Praise elsewhere


Adeon Hawkwood

 

Posted

The problem with the hypothesized "inf floor" is that it just gets us back even sooner to "nothing left to spend inf on". At that point, you're just creating utterly unbelievable inflation for, say, prostitutes in Pocket D. Because all the excess money lying around will go to, basically, anything you can't buy for inf from the game engine. And there's not much of that left.

The sooner you get to the point where you have all the IOs you want and you're done spending inf, the more spare inf there will be as you keep playing and have nothing to spend inf on.

At that point, I'm really not sure what to do, apart from, as noted, creating inf sinks. I'm not sure what they'd be. Very expensive badges? Allowing the purchase of game time for ludicrous amounts of inf? (2B/day, maybe?)

The thing is... That floor isn't really a floor, because there's a finite number of LotG +recharge any given character can equip. And once you have all the things that the store set a fixed price for, the inf you could in theory spend there has gone to a value of zero -- you simply can't use it for anything anymore.

Ultimately, without inf sinks, they can't make that problem go away, and the "store for recipes", while it reduces the maximum price you can have to pay for items, quickly makes the problem of people who have inf and nothing to spend it on even worse than it is now.


 

Posted

Quote:
Originally Posted by seebs View Post
Ultimately, without inf sinks, they can't make that problem go away, and the "store for recipes", while it reduces the maximum price you can have to pay for items, quickly makes the problem of people who have inf and nothing to spend it on even worse than it is now.
This is true, in a sense. On the other hand, this is less of a problem here than it is in games with "mains". Replayability and multiple approaches to the content are the reasons this game gives its players to keep playing. At a billion a pop, it will still take a while to purple out each of your 132 base potential characters. The time needed to do this probably exceeds the dev's best case expectations of subscription lifetimes.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by Heraclea View Post
The market interface, while slow, is robust.
I want the interface you're using. The one I'm using is laggy and glitchy.


 

Posted

Quote:
Originally Posted by Yomo_Kimyata View Post
It's not like this game is particularly hard that you can't get by on Meh... or Bleck!
in seven-ish years of play I've never been refused a team here because I wasn't "well geared"...not the case in that other big game I played for a while after ED.

I have a level 39 grav/TA controller I respec'ed quite a while ago and never got around to fully enhancing. Most of his key powers have a couple of generic IOs and a couple of empty slots. I've been using him as a market mule lately, and the other night I got a team invite. He was pretty close to his next level, so I said 'sure!'.

I had fun and leveled, our team kicked butt, several members commented on what a great PUG it was, and nobody noticed that I was limping along on 3 cylinders.

It did inspire me to finish frankeslotting him, but I don't think anybody would've noticed if I had SOs or uber set IOs or even if I had nothing at all slotted.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by Heraclea View Post
You also have artificial barriers like the two billion inf cap. That figure was probably set because it was imagined that it represented more inf than anyone would ever acquire.
I actually believe that this limit is a because of programming with an "unsigned integer?". I think I remember reading that somewhere. could be wrong.


 

Posted

Quote:
Originally Posted by DevilYouKnow View Post
I actually believe that this limit is a because of programming with an "unsigned integer?". I think I remember reading that somewhere. could be wrong.
Actually an unsigned integer can go up to 4,294,967,295, a signed integer (which is probably what they are using) can go from -2,147,483,648 to 2,147,483,647. It seems likely that they selected a signed integer to store a character's inf since it is generally convenient not to have to worry about converting from unsigned to signed and it also left open the possibility of a person having negative influence should they ever decide that was necessary (unlikely but you never know).

So in reality it's probably a little bit of both, a signed integer was a convenient data type to store the value and the maximum it can store was more than they figured anyone would be likely to need (very true with the game at release) so it wasn't worth considering other options.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
In a game based around character customization adding cool options (like a cape made out of dollar bills) that can only be obtained by spending extremely large quantities of in-game currency seems rather unfair.
DUDE, I would so pay $2 Billion for a cape made out of dollar bills!
Well, Hundred dollar bills, anyways...


