Thinking out loud


Adeon Hawkwood

 

Posted

This isn't exactly polished enough to be a suggestion yet, so I'm putting it in this forum instead of Suggestions. I'd just like some comments.

CoH does not have enough reliable Inf sinks. There are some NPC vendors, but the number of things a single character needs from them is quite small compared to the time spent playing. Even if you slot with SOs that you replenish every 5 levels, eventually you reach level 50 and don't need to spend any more Inf ever, but there are plenty of reasons to keep playing. Slotting with IOs is quickest if you buy from the market, where only 10% of Inf is sunk, and there is no way to produce recipes and salvage without also producing Inf.

You can get all the IOs you want bypassing the market entirely if you gather Reward/Alignment Merits. You can turn 50 Reward Merits into 1 Alignment Merit at the cost of 20 million Inf once a day. If you're level 50, you're quite likely to make more than 20 million in the course of gathering 50 Reward Merits, so this doesn't really sink as much Inf either.

If there was a way to trade Inf directly for Reward Merits, that would provide a consistent Inf sink, and indirectly a de facto price cap on any recipe in the game.

Supposing a Reward Merit costs 2 million Inf, and you are limited to getting 50 of them per day (a counter increments from 1 to 50 every time you buy one, and resets to 0 20 hours after your first purchase).

You can get one Alignment Merit a day by sinking a total of 120 million Inf, and not making any more in the process.

The "value" of a purple recipe becomes no greater than 1.2 billion. PvP recipes become no more expensive than 4.2 billion. It doesn't devalue them to the point where there is no point in trading them.

Additionally, this solves the problem of "many alts holding less merits than one roll" problem - if you have 15 Merits left over on an alt you're not planning to play for a while, you can send over 10 million Inf from your main, buy an additional 5 Merits and make a random roll.

The only potential problem I can see is Salvage prices jumping up, since there's still no way to generate Salvage without also generating Inf.

Thoughts?




Character index

 

Posted

You may want to look over the arguments in this thread, starting around post #23.


 

Posted

I'm not entirely sure how that's applicable. I'm not proposing a hard price cap on the market or an increase in drops.




Character index

 

Posted

There is a high % of sink on every transaction made through the market... i'm sure that is more than enough for now.


Consciousness: that annoying time between naps.

 

Posted

My biggest objection to this is the AE. It's pretty obvious that the AE is always going to throw up some form of exploit, and past ones have generated massive amounts of Inf.

Allowing exploiters to turn that Inf directly into enhancements gives people more reason to stick to the AE edge case missions where the inf rewards are ridiculously out of whack and discourages people from using the other avenues available to them in terms of getting Merits and A-Merits.

So the continued AE exploits for me would be the issue here, until that was finally addressed allowing people to buy Merits via Inf will cause more people to flock to the AE and use whatever the Exploit of the Week is.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
My biggest objection to this is the AE. It's pretty obvious that the AE is always going to throw up some form of exploit, and past ones have generated massive amounts of Inf.
This is a good point!

If past player behaviour is any indication, if the easiest way to get an IO is spend 100 Reward Merits and the easiest way to get those merits is sinking 200 million inf, there will be a perception that they "are forced to" farm 200 million inf to get the IO. Even if it still drops normally and is available on the market for 15 million.




Character index

 

Posted

Being able to trade inf for merits would mean that, with an extra step involved, a player would be able to buy recipes and salvage from a vendor with inf. I would not want to see this happen for a couple of reasons. First, it would lead to fixed pricing on at least some of the recipes. Second, it would devalue merits as a reward for playing through TF's/trials/story arcs as opposed to farming. I would like to see CoH use more money sinks, but there must be a better way.


 

Posted

Quote:
Originally Posted by Donna_ View Post
There is a high % of sink on every transaction made through the market... i'm sure that is more than enough for now.
I'll try to explain this briefly rather then write a disortation about it. But I think this true by defintion of the way it works.

Prices go up... the influence sink burns more influence and keeps inflation in check. Prices go down... the influence sink burns less influence and keeps deflation in check. While we can have events and game changes that cause inflation and/or deflation.... the market's influence sink should prevent a "continuous spiral" effect of increasing or decreaseing prices from ever happening.

People may not like where the market prices have settled... but in theory, prices should always settle. I'm not sure creating a larger influence sink will make people happy as it really won't increase the accessability of the products they want... influence sinks will take influence from them, and accessability will essentually remain the same at a lower price.

