Where'd all this money come from?


Airhammer

 

Posted

Hi All! I joined after i16 went out, so I'm experiencing all the benefits of all the issues and can't imagine what it was without it. So, I'm curious... when the market was introduced, did folks have billions hoarded and ready to spend? Just wondering how inf was pumped to create the economy now. Some questions come to mind:
- Did devs hop in and buy stuff to spread inf around?


 

Posted

Considering before IOs and the market existed, the only thing that you could really spend INF on was costume changes and SOs, and once you were fully SO'd out, you didn't need anything else, people were building up INF for years and years.


 

Posted

Three more things to consider:

1. Level 50 characters earn a pile of money just by defeating enemies.
2. With the new difficulty settings, everyone can easily fight as many enemies as their build allows.
3. Vendors destroy 100% of the influence involved in a transaction, but the market only destroys 10%.


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Posted

there wasn't actually that much inf floating around in the pre-market days.

you were wealthy if you had a couple million on hand, and since there wasn't anything to spend it on folk generally gave it away in costume contests or converted it to prestige for their bases (which were a LOT more expensive back in the day).

The 'richest' character I had back in the day was my kat/regen scrapper, who had a few million inf when I logged him back in after I9. That's what used to qualify you to be a sugar daddy, lol.


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Posted

common level 50 IO recipes sell for 50k to 100k EACH

The difficulty slider allows farming without fillers.

Lots of places.


 

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Quote:
Originally Posted by Chaos Creator View Post
common level 50 IO recipes sell for 50k to 100k EACH

The difficulty slider allows farming without fillers.

Lots of places.
And don't forget that they fixed the "inf bug" that made level 50s earn 50% of the inf that they "should" have.


As a side note. My richest character pre-I9 had 57ish Million. I spent 50 mil on a set of wings during the third week of I9.


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Posted

Quote:
Originally Posted by Moonshires View Post
Considering before IOs and the market existed, the only thing that you could really spend INF on was costume changes and SOs, and once you were fully SO'd out, you didn't need anything else, people were building up INF for years and years.
Truth before IO and the market I think at least every 50 I had ( which would have been 12 0r so at the time ) was sitting on 25-30 million influence each.


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Posted

i used to buy hami's from friends and whatnot


 

Posted

I knew a couple people who farmed up a billion inf [each, independently] before bases went in the game, so they'd be able to start with a good supply of prestige. There was at least one person who got a billion cash for the badge, quite early.

Then they found out how bad the inf-to-prestige ratio was and kept their money in disgust.

So there WAS a lot of inf around in the early days and it spreads fast. Costume recipes were showing up much less frequently than planned, so people were using them as status symbols (I remember someone standing at Wents cycling through THREE DIFFERENT SETS OF WINGS) and they were selling for upwards of 20 million per recipe for some. (Fairy wings were the big one, I remember... but there were more.) Anyway, at that point, the top-end build, with a Miracle/Regenerative Tissue/Numina's combo and whatever else people were building for back then (regeneration rate? Maybe?) went for around 300 million. We couldn't conceive of that much money. It was like a year before I learned there was an inf cap.

There was 3 trillion inf in the game (worked out to something like 30 million inf per player, but 1% of the players had 90% of the money) before anyone had any reason to make money. Once they started working on it, they learned to farm FAST.


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Posted

Quote:
Originally Posted by Airhammer View Post
Truth before IO and the market I think at least every 50 I had ( which would have been 12 0r so at the time ) was sitting on 25-30 million influence each.
I didn't even have any 50's at that point, but my 40-somethings were all sitting on 10-30 million.

You could buy enhancements, costume changes, throw the influence at your insanely expensive base, give it to friends or twink new toons so at least THEY could afford SO's at level 22. I only semi-fondly recall streetsweeping south Independence Port in my mid-20's so I'd always be solvent for my level 27 SO's, and I had friends that were even more destitute. (What? South IP worked -- every other mob on the street had some poor shakedown victim or innocent bystander who'd give me EXTRA influence after the last bad guy was defeated!) But pretty much everybody could afford SO's by 32!

Real life pulled me away from the game before the Market and IO's came out, and I had the same sort of "new player's shock" when I came back in the fall of '07.

"Holy CRAP! Some of these recipes cost HOW MUCH?! And I've got...um...a tiny percentage of that on all my toons combined. How am I ever going to be able to afford that stuff?" I whined -- very briefly.