 

Posted

Quote:
Originally Posted by FourSpeed View Post
I'm not seeing how you reach these conclusions

So, I'm not sure what you mean by your statement - perhaps you could
clarify the point you're trying to make?
That if you have inflation of purples and PVP IOs and deflation of everything else a person who enters the market will increasingly have to sell more normal IOs. Imagine if you got an a-merit for every tip quest and you couldn't buy purples or PVP IOs with them, and that would be a fast way to it.

And no, they are not obtainable by everybody because you could easily go a year without generating a single high-value purple or pvp io (while others might get tons due to its randomness). At that point you have, not skill or determination, but pure luck, determining who is 'hard core' enough to use them, especially if they went over the inf cap and became tradeable only for multiple billions or each other.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

an issue I see with the system here is the players want the best possible gear. not just the great and amazing gear, the the rarest of the rare. but at the same time don't want to "play the market mini game" ... and you have always been able to do just that. However by not pooling the efforts of 1000s or 10,000s of players you are setting yourself up for a long and frustrating journey.

The way I see it is that is what the market mini game does for me; it allows me to pool in with all the other players who buy and sell stuff so that I can give them the stuff I don't need to get the stuff I want. And when you are good at that mini game they call you a marketeer and when you are bad you complain about high price.


Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.

 

Posted

Quote:
Originally Posted by Heraclea View Post
That's why I suggested a vendor that sold any recipe, up to the Gladiator 3%, for a straight fee. That would provide the value of inf with a floor it could not fall through.
As I mentioned earlier today in a different thread, I believe there's a serious problem with that from the Devs' perspective. Those other currencies have more tightly controlled earning rates per time than Inf does. Every time there's a new exploit, Inf pours into the system. People with high end builds and AoE damage-focused powers, people who play on "super teams", they all have far more Inf/time/character earning power than a same-level character who plays on more mundane teams with more mundane or, single-target builds.

Remember, a store creates supply, just like drops. The implication of adding a store is that you're going to increase supply unless prices are so high at the store that the supply created by drops undercuts the new store's prices at the market. Right now, this is actually the case with a lot of purple recipes from the A-Merit store - it's significantly more time and cost effective for a savvy player to obtain the Inf to buy purples off the market than it is to grind out Alignment Merits to create them.

The devs don't want things like PvP+3% and puple IOs to be common on the market and/or in the hands of players. They want them to be rare and hard to obtain. In order to ensure that the ability to create them using Inf, which is the game currency with the least-controlled production rates and the one with no practical limits on transfer, the Inf prices for these things would have to be astronomically high - higher than they are on the market today (like with Purples and A-Merits) to keep the supply from jumping upwards. But if the price in Inf at the store was more than the price in Inf at the market, no one would use the store unless the market supply dried up.

It's for these reasons that I do not ever expect to see an Inf-based store for rare, valuable items. The devs may continue to give us new, currencies with which to buy things (but only new currencies with well-defined reward/time rates), but I do not believe they will ever let such items be bought with Inf. I think any useful Inf sinks will have to take some other form.


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

In particular, an inf-based store would give even BIGGER advantages to marketeers...

BTW, the character cap is "only" 36 -- assuming you want to hang out with friends on a given server. And a billion each would take a marketeer under a year, typically.


 

Posted

What seems to be a driving issue with nearly all complaints about IO prices is that many people consider them to be prohibitive, or unfair.

To that end, what exactly is a "fair" price for IOs?

Each level 50 has 96 slots to fill at this time (I believe that is not slotting Rest or Brawl).

If we start with the notion that "fair" pricing would fall at 1 million each for every crafted IO, you would spend 96 million on every character.

Of that million, 490,400 would go straight to crafting cost. Assuming an average of 2 common salvage, 1 uncommon salvage, and 0.5 rare salvage (equal shares of recipes that require 1 rare or 0 rare) and assuming that those prices are only 2x what a vendor will pay for them you will lay out 8,000 for salvage. This gives you a "cost" of 498,400 (we'll round to 500k for simplicity sake).

At this point, the value of every non-pvp and non-purple recipe becomes 500k, or 1/2 of the total cost of the IO. Or, to be even more comparative, the recipe is costing you almost exactly what the crafting table is charging you to make it.