I think people would prefer if, instead, drop rates were increased to decrease prices... but then you get into discussions of whether or not people want to play a game where every one can afford to be as powerful as everyone else.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
Prices go up... the influence sink burns more influence and keeps inflation in check. Prices go down... the influence sink burns less influence and keeps deflation in check. While we can have events and game changes that cause inflation and/or deflation.... the market's influence sink should prevent a "continuous spiral" effect of increasing or decreaseing prices from ever happening.
The transaction sink removes inf from the game system (not just the market). But people playing the game, primarily in the form of defeating mobs, adds inf to the system. If the rate of adding inf to the system exceeds that by which the market removes inf from the system, the amount of inf people will have access to will increase. Now, probably key to your point, if we assume some fixed rate of inf creation, you're right, eventually it we should reach a point where the size and rate of market transactions rise to level that removing 10% of each one will match the inf production rate. However, I think there is probably significant lag here. For any given change in inf production rates, there is a delay in how that really disseminates through the larger market, and thus a delay in how fast market fees eat into the new supply level. I would also expect some oscillation, because this is a feedback system. Combine that with general behavioral "noise" in our market's prices and the trend is probably extremely hard to see.

Here's the tricky part - inf supply rates is not the only factor we see on market prices. Not only is the amount of inf in the system important, but its ratio to the amount of stuff for sale. I have the feeling that the AE and its fairly regular litany of exploits is a source of a lot of instability here, because newly found exploits not only introduce big changes in the inf supply rate (sometimes it's probably looked like a step change), it does so in a way that almost certainly doesn't come with proportional increases in other goods. "Traditional" farms produce inf and drops in more coupled proportions, though the relationship can still be complex because drop rates aren't a function of foe level, but inf rates are.


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

There should, in theory, be a steady state solution, Shred. But it may take a long time to get there- months instead of days, in which case the system is changing long before we reach equilibrium. I don't have any good guesses as to how to estimate this.

Additionally, as Uberguy mentioned, you need a constant rate of making money and a constant ratio of money to stuff for equilibrium. Farmers have gotten faster and more efficient since issue 9 hit.

Back when I worked some of Topdoc's numbers, it looked like he was adding about 20% net inf to the system; I attempted to take his change in personal level of wealth, figured how much was from selling things on market vs. how much was from vendoring and cash. Subtract 10% [or 20% if he got flipped] of the on-market sales from the cash numbers and you get the total he was adding into the system.

Let me make up an example: Farmer Alpha makes 60% of his inf from recipes sold on market and 40% from vendoring L50 generics and actual inf from beating guys up. We would subtract 6% [wentfees removing inf from game] from 40% [inf added to game] and conclude that 34% of Farmer Alpha's earnings are new inf to the game.

Farmer Beta farms at level 50 and gets purples- 80% of his inf is from Went-sales and 20% is from vendors and critters. We subtract 8% from 20% and only 12% of Beta's earnings are new to the game.

We can have other examples- Farmer Gamma does PVP and so 100% of inf is from Went-sales , and they actually remove inf from the game and add none. Farmer Delta runs AE farms and 80% is direct pay, so 78% is new inf. And so forth.

I guess my point is that until you're making 91% of your inf by selling stuff at Wents, you're still inflationary.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Would adding a powerleveling AE option be a good inf sink (and I apologize if this is already an option, as I don't AE much). The idea would be that AE would give you the option to accrue experience more rapidly, but you would not earn any inf or tickets. This would be a sink in the sense that players would spend time playing but not add any inf to the system.


 

Posted

Quote:
Originally Posted by Void Spirit View Post
Would adding a powerleveling AE option be a good inf sink (and I apologize if this is already an option, as I don't AE much). The idea would be that AE would give you the option to accrue experience more rapidly, but you would not earn any inf or tickets. This would be a sink in the sense that players would spend time playing but not add any inf to the system.
Technically that would be inf neutral, neither a sink nor a source since it doesn't create inf but doesn't create tickets either. This also doesn't address the problem that level 50s generate an abnormally large portion of the total inf created (both due to hours played and higher rate of earnings).

