I dunno whats the point?
I believe it is due to some Ritual the Ebil ones wish to perform.
They require the woe and angst of the lower classes in order to fuel it, thus they need to whip themselves up some woe and angst from which they can feed.
The point of Inf destruction is to attempt, in some small way, to fight inflation. Removing money from the system should eventually cause more stable, lower prices if we can remove enough of it.
Though, most marketeers do it just for teh lulz.
The point of Inf destruction is to attempt, in some small way, to fight inflation. Removing money from the system should eventually cause more stable, lower prices if we can remove enough of it.
Though, most marketeers do it just for teh lulz. |
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In the long term, you want for the amount of inf coming into the system and the amount leaving it to be ... similar. Not necessarily exactly the same, but similar. I think reward merits-to-hero-merits will help a lot with that. Wents helps less than you'd think, because you have to spend the inf ten times to get rid of it.
Anyway, even if we're getting close to "parity" that leaves us with six years of built-up inf to get rid of.
And if people do it for the lulz, that's fine with me as long as they do it.
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I read a lot about influ destrucion lately. And see chatter of it on the market channel and various channels on a certain server.
Why destroy it why not convert to salvage or give it to me or market very greedy high level ios. I know somehave more than my 40 bill but i feel stupid rich not sure how much more i could ever use. But why destroy what you got? Sounds kinda like growing corn only to put a baseball feild in the middle but that i understand. Influ destruction i do not. |
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I read a lot about influ destrucion lately. And see chatter of it on the market channel and various channels on a certain server.
Why destroy it why not convert to salvage or give it to me or market very greedy high level ios. I know somehave more than my 40 bill but i feel stupid rich not sure how much more i could ever use. But why destroy what you got? Sounds kinda like growing corn only to put a baseball feild in the middle but that i understand. Influ destruction i do not. |
I'm on board because there's nothing left for me to spend inf on.
i've got all the uber-builds I want and nothing else costs enough to notice.
An arbitrary goal like get the SG to #1 on the back of pure marketeering appeals to me in the absence of anything 'real' to spend my fortunes on.
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I'm on board because there's nothing left for me to spend inf on.
i've got all the uber-builds I want and nothing else costs enough to notice. An arbitrary goal like get the SG to #1 on the back of pure marketeering appeals to me in the absence of anything 'real' to spend my fortunes on. |
Funny thing is - I wouldn't buy the prestige to get my own base the porters (the sole intention of building that base in the first place). But I seem to have no problem dropping some cash on a project like this. What does that say about me? O.o
What's the point in keeping score if you've already won?
As far as I'm concerned, I'm helping Paragon City get the resources they need to finally fix Boomtown.
Ooh, a sarcasm detector. Oh, that's a *real* useful invention. http://www.telegraph.co.uk/technolog...t-sarcasm.html
I dont get it either. If, say, Fulmens destroys 500bil, how is that lowering the prices that so many others try to get raised? I dont think a few people blowing what they have is helping anything. If so, then why has the prices steadily gone up? It's supply and demand, right? So, destroying your inf, doesn't help at all in that case.... IMO.
If, say, Fulmens destroys 500bil, how is that lowering the prices |
Basic economics: Prices reflect the relative values of items. Including money itself.
Imagine that I make $10 a day. If you ask me to pay $5 for lunch, I'm probably gonna say no, because that's half my day's pay.
Now imagine that I make $100 a day. If you ask me to pay $5 for lunch, whatever, that's 1/20 of my day's pay, I might as well.
This applies to everything. And what that means is, if there's more money around, the number of money something is worth will go up. If the average player has ten million inf, very few things will be worth much over ten million inf. If the average player has one billion inf, ten million inf has become pocket change.
The general default state of MMO economies is inflationary, because there's supplies of incoming money. Developers try to build in ways for money to get lost, too, to balance this out.
that so many others try to get raised? |
I dont think a few people blowing what they have is helping anything. |
If so, then why has the prices steadily gone up? |
It's supply and demand, right? |
So, destroying your inf, doesn't help at all in that case.... IMO. |
Because what matters is not just the supply of items but the supply of money.
Think about it this way. You're used to thinking in terms of how much inf an item costs.
Now think of it from a seller's perspective. I have a big stack of endredux enhancements, I want to use them to buy inf. How many enhancements do I need to buy a billion inf?
You're aware that, when the supply of an item massively increases, the prices tend to drop, right? That works for money, too. If the supply of money massively increases, the "cost" of money -- in terms of anything else -- decreases. Which is to say, the prices of those items go up.
It really is pretty straightforward. If there's more money around, each individual unit of money is worth less.
I'm not convinced that accumulating and destroying inf will actually lower prices, but it can't hurt. The money supply theory is a sound one in real life, but influence isn't created like fiat money.
You (the collective you) "create" inf in one of two ways: mob kills, and vendor sales. Everything else (unless I'm missing something) is just pushing it around from one person to another, usually with a cut for the dealer which goes towards BaB's house in the BVI.
The ability for a lvl 50 to create inf in this manner has been tested and is a ridiculously high number. The amount of influence already in storage is also very high.
Only the devs can cut the rate of influence creation, but once it gets created, anyone can accumulate it and, if they so choose, destroy it. If you can destroy it faster than it is produced (which I find doubtful), then you can cut into the accumulated supply which should lead to lower prices.
Personally, I think that with tickets, merits and A-merits, the devs have set effective price caps on *most* items.