Looking at purples, you have 600k in crafting fees, 2 rares, and 3 commons. Applying the same "costing" as above and you now have a crafting cost of 626k. This values a purple recipe at a maximum of 374k. You've effectively decided that purple drops are worth "less" than regular drops. If I am on a run in this system and I intend to sell my recipes, purples are the first to get deleted because they are actually worth the "least".

So taking that from one extreme to another, what "would" be a fair price for purples?

**PvP IOs are a different beast entirely - so many people complain about the price of PvP IOs when they actually only mean a small handful. I have recipes that have been sitting on the market since the merge for 20 million that simply will not sell. Its not a matter of PvP IOs costing too much, its a matter of the 4-5 that people really want that are expensive.**

So what would be a "fair" price for purples? Being "ultra rare" and totally disregarding the Dev's value of 10-20x what a regular IO is worth (based on drop rates and A-Merit purchasing, its actually quite close to that, but we'll move on). Would 500 mil each be fair? Most say no. Would 200 mil be fair? Some would say yes, still many would say no. Would 100 mil be fair? I would say that 100 million would value them at approximately the same level as most of the desirable Pool C drops - below some even. At that point, I think a lot of people would say 100 million is a fair price for purples.

Setting aside the obvious benefits of purple sets (no exemplar restrictions, better proc rates and damage per proc, considerably better set bonuses in regards to ACC, and Recharge across nearly every set), we'll pretend that all purples henceforth shall be priced no more than 100 million each.

Ah... but here the sticky wicket that no one talks about. You don't slot 1 purple. You slot 5 per set sometimes 6. When you can, for most builds, you would want to slot 5 sets of 5. This is 25 of your 96 enhancements.

Those 25 shiny new purples that you slotted for the "fair" price of 100 million each have just set you back 2.5 billion. And you haven't touched the rest of your build yet.

How many people who complain about purple prices actually spend an average of 3 billion on every single character they get to 50? More realistically, I would say that *most* people in this game who play on a regular basis and don't marketeer or farm all day long will generally spend 200-500 million tops on their builds. You may go check the AT forums to back that up. Often you see "uber expensive" builds floating around, but for the most part, people will then ask for a build that's "cheap" and set a price cap of 500 mil.

Re: The PvP 3% def IO

Personally, I'm baffled. Yes you get 3% def at any level. Yes you get 10% chance for teleport resistance. Yes, you can slot it in addition to a steadfast 3% def. And yes, it can potentially save you up to 4 slots in a very tight build. Personally, I just don't see it being worth it - not even at 100 mil. But then again, I never had a problem selling the 2 I have gotten for over the 2 billion mark.

Re: Other interesting items on the market that never get mentioned. Hami-o's for example. One of the extremely small subsets within this game that require you to actually kill a specific "boss" to get the drop. They range anywhere from 100 mil to 500 mil (similar to purple prices) but I don't recall ever seeing a complaining thread about the price of these. Why is that?


 

Posted

Quote:
Originally Posted by Misaligned View Post
Ah... but here the sticky wicket that no one talks about. You don't slot 1 purple. You slot 5 per set sometimes 6. When you can, for most builds, you would want to slot 5 sets of 5. This is 25 of your 96 enhancements.
I don't think the bolded statement is true. There may be some build where that makes sense, but I highly doubt it's "most builds"


 

Posted

I wanted to point out something that occurred to me with regards to the response in the OP.

Quote:
Originally Posted by Heraclea View Post
This inflation tends to be daunting to new players. You have to play the market minigame to buy anything desirable there. It would be a truly daunting proposition to try to buy anything worthwhile by fighting mobs for currency drops.
I'm not sure if anyone thought of it this way, but it's not clear that the respondent was saying you have to "marketeer" - do things like flip, or try to create price spikes. I think that's how many regulars would read "play the market minigame". But to my thinking, interacting with the market at all is playing the minigame, even if you just come and sell stuff you got playing the main game. And I think that reading of the response remains logically valid - you don't have to become a flipper (for example) to afford stuff on the market, but you probably do have to at least be a seller.