More generally, a random idea:
Currently the "No XP" option (which is effectively on for all level 50s) turns all of your XP into Inf. What about a "No Inf" option which reduces your Inf generation (or possibly just prevents XP being converted to Inf) but increases you chance of getting drops. Obviously this is problematic with teams but it would be one way to increase the amount of items relative to Inf ont he market.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Technically that would be inf neutral, neither a sink nor a source since it doesn't create inf but doesn't create tickets either. This also doesn't address the problem that level 50s generate an abnormally large portion of the total inf created (both due to hours played and higher rate of earnings).

More generally, a random idea:
Currently the "No XP" option (which is effectively on for all level 50s) turns all of your XP into Inf. What about a "No Inf" option which reduces your Inf generation (or possibly just prevents XP being converted to Inf) but increases you chance of getting drops. Obviously this is problematic with teams but it would be one way to increase the amount of items relative to Inf ont he market.
I'm not sure why you consider the powereleveling option to be inf neutral. If Player X will spend 10 hours per week leveling his character, normally this would generate inf, but if instead he selects the AE powerlevel option and hence generates no inf, then the powerleveling option would have reduced inf in the system compared to what would occur under the current status quo.


 

Posted

I think the main problem with the powerleveling option is that, unless it's a mode for everyone in the mission, the powerleveler would still earn money. It's rarely the money that the powerelevelee earns that's interesting.

Now, if it was indeed a mission setting, people who care more about being level 50 than earning inf might use it, but honestly, I'm not sure how many people there are who don't care at all about getting inf on the character doing the heavy lifting. Often that inf is put towards kitting out the new 50, at least when one player owns both (all) accounts. I think those folks would just stay on the lookout for genuinely over-rewarding scenarios and use them without the PL mode switch.


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 Void Spirit View Post
I'm not sure why you consider the powereleveling option to be inf neutral. If Player X will spend 10 hours per week leveling his character, normally this would generate inf, but if instead he selects the AE powerlevel option and hence generates no inf, then the powerleveling option would have reduced inf in the system compared to what would occur under the current status quo.
That is true, from the point of view of player time it is technically an Inf sink but from the point of view of market prices it's inf neutral. Market prices are primarily impacted by the quantity of items in the game relative to the quantity of Inf chasing those items. A character who is played but generates neither inf nor items is not affecting that ratio, it does slightly impact the demographics of what items are available and what are demanded (specifically a person power leveling a character would presumably then take a level 50 our to farm up some influence to equip them).


 

Posted

Assumes inflation is a problem, in the context of the game its not a problem, a bug or even undesirable. In another thread someone described the game as a treadmill of loot, well inflation moves the treadmill forward. Its also improves the game environment by decreasing the advantage long term players have over new players.

That said if you really wanted to stop inflation and soak up large amounts of inf, don't go half way. Put in an inf store for salvage and recipes. The vendors buy salvage and recipes they must do something with them. This way when there were shortages from player produced goods this would kick in, providing goods and removing large amounts of inf.

It would also eliminate the complaints about people being screwed over by the marketeers. The markets prices should always be lower than the store's and if they weren't people could always use the store.


 

Posted

The problem with making things too fungible is that the next step is making vendors sell purples and oranges. And well, then we are playing poker, 5 card draw, jacks queens kings and sevens wild.

If everyone is super, then no one is.


Ooh, a sarcasm detector. Oh, that's a *real* useful invention. http://www.telegraph.co.uk/technolog...t-sarcasm.html

 

Posted

Yeah, I think the dev's implementations of Reward and now Alignment Merits shows they are very interested in putting greater reward/time constraints on the ability to create new items for use or sale than exist on the creation of inf.

Not to suggest at all that there's not variability in rates at which Reward Merits can be produced, but they are more restricted than Inf. The rate limits on Alignment Merit production are even stronger. (In that light, I find it interesting that the only available way to increase the rate of a character's production of Alignment Merits is to burn both Inf and Reward Merits.)

I agree that, if one is worried about Inf-flation, an Inf recipe store would do wonders. I just think the merit situation may be a hint that the devs don't want recipe creation rates to be subject to the wild (compared to merits) production swings we see in Inf today.


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 UberGuy View Post
Yeah, I think the dev's implementations of Reward and now Alignment Merits shows they are very interested in putting greater reward/time constraints on the ability to create new items for use or sale than exist on the creation of inf.

