just a market rant
That, I think, is exactly where we disagree. To me, a game shouldn't be a direct representation of the real world. We come here to relax, have fun, and have a good time. To me, a game should enable me (and everyone else) to have loads of fun. High rewards, low cost, low risk. Being a Game Design student, that's how I look at games. And what I say is, why SHOULDN'T that new player feel powerful with minimal effort? Why SHOULDN'T you be epic with minimal cost? It's all in a virtual world and a video game. |
However, when you are playing with (and against) other people, it makes sense (to me) that people who work harder at being good at it deserve to have a step up over those who don't work so hard. That's the competition process.
If I'm playing tennis against someone who has taken years of lessons and trains for the pro circuit, then I really shouldn't be surprised when they whip me 6-0, 6-0, 6-0 ( I think that is the right terminology). I guess I could play on a court that is covered in ice on my opponents side, and where he is wearing blinders and 10 kg weights on each elbow, and then I might have a chance at an even game. (Call this option A). Or I could learn to play better tennis (Option B). Or I could just accept that I'm going to lose and just enjoy playing the game (Option C). Or I could play Wii tennis against the computer and dial down the competition. (Option D)
In my opinion, those who advocate radically dumbing down the system are asking for the equivalent of Option A. It penalizes people who have spent time and effort learning the system to become better at it.
Option B would entail learning how the system works (lots of good help in this forum for that). Option C would pretty much consist of gnashing your teeth silently but not posting market rants. And Option D would be finding an easier single-player game.
I'm not a fan of AE (it has led to the most exploits that I have seen) and if I had my druthers, I'd have AE missions give tickets only and no inf. It IS a simulated video game after all, and no one is paying ME to play CoH. But it is certainly not the ONLY issue that leads to inflation.
Ooh, a sarcasm detector. Oh, that's a *real* useful invention. http://www.telegraph.co.uk/technolog...t-sarcasm.html
That, I think, is exactly where we disagree. To me, a game shouldn't be a direct representation of the real world. We come here to relax, have fun, and have a good time. To me, a game should enable me (and everyone else) to have loads of fun. High rewards, low cost, low risk. Being a Game Design student, that's how I look at games. And what I say is, why SHOULDN'T that new player feel powerful with minimal effort? Why SHOULDN'T you be epic with minimal cost? It's all in a virtual world and a video game.
However, as I've said many times, I'm a realist. And my vision of this game can never be true because not everyone shares that vision, and for that reason, the market rewards the players in an unbalanced fashion. And it will continue to do so until everyone begins using it properly and the developers introduce various smart, and creative solutions to fix it. I think the introduction of Hero/Villain Merits was a step in the right direction. Now even that new