Now, I don't think there's anything wrong with that. If the market is going to be the main place to buy stuff, there's no real conflict in having the prices at which you buy things being primarily attainable by first selling things there.

If all we got by playing the game was "currency drops", as the respondent put it, then I think this would be a very poor situation. Fortunately, that's not the case; we get saleable drops too. Moreover, the existence of the various "token" currencies allow interested players an alternate (and more deterministic) means jump starting entry the market - they can use tokens to create something valuable directly and then sell it on the market to create a starter fund.

I do think that there may be some issues with "sticker shock". However, I don't think my issue with that phenomenon are what most people who complain about the prices would expect. I think sufficient sticker shock acts as discouragement to participate, which may help keep people from experimenting with, becoming comfortable with and thus frequently using the market. I like the idea of more people using the market, so I have some dislike of this notion, even though I have no proof it occurs with meaningful numbers of players.


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 Misaligned View Post
Ah... but here the sticky wicket that no one talks about. You don't slot 1 purple. You slot 5 per set sometimes 6. When you can, for most builds, you would want to slot 5 sets of 5.
Quote:
Originally Posted by all_hell View Post
I don't think [this] is true. There may be some build where that makes sense, but I highly doubt it's "most builds"
I agree. As much as some builds benefit from high recharge (and I play several that do very much), the opportunity cost of doing this has never been worthwhile, and I don't mean cost in Inf. There are other things that I want as well as high recharge in those builds, and slotting five sets would take too much of those other things away. I know that gets into "when you can", but I think some people would read that as "when you have places to slot them," and I don't think that would actually hold for any build I've played with.


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 Heraclea View Post
Yes - if you are participating in the market by selling your drops, you are playing the market minigame. It's only feasible to buy good stuff on the market if you sell good stuff there first.

You could, I suppose, grind enough inf through drops to get to the 2 billion price tag of some enhancements. That would take a while. I've IO'd characters under artificial constraints, like a fire tanker I built with defense set bonuses that I capped at 30, to run old line TFs with. A lot of that stuff had to be bought outright with merits, because of short supply of key buttons below the limit I had set.
Uber - Hera considers selling on the market as part of the market mini-game. See above.


 

Posted

I'm going to throw this out because its something you might not know.
Issue 19 does away with publicly seeing set bonuses. Come I19 it will be impossible to know who is purpled and who is not.


 

Posted

Quote:
Originally Posted by all_hell View Post
I don't think the bolded statement is true. There may be some build where that makes sense, but I highly doubt it's "most builds"
Given the kinds of characters I prefer to play, I sell most purple drops and very seldom slot them. Defense bonuses are generally more valuable to me than the sorts of bonuses that are on purple sets. For desirable purples they might consider slotting like melee attack or PBAoE attack sets, generally the inf one of them would bring is a higher priority than the set bonuses on them, so they get sold so I can afford yet another set of Kinetic Combats, which frequently exceed most purples in price. (Given the prices, it's generally more time efficient to purchase Kinetic Combat with merits than with inf, IME. I do occasionally buy some of the less expensive ones, and usually end up settling for the knockdown proc, which is useful for most of the characters slotting it. You only need four of them, and the set is weak apart from the bonuses, so frankenslotting is in order.)

The characters that use purple set bonuses get them from slotting things like confuse, immobilize, pet damage. (The good news is, you got a purple drop! The bad news is.....) As such my blasters and controllers have more purple sets than my mains do.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by ChaosExMachina View Post
That if you have inflation of purples and PVP IOs and deflation of everything else
a person who enters the market will increasingly have to sell more normal IOs.
Imagine if you got an a-merit for every tip quest and you couldn't buy
purples or PVP IOs with them, and that would be a fast way to it.
If what we had was that scenario, then I'd agree with your statement.

However, currently at least, the bolded part is not occurring.

Prices for salvage are up (rares are pretty stable still), crafted commons are
up (500K or more for L25's - that used to be the going price for L50's), and
all desirable sets are up, as are purples and PvPios.

So, we don't have split inflation. We have All or None.