Not to suggest at all that there's not variability in rates at which Reward Merits can be produced, but they are more restricted than Inf. The rate limits on Alignment Merit production are even stronger. (In that light, I find it interesting that the only available way to increase the rate of a character's production of Alignment Merits is to burn both Inf and Reward Merits.)

I agree that, if one is worried about Inf-flation, an Inf recipe store would do wonders. I just think the merit situation may be a hint that the devs don't want recipe creation rates to be subject to the wild (compared to merits) production swings we see in Inf today.
I'm not following hero villain merits greatly increase the rate of item creation. The devs added another and even faster path to item generation with hero villain merits. As for it being a time constraint its really not much of one. If it applied account wide that would be something different, but since all you have to do is alt, its not much of hindrance.


 

Posted

While I believe more people are producing Alignment Merits than were producing Reward Merits, I don't see very many people at all producing more than one alignment merit per day on average - and that includes quite a few people who are excellent at "breaking" the game. While producing Alignment Merits is relatively easy, I believe the devs made a good job of making doing it in bulk by a single player unattractive enough that it's not widespread.

Producing merits on more characters than you can log in at once had a large burst of activity when they were first created, and then tailed off as people got bored with running the missions. The serious game-breakers I know went back to farming for purples and/or inf as their hardcore wealth production methods, with alignment merit production they do once a day or so as a supplement.

So I don't believe that Alignment Merits increase the rate anything like allowing inf to create recipes directly (or, indirectly, by allowing inf to create merits) would.


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 Fulmens View Post
I guess my point is that until you're making 91% of your inf by selling stuff at Wents, you're still inflationary.
Hmm.

If you're buying things and selling, then 10% of the amount you spend buying should also be counted.

That said... I would guess that I'm making well over 90% of my inf at wents, just because, well, I've yet to get a single character past 35. So the bulk of my income, by far, is WW -- and I also spend tens or hundreds of millions there on recipes and enhancements.

Say I buy 10 recipies, for 10M each, and salvage for 10 craftings, for an average of 2 million each, and sell the resulting stuff for 30M each. I've got 42M in transactions per item, so that's 4.2M removed from the game, and I get 15M in profits after the WW fees I pay. (I'm not paying the WW fees on the 12M I bought, just the 3M for the sales at 30M.) So for that example of purely crafting, the WW fees are actually more than 25% of the income.


 

Posted

Quote:
Originally Posted by UberGuy View Post

So I don't believe that Alignment Merits increase the rate anything like allowing inf to create recipes directly (or, indirectly, by allowing inf to create merits) would.
That reminds me of one of my favorite jokes. I won't post the entire joke, but the punchline goes "now we are just haggling over price".

Just for the sake of argument, I currently calculate a merit as being worth around 1,000K inf, which means an alignment merit should be worth at least 70,000K inf. For the sake of argument, if you could convert inf into some original merit equivalent at the rate of 1,500K inf/merit it wouldn't have very much effect on item creation till the value of a merit rose by 50%. At that time it would start sucking inf out of the system . Depending on pricing you might see some speed due to salvage being more available, once again its all a matter of pricing.

What it would do, is put bounds on the swings the CoX economy can go through.

Just an aside thinking about how prices are set, it looks like the developers have set the price of a gladiators unique at 2.45 billion. I guess that whole broken because its trading over the inf cap was a miscommunication of some sort


 

Posted

Quote:
Originally Posted by seebs View Post
Hmm.

If you're buying things and selling, then 10% of the amount you spend buying should also be counted.

That said... I would guess that I'm making well over 90% of my inf at wents, just because, well, I've yet to get a single character past 35. So the bulk of my income, by far, is WW -- and I also spend tens or hundreds of millions there on recipes and enhancements.

Say I buy 10 recipies, for 10M each, and salvage for 10 craftings, for an average of 2 million each, and sell the resulting stuff for 30M each. I've got 42M in transactions per item, so that's 4.2M removed from the game, and I get 15M in profits after the WW fees I pay. (I'm not paying the WW fees on the 12M I bought, just the 3M for the sales at 30M.) So for that example of purely crafting, the WW fees are actually more than 25% of the income.
My thinking is this- and I'm not married to this, I'm willing to listen to counterarguments:

If you weren't there, A sells to B. A->B .B pays 10% .
Adding you into the system, it's A->Seebs->B. You pay 10% and B pays 10%.

You've only ADDED 10% of your sale price [or if you lose money, 10% of your buy price] to the total removed from the game.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.