"But...people will pay me how much for this recipe thingie that I can't even use?! AH HA!! Problem solved!"



Today, I'm not even sure how many billions I've spent on my toons, but those old days of walking between Terra Volta and the Green Line, uphill both ways, barefoot in the snow really wasn't all that awesome.


"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner

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Posted

The early I9 market was unrecognisable to people who've arrived long after. I made my first billions by buying common IO recipes at knockdown prices and vendoring them. I made 37M on a set of fairy wings.

One of the best sources of income in the early days before ouro and the market was the donations you'd get from advertising that you had the fortune teller mission available. Many people levelled past it before badges existed so would pay millions to a lowbie who would allow them to tag along. There was no better use for the money, it was just one less costume contest that got held.

Another thing I don't miss was the limit on how much inf you could trade in those days.


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Before Inventions? I had about 20-40 million or so. And that was outrageously rich. Talk about a paradigm shift, with regard to rolling and leveling characters to 10 just so you can use them as banks.


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Posted

Quote:
Originally Posted by DumpleBerry View Post
Before Inventions? I had about 20-40 million or so. And that was outrageously rich. Talk about a paradigm shift, with regard to rolling and leveling characters to 10 just so you can use them as banks.
I was levelling them to 10 so they could sell stuff for me with a decent number of market slots ...


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Posted

It's a closed system. One with a multitude generating INF through missions and mob kills and relatively low opportunity for removing that INF from the system. The best INF sink, Wentworth's and the Black Market, can only destroy 10% of the INF of any transaction. It's a runaway inflationary system with the INF cap being the only limiting factor. I would expect it to only be a matter of time without any decent INF sinks in the game to control the inflation before any item that is actually deemed valuable to be worth exactly 2 billion INF.


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Posted

Quote:
Originally Posted by crayhal View Post
Hi All! I joined after i16 went out, so I'm experiencing all the benefits of all the issues and can't imagine what it was without it. So, I'm curious... when the market was introduced, did folks have billions hoarded and ready to spend? Just wondering how inf was pumped to create the economy now. Some questions come to mind:
- Did devs hop in and buy stuff to spread inf around?
I didn't have billions back then but I did have tens to hundreds of millions.
With daily Hamidon Raids on Champion (it respawned every few hours and we had it down to a 20-30 minute science, minus occasional Yellow Dawn griefing) we'd get a bunch of Hamidon Origins (no timer back then). Someone would always offer to buy your Cyto or Micro for 30-40 mil...or trade for other stuff. Or they'd run you through Dreck or Sam Naples and you'd get a bunch more influence. Or you'd run Katie for 10 single origins off Mary, quit out, vendor them and restart.

As stated previously, nothing much to spend on in the day outside of costume changes, costume contests and SOs so...

These days, there are so many inf outlets...you can make 100,000,000 + just cashing in one Hero or Villain Merit on specific recipes. Or you can trade in your Hero/Villain Merit and get five recipes...or you can craft and sell common IOs...or you can buy recipes and re-sell crafted items, or...

Don't be alarmed by high prices. Once you start rolling at level 50, inf will be aplenty.


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Posted

Quote:
Where'd all this money come from?
6+ years of people killing stuff.

Since there aren't really any good money sinks in the game, it just keeps piling up.

If there aren't ever any good money sinks ever introduced, it will eventually cost you 2 billion inf to buy anything worth buying.

The gap between the obscenely rich and dirt poor is just going to keep growing. Unfortunately, I'm in the latter category, since I have limited play time these days, and I don't want to spend what little time I DO have to play marketeering or farming.

I basically pretend purples and PvP IOs don't even exist when I build a character, saves me a lot of frustration because I'll never be able to afford enough of them to outfit a character. I can slowly put together builds with some of the other high-dollar stuff, but there's no way I'm paying 200m+ for ONE recipe. I can put together most of a build for that budget, it just seems stupid to drop that much on one IO and then have to do the same for the other 4.

Thanks to the lack of money sinks allowing prices to skyrocket, the casual player either has to farm, play the market, or do without. Because they sure as hell aren't going to be getting that stuff the "normal" way.


Quote:
Originally Posted by Dechs Kaison
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Posted

Quote:
Originally Posted by ClawsandEffect View Post
6+ years of people killing stuff.