For "Staple Commodities" it is None - those prices are fixed and flat.

For "Desired Commodities", All of it is inflating although the rates are not
uniform between subsets within that category.

Given those conditions, your scenario won't happen, but I now understand
where you were headed with your point - thanks.


Quote:
Originally Posted by UberGuy
But to my thinking, interacting with the market at all is playing the minigame, even if you just come and sell
stuff you got playing the main game. And I think that reading of the response remains logically valid - you don't
have to become a flipper (for example) to afford stuff on the market, but you probably do have to at least be a
seller.
I agree with this. Simply put, if you want to be able to buy from the
"Desirable Commodities" category, then you really do have get involved (to
some degree) with the market.

I don't find that problematic, and in fact, I'd speculate that it's WAI and
exactly what the devs wanted to occur (ie. Get the basics from Vendors
and the Good Stuff from the Market).

Now whether you think that approach on their part is right or not is an
entirely different kettle of fish (I happen to think it is, personally).


Regards,
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.

 

Posted

Quote:
Originally Posted by Chaos Creator View Post
I'm going to throw this out because its something you might not know.
Issue 19 does away with publicly seeing set bonuses. Come I19 it will be impossible to know who is purpled and who is not.
Noooo, I love seeing what other people have.


 

Posted

Quote:
Originally Posted by Chaos Creator View Post
I'm going to throw this out because its something you might not know.
Issue 19 does away with publicly seeing set bonuses. Come I19 it will be impossible to know who is purpled and who is not.
Lame!

I always enjoy checking out what folks have slotted when I'm hanging out at the market.

Although it'll hopefully invalidate those occasional tall tales we get of people who were KICKED FOR NOT HAVING IOS. =P


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by Nethergoat View Post
Lame!

I always enjoy checking out what folks have slotted when I'm hanging out at the market.

Although it'll hopefully invalidate those occasional tall tales we get of people who were KICKED FOR NOT HAVING IOS. =P
Now I'll kick you for not having an uncommon Alpha Boost!


 

Posted

Quote:
Originally Posted by Jetpack View Post
Uber - Hera considers selling on the market as part of the market mini-game. See above.
I just mostly wanted to make sure other people also thought of that interpretation of the response Hera got back. It seemed like it could set a tone for folks reading the OP.

Quote:
Originally Posted by Chaos Creator View Post
I'm going to throw this out because its something you might not know.
Issue 19 does away with publicly seeing set bonuses. Come I19 it will be impossible to know who is purpled and who is not.
Really? I missed that. That seems like an odd change to me.


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 Chaos Creator View Post
I'm going to throw this out because its something you might not know.
Issue 19 does away with publicly seeing set bonuses. Come I19 it will be impossible to know who is purpled and who is not.
Pretty sure that's a bug, and not WAI. You can't even see your own set bonuses atm.


<:[ shark goes nom nom nom ]:>
[QUOTE=theOcho;3409811]As to the REAL reason I'll be leaving, I'm afraid it is indeed because Tamaki Revolution dc'd on me during a RSF.[/QUOTE]

 

Posted

Quote:
Originally Posted by Misaligned View Post
Personally, I'm baffled. Yes you get 3% def at any level. Yes you get 10% chance for teleport resistance. Yes, you can slot it in addition to a steadfast 3% def. And yes, it can potentially save you up to 4 slots in a very tight build. Personally, I just don't see it being worth it - not even at 100 mil. But then again, I never had a problem selling the 2 I have gotten for over the 2 billion mark.
I think you're severely underestimating the value of the IO for someone trying to reach the softcap. Slotting that one IO is roughly equivalent to slotting 3 sets which each have a Large Defense Bonus (ignoring, for the moment, the psi defense which few people bother to slot for). Considering that defense bonuses tend to come quite late in the set that means three powers you can slot for other things (possibly more defense if you're inclined). Alternatively it provides about half the defense Weave does (with slotting and depending on AT) so it can potentially eliminate the need for taking the Fighting pool.

Fro someone making an ok build it is, as you say, not really worth it. But for someone who wants a high end softcapped build it is invaluable.