Ooh, a sarcasm detector. Oh, that's a *real* useful invention. http://www.telegraph.co.uk/technolog...t-sarcasm.html
I think your all worng. I say this because if you buy an item for 10 mill someone gets that the inflation hits both- you the payer and you the buyer you both get or spend more. It doesnt actually matter how much is destroyed.
for example
http://en.wikipedia.org/wiki/Inflation
its not that hard to understand and its not in need of destruction in fact i say the opposite if you want to lower proces stop buying or stop marketing. Some would say the game for you stoped being an mmo and started being an economics puzzle/game.
Destroying money is silly(in the us its a crime.. If you burn a dollar bill it is a felony.)
p.s. I love marketing I will continue. However i see no need for influ destruciotn . I am fine paying 4 mill for pangean soil. espessially if i sold 50 prophecy for the 4 mil too.
I'm not convinced that accumulating and destroying inf will actually lower prices, but it can't hurt. The money supply theory is a sound one in real life, but influence isn't created like fiat money.
You (the collective you) "create" inf in one of two ways: mob kills, and vendor sales. Everything else (unless I'm missing something) is just pushing it around from one person to another, usually with a cut for the dealer which goes towards BaB's house in the BVI. The ability for a lvl 50 to create inf in this manner has been tested and is a ridiculously high number. The amount of influence already in storage is also very high. Only the devs can cut the rate of influence creation, but once it gets created, anyone can accumulate it and, if they so choose, destroy it. If you can destroy it faster than it is produced (which I find doubtful), then you can cut into the accumulated supply which should lead to lower prices. Personally, I think that with tickets, merits and A-merits, the devs have set effective price caps on *most* items. |
Assume the "average" farmer does what amounts to 3 solid hours of farming every day. That one farmer generates 75 mil (using 25 mil for ease of math) a day. Over a week, that's 525 mil.
If we can destroy 1 bil per week as a collective, we "almost" eliminate 2 farmers working fairly hard.
If we look at it from a "normal player" stand point - your average player generates about 50 mil a week (arbitrary number - on average, this seems about right) through kills at various levels.
If we apply the 1 bil a week against normal players, we are able to directly remove what 20 people do in a week.
As you can see, its a drop in the bucket, but its a step in the right direction regardless.
You (the collective you) "create" inf in one of two ways: mob kills, and vendor sales.
|
vendor sales only eliminate influ the only cration of it is from killing mobs.(capitol period)!!!!
And after much testing, it was found that an average farmer can generate about 20-25 mil inf per hour through drops and vendoring. This does not count market sales as those don't generate inf, but shuffle it around and destroy it some.
. |
You contradict yourself. Vendoring does not creat it destroyes
Goodbye. Not to the game, but the players. Goodbye. Everyone, remember to have fun. That's all I can say.
I think your all worng. I say this because if you buy an item for 10 mill someone gets that the inflation hits both- you the payer and you the buyer you both get or spend more. It doesnt actually matter how much is destroyed.
for example http://en.wikipedia.org/wiki/Inflation its not that hard to understand and its not in need of destruction in fact i say the opposite if you want to lower proces stop buying or stop marketing. Some would say the game for you stoped being an mmo and started being an economics puzzle/game. Destroying money is silly(in the us its a crime.. If you burn a dollar bill it is a felony.) p.s. I love marketing I will continue. However i see no need for influ destruciotn . I am fine paying 4 mill for pangean soil. espessially if i sold 50 prophecy for the 4 mil too. |
Then what is your reasoning behind people having significantly more inf then they did even 6 issues ago?
I would sincerely like to hear an explanation of this.
LOL that isnt really your reasoning is it. Please give me more than that. LOL
P.S. i marketeer |
Ok... you've lost me.
First you say that vendoring doesn't generate inf. And now you respond to CC with that...
Focus man! Focus!
I'm still waiting for your explanation I asked for above
actually only mob kills creates influ Im not sure why u/we keep going over this
vendor sales only eliminate influ the only cration of it is from killing mobs.(capitol period)!!!! |
Example:
You kill a mob and get 1,000 inf and a Regenerating Flesh. The COX money supply just went up by 1,000 inf.
A. You sell that RF to a vendor for 250 inf. The money supply goes up by 250. The RF supply goes down by 1.
B. You sell that RF to someone at WW for 250 inf. Some other player pays you 250, you get 225, WW gets their 25 pounds of regenerating flesh. Money supply goes down by 25 (he loses 250, you gain 225, 25 is destroyed). The RF supply remains the same.
Does that help?
Ooh, a sarcasm detector. Oh, that's a *real* useful invention. http://www.telegraph.co.uk/technolog...t-sarcasm.html
if warren buffet and Bill Gates were to liquidate their stock. And get all their net worth in 100 dollar bills.
Thats about 140 billion us dollars
Then they had a bon fire and burned it all do you think that it would affect prices for cookie dough or beer.
Hell no all they did was waste what they had its the same as burning influ. It does nothing. Except burn you own stash.
The economy in CoH is a lot smaller than that of the United States, GB. If the majority of the ebil marketeers really go through with this, I think it actually might put a dent in the market inflation, at least until the influence level is brought back up by people through the course of playing the game.
But then again, the only class I've ever failed was entry-level economics in college (which gave out 95% A's)... and then I got a C in Aggricultural Economics... so my opinion here isn't exactly worth much. >_>
Anyway, nobody's asking you to give up your inf, so don't worry about what they do with theirs.
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I read a lot about influ destrucion lately. And see chatter of it on the market channel and various channels on a certain server.
Why destroy it why not convert to salvage or give it to me or market very greedy high level ios.
I know somehave more than my 40 bill but i feel stupid rich not sure how much more i could ever use. But why destroy what you got?
Sounds kinda like growing corn only to put a baseball feild in the middle but that i understand.
Influ destruction i do not.