Since there aren't really any good money sinks in the game, it just keeps piling up.

If there aren't ever any good money sinks ever introduced, it will eventually cost you 2 billion inf to buy anything worth buying.

The gap between the obscenely rich and dirt poor is just going to keep growing. Unfortunately, I'm in the latter category, since I have limited play time these days, and I don't want to spend what little time I DO have to play marketeering or farming.

I basically pretend purples and PvP IOs don't even exist when I build a character, saves me a lot of frustration because I'll never be able to afford enough of them to outfit a character. I can slowly put together builds with some of the other high-dollar stuff, but there's no way I'm paying 200m+ for ONE recipe. I can put together most of a build for that budget, it just seems stupid to drop that much on one IO and then have to do the same for the other 4.

Thanks to the lack of money sinks allowing prices to skyrocket, the casual player either has to farm, play the market, or do without. Because they sure as hell aren't going to be getting that stuff the "normal" way.
Yeah, PvP IO's don't have enough benefit for their cost. However...

My girlfriend and I play for 1-2 hours on random weekdays (usually Thursday and/or Friday), then a whole lot on Saturdays, and a little bit on Sundays. I consider us relatively casual. Once I finally nagged her into putting just a little more time to the market, 10-20 minutes of playtime each session, she earned 300 million in her first 3 days. We run 3-5 ticket farm missions a week. We only pick ones that are fun, too. No reason to repeat the same 1 mission 800 times if you hate it. Granted, this is not the only way to make money, but it's a nice way to get some superpowered action while you earn.

"It's this easy?!"
"Yes, it is."
"I should have started this earlier!"

We run fun missions, and get expensive rewards. All the while never ignoring all the other content out there (GR, and the revamped PI arcs ftw!). Try the Market, Claws. Everyone can win!


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Thanks to the lack of money sinks allowing prices to skyrocket, the casual player either has to farm, play the market, or do without. Because they sure as hell aren't going to be getting that stuff the "normal" way.
I disagree with this completely. Outside of PvP IO's and purples, there is no reason a player can't afford a decent IO build just by playing the game, and selling their unwanted items at the market. It's always been that way, and since the introduction of H/V merits, it's even easier for a 'casual' player to afford a good IO build, including the most expensive rares like the Numina & Miracle uniques.


 

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Quote:
Originally Posted by Panzerwaffen View Post
I disagree with this completely. Outside of PvP IO's and purples, there is no reason a player can't afford a decent IO build just by playing the game, and selling their unwanted items at the market. It's always been that way, and since the introduction of H/V merits, it's even easier for a 'casual' player to afford a good IO build, including the most expensive rares like the Numina & Miracle uniques.
I interpreted "that stuff" as purples and PVP IO's. I agree that you can have a good build for low cost and minimal market time. I'm not entirely sure that clawsandeffect was disagreeing with that, either.

One way of thinking of it: If you're not playing enough to generate any purples or PVP IO's, why would you expect to have them in your build? Seen that way, the opportunity to get them by marketeering is a kindness on the part of the devs.

To paraphrase TopDoc (the quote is close but may not be exact): "If you don't generate purples yourself, you have to convince other players to give you theirs. Other players can be very unreasonable."


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Posted

In a totally unrelated point, Zybron1: I agree with your most of your post, but I'm really getting grated on by the phrase "It's a closed system." That term means something specific and it's almost the exact opposite of what you said. In a closed system, nothing comes in and nothing goes out.

[/thermodynamic rant]

... also, I estimate that H/V merits have destroyed trillions of inf. The new inf sink is pretty good, but it's got a lot of catching up to do. It started six years behind the competition.


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Posted

Quote:
Originally Posted by Fulmens View Post
... also, I estimate that H/V merits have destroyed trillions of inf. The new inf sink is pretty good, but it's got a lot of catching up to do. It started six years behind the competition.
It would be great if the Dev's had some manner of tool to track this sort of thing. If they eliminated the conversion timer, I wonder how much faster it would be destroyed?


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Posted

Quote:
Originally Posted by DumpleBerry View Post
It would be great if the Dev's had some manner of tool to track this sort of thing. If they eliminated the conversion timer, I wonder how much faster it would be destroyed?
Right up to the point where doing it was no longer worth it. And imo, that would come extremely quick if there was no timer.

