which severely limits the availability of recipes 10-49 which are from old pools C and D. IOs weren't designed to start at level 47 so I think this is a design flaw at the moment that seeding could help.
Of course it shouldn't massively raise the supply or else we'd see everyone with soft-capped to s/l toons from all the kin combats out there, but I'd like to see them seed the market to remove a couple billion a day of inf......with better data mining I'd have a better idea what the ideal is to slow the ever forward march of inflation since the 2B cap is pretty much a code-inflicted limit.
Personally I doubt they will do any market seeding for pretty much the reasons people gave above, it's a lot of effort for them and they could get similar benefits through simplar methods. That being said, market seeding would probably be a good method for creating an inf sink that is effective and doesn't upset people (especially if they don't tell us that they are doing it).
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I am asking this stuff because I consider myself a pretty casual market user. I Keep 2 heroes and 2 vills relatively stocked up on cash to act as sugar daddy's for my alts. By stocked up I mean I try not to let them fall below 100 mil in cash on hand. The most any one of them has had is 400 mil. This seems to keep most of my alts well built between 2 servers and 2 accounts. Not totally purpled out or full of PvP IO's but more than capable of completing all the game content. I am comfortable with my market use and talk of seeding has me wondering if I would have to change my approach.
If the devs decide to implement some form of seeding program because, as you said, it could be an effective infamy sink, will it really make a difference in how people use the market? and would it be better or worse for the game economy?
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do you think the game needs an INF sink? |
I believe the price of items that are high-end has been spiraling up, which isn't really a game balance problem that I would care about if I were a Dev, but the price of middle-end items has been spiraling up as well, I think. Honestly, it's hard for me to remember what things used to cost but I don't think 10 million for a yellow Decimation or Miracle is traditional. Recipes cost under a million for things that, crafted, sell for 10 million. That's kind of out of whack.
People who own boats refer to money in "boat units" - everything to do with a boat costs some number of boat units of money. A boat unit is $1000. Anything that doesn't even cost a boat unit isn't really worth counting. It's starting to feel like the boat unit for builds is 10,000,000 influence.
Temp powers are a nice idea towards pulling money out of the game, and it's true that every time I want another medpack or recovery serum I spend a million inf and destroy 100K of that in market fees, but I don't really think it's going to make a difference. Two medpacks and four recovery serums (sera?) will probably last me to level 20. The other things I use are virtually free.
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I know you didn't ask me, but I think it does. Here's why.
I believe the price of items that are high-end has been spiraling up, which isn't really a game balance problem that I would care about if I were a Dev, but the price of middle-end items has been spiraling up as well, I think. Honestly, it's hard for me to remember what things used to cost but I don't think 10 million for a yellow Decimation or Miracle is traditional. Recipes cost under a million for things that, crafted, sell for 10 million. That's kind of out of whack. People who own boats refer to money in "boat units" - everything to do with a boat costs some number of boat units of money. A boat unit is $1000. Anything that doesn't even cost a boat unit isn't really worth counting. It's starting to feel like the boat unit for builds is 10,000,000 influence. Temp powers are a nice idea towards pulling money out of the game, and it's true that every time I want another medpack or recovery serum I spend a million inf and destroy 100K of that in market fees, but I don't really think it's going to make a difference. Two medpacks and four recovery serums (sera?) will probably last me to level 20. The other things I use are virtually free. |
respecs, temp powers and costume pieces shouldnt be drops imo... they should be fixed price items that people pay for thus removing inf from the system regularly and in large amounts.
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Ideally the way to remove inf from the system in more steady and larger increments would be to add more "fixed price" options IMO.
respecs, temp powers and costume pieces shouldnt be drops imo... they should be fixed price items that people pay for thus removing inf from the system regularly and in large amounts. |
In the case where you drop a limited number of items, the price is set by the playerbase and if people complain, the devs can make the legitimate statement "Blame your fellow players, who wanted it more than you did."
Now if you could buy a respec for 100,000,000 inf in addition to drops and suchlike- that would put a MAX price on what people will pay , and if people did pay that- you'd remove 100% of that. If it drops and people buy for 80 and sell for 100, you're removing 18%. In that particular case, since you can get 3 respecs for free and various others for being a vet, buying with real money, etc, I'd have no problem with that.
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Something I haven't seen mentioned is the effect of returning players on market supply/inf.
I doubt if it is typical or not but my brother-in-law and his best friend are coming back when GR breaks and they have tons of stuff from back in the day, purples, pvp IOs, billions of inf and so on.
If this was typical, then it might mean even more inf that is currently tied up in unactive accounts suddenly moving.
For that matterhow much inf do you suppose is tied up in inactive accounts?
Also what happens to the stuff sitting in Wents/BM for inactive players?
I doubt they would ever seed the market. They already know how to increase availability (supply) and reduce prices on the markets for items (see Costume Recipes).
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I really don't see the point of seeding, especially with the market merger coming in to play. Generally, the market is quite well stocked Blue Side and I know how much the Reds are rejoicing at the announcement of the market merger. It does seem like the Devs are making it more and more of a challenge to come up with a substantive 'gripe' thread, but people never fail to amaze so we'll see.
While taking a look through some of the numerous threads that either started or turned into discussions of the market merger announcement, I noticed several people suggesting that the devs may begin to secretly seed the market to improve supply and remove Inf from the system. I come to the land of market knowledge for answers.
Is this a likely course of action by the Devs?
How would it be implemented? Would the Devs simply seed salvage that is in low supply and remove the Inf spent on the seeded salvage from circulation? Or would they go so far as to seed items like Hecatombs onto the market, perhaps at 10 mill less than recent bids and remove that Inf from circulation?
Would people react badly to the belief that they are being undercut but the devs even if there is no way to prove it?
The whole idea has me intrigued and I am curious what the market experts think.
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