2 billion per enhancer
I think its already proven that the market fees actually add more then they remove, due in part to the money changing hands. In order to remove say, 1 billion inf from the markets, when starting at 2 billion, you have to have it trade hands a large amount of times. To remove the first 200 million is pretty easy, but then you have .8 billion to remove, and the most you can cut off is 180 million, and you've already traded it twice.
3rd trade 1.62billion 4th trade 1.458billion 5th trade 1.3122billion 6th trade 1.18098billion 7th trade 1.062882billion 8th trade .9565938billion So, in order to turn 2 billion into 1 billion from just market fees itself, it'll take you 8 trades. which is a VERY long time, and all that money is just flowing around in the market in the mean time, trading hands all that time. Market fees is a very slow way to burn off inf, and its being produced A LOT faster then the markets burn it. Heck, I'm willing to bet inf is being produced faster then even the Crazy 88s are burning it, and that's without a massive AE exploit going on to fuel the fire. |
It really doesn't matter. Its the relationship between the rate inf gets generated /time to the rate market removes it/time. IIRC pre shield charge nerf the top farmers were doing something like 40/mil an hour in raw inf ? more average players on teams 4 million an hour ? Well every trade of a half billion inf purple removes over an hour of that farmers inf generation from the game and 10 hours of the more average players inf generation. If prices double because there is lots of inf floating around and the number of transactions stays constant and the amount of play time and play style stays constant the market will be destroying twice as much inf, and the total amount of inf will start to seek a lower balance point.
There are other things going on that complicate the situation. The players aren't automatons and change their behavior as conditions change.
Wrong. The +defense pvp unique IO is 30 merits. It took me 20 days at 1.5 HV merits per day. Buy one every night, run tips for the other every other day.
Then I dumped 2 billion on the +dam-res pvp unique IO. Mindless farming, yes, but I had the inf needed in less than 20 days. I was also going to get the panacea proc, but realized that I'd lose a good chunk of HP if I slotted it, so I didn't bother. I have no idea what the market worth of my main's build is these days. I know I've dumped at least 4.5 billion into it so far. The items you want are very rare. Either do what's necessary to get them, or don't and don't have them. |
Time's my biggest foe... And alt-aholism... and tryin to draw... and work and... family... (well theyre not so bad) hehe
Would I like em to be 15-20 a-merits instead? Yah. But they woulda had to make that choice at the start and as they didn't, doing it now would be a slap in the mug to eveyone that has put up the 30 hero or vil merits already. So catch 22. I understand and will just keep pluggin' away. At least you can set the mission to + zero allies and -1 level to speed em.
Edit: Granted recently bopped that up to normal level recently so the shards can drop. Not that much harder.
And you have to admit that it didn't make much sense the first time around. Some might have even found it comical, in which case -- look! You ARE providing lulz here!
And I still find the premise flawed, for the same reasons others are pointing out, and because more INF is entering the non-closed system every minute.
Without any changes to the system, I don't think we're going to see inflation stop until the playerbase and the INF generation start to significantly dwindle, which hopefully won't be for a while. In the meantime, as prices rise, I can just generate more raw INF and sell more stuff and thus keep pace, so I'm not personally worried about it.
"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner
30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04
When XP/inf exploits land, they tend to make a small percentage of the playerbase immensely wealthy relative to pre-existing prices through direct creation of new inf. That then trickles down through the rest of the players using the market, and inf fees remove 10% of that money every time. But the initial surge still represents short-term price inflation, because these wealthy players often start spending much more than they would have before for items, empowered by the sense that they can earn back what they're spending in a short time.
Even once prices settle on a new equilibrum, those new equilibrium prices will be higher than they were before. For aggregate outflow of inf from fees to match an increased aggregate inf creation, the either the number of transactions per time has to increase or the market prices have to rise to level where the 10% fee can balance the increase. More transactions/time is certainly possible, but higher price/transaction seems more likely to me.
I think what people have been seeing is that we've had a long series of changes that have, in fact, increased this aggregate rate of inf creation. XP smoothing made over-level mobs worth more per kill. IOs sped up the reward/time efficiency of characters. I16 difficulty settings made if far easier for each player to set the game to their optimal reward/time capability. The doubling of inf rewards is a clear doubling on top of all that. Now we have the Alpha Slot and, to some extent, even Inherent Fitness increasing the reward efficiency of existing 50s, and on top of that I19 is probably convincing more people to play 50s more of the time.
Between each of these changes have been relatively short periods between inf production rate shifts. The market may have achieved some degree of equilibrium between each one, but this is almost impossible to see with data players usually have at hand as other factors shifted both supply and demand for specific products around and AE exploits introduced jolts in inf rates of varying size and duration.
The main point, though, is that the total rate of inf creation has been trending upwards for some time. For a fixed market fee rate, that means prices will trend up over time as well. My own contention is that the only negative effect of this, generally, is sticker shock on people who don't want to use the market except as a store, for whatever reason. I think it would be nice if we could avoid that effect, but I don't feel, personally, that avoiding it is worth dramatic change for that sake alone.
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
Is that your weird way of saying "ooops, I said that wrong"? Regardless, you're so very welcome! That'll be 50 billion INF, please.
And you have to admit that it didn't make much sense the first time around. Some might have even found it comical, in which case -- look! You ARE providing lulz here! And I still find the premise flawed, for the same reasons others are pointing out, and because more INF is entering the non-closed system every minute. Without any changes to the system, I don't think we're going to see inflation stop until the playerbase and the INF generation start to significantly dwindle, which hopefully won't be for a while. In the meantime, as prices rise, I can just generate more raw INF and sell more stuff and thus keep pace, so I'm not personally worried about it. |
Also you think that lower prices will happen when there are fewer players, because the game won't be generating as much new inf ?
I find it somewhat telling that a lot of people who DO seem to know what they're talking about when it comes to the market have given up on this thread, and/or have already put you on "Ignore."
Also you think that lower prices will happen when there are fewer players, because the game won't be generating as much new inf ?
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I said "I don't think we're going to see inflation stop", and "more influence sinks in this game to fight inflation." Continuing inflation and lower prices are like apples and tangerines. Same ballpark, but not exactly.
You're creating your own topics like that, you avoid other direct points: I'm SURE I read in multiple threads where the level 50 rewards were changed as a result of fixing a long term bug, you're convinced that the devs "decided to double the rate that 50s generate inf." (If someone else wants to link that, great. My search-fu is weak tonight and I've wasted more than enough time here.)
So congratulations -- you win the thread! Please find someone else to address your arguments to, since I'm done here. I should have recognized the "let's quote him in red!" as a troll baiting tactic but I did indeed fall for it -- bravo, sir, bravo!
Despite the well-intentioned sig floating around about not ignoring people because "you might miss something vital to your cause", I'll have to risk it. I think the long term reward will be my lack of head-shaking, face-palming, and the ever popular pounding my head on the desk.
"Let the Wookie win," indeed. And ignore him.
"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner
30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04
I'm SURE I read in multiple threads where the level 50 rewards were changed as a result of fixing a long term bug, you're convinced that the devs "decided to double the rate that 50s generate inf." (If someone else wants to link that, great. My search-fu is weak tonight and I've wasted more than enough time here.)
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While it was a bug fix, I personally feel it was fixed with perhaps a bit too much sense of rote. It wasn't working as intended, but I am not at all sure how it was actually working before they fixed it was actually undesirable.
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
Despite the well-intentioned sig floating around about not ignoring people because "you might miss something vital to your cause", I'll have to risk it.
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You won't miss anything but reams of self-serving balderdash.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
If so, I DO indeed get it now. If it's correct as it stands, and thus circular, then I'll admit to still being a bit fuzzy.
Thank you for proofreading.