View what the A Merits did to Numina's and Miracles. Now this is just my opinion about observations in a game, but it seems that the "big 3" have already come down quite a bit. I also see them being more plentiful, which is why they're coming down in price.

As soon as a 2 A-Merit recipe is valued below 40 mil, you're out money. This does not even take into account the 50 Reward Merits you burn when you convert. Those have a value as well, albeit a reduced one. We could reasonably say that 50 reward merits = 1/2 of an A Merit since "most" of the recipes that cost 200 reward merits cost 2 A merits.

Quote:
Maths time?! I'm not sure if this is correct... someone help me out here!

50 reward merits = 1/2 of an A merit
1 A merit = 20 mil + 50 merits
1 A merit = 20 mil + 1/2 of an A merit
therefore: 1/2 of an A merit = 20 mil? 1 A Merit = 40 mil

That puts the "floor" for 2 A merit recipes at 80 mil?
So... in reality (disregarding the maths above - I'm still not sure that's right), when the price of the any given recipe drops below about 50-60 mil, it becomes a loss to convert for straight purchasing. Others may still random on that merit, and they may win, but there will also be a point where that ceases to be overly profitable as well.


 

Posted

Misaligned: You're trying to apply logic and sense to a world that has only inf and hunger for stuff.

The price of a crafted IO varies from "less than the raw materials" to "80 million, when the raw materials go for under 10M".

In an equilibrium situation you'd have the choice between paying (200 R-merits) or (100 R-merits and 40 million inf) for the same thing, so you can say that 100 R-merits = 40 million inf and therefore 50 reward merits = 20 million inf = half an A-merit .

There are other possible equivalencies: If it takes you an hour of playtime on the market to make 200 million inf [spread over a couple days] and it takes you an hour of slapping Freaks to make 50 merits, that gives you a time ratio of 4 million inf per merit; in that situation the 20 million inf is an invisible cost next to the 50 merits.

You might have to go back and look at how much inf you can get per hour farming, compared to how many merits, to find a more fundamental equivalence. Because the market just moves the money around (from the impatient to the patient), lowering the total number slightly. You have to know how much inf per merit is being generated. And that can go up VERY easily ("we're running this TF at +2/0 because we need the money.")


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So you think you're a hero, huh.
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Posted

Quote:
Originally Posted by Fulmens View Post
Misaligned: You're trying to apply logic and sense to a world that has only inf and hunger for stuff.

The price of a crafted IO varies from "less than the raw materials" to "80 million, when the raw materials go for under 10M".

In an equilibrium situation you'd have the choice between paying (200 R-merits) or (100 R-merits and 40 million inf) for the same thing, so you can say that 100 R-merits = 40 million inf and therefore 50 reward merits = 20 million inf = half an A-merit .

There are other possible equivalencies: If it takes you an hour of playtime on the market to make 200 million inf [spread over a couple days] and it takes you an hour of slapping Freaks to make 50 merits, that gives you a time ratio of 4 million inf per merit; in that situation the 20 million inf is an invisible cost next to the 50 merits.

You might have to go back and look at how much inf you can get per hour farming, compared to how many merits, to find a more fundamental equivalence. Because the market just moves the money around (from the impatient to the patient), lowering the total number slightly. You have to know how much inf per merit is being generated. And that can go up VERY easily ("we're running this TF at +2/0 because we need the money.")

bah! you and your "logic". I shun thee!

You make very good points tho - I was merely looking at it from the extremely lazy stand point (mine). Where I can sit here, do nothing and get stuff. Marketeering is nice for that


 

Posted

Quote:
Originally Posted by Fulmens View Post
In a totally unrelated point, Zybron1: I agree with your most of your post, but I'm really getting grated on by the phrase "It's a closed system." That term means something specific and it's almost the exact opposite of what you said. In a closed system, nothing comes in and nothing goes out.

[/thermodynamic rant]

... also, I estimate that H/V merits have destroyed trillions of inf. The new inf sink is pretty good, but it's got a lot of catching up to do. It started six years behind the competition.
I actually meant closed economy by that statement. It's certainly not a closed system.

I wonder about that as an INF sink, though, since any activity that generates merits will also generate INF. I imagine it's less than 20M in most cases to generate 50 merits, but I've not really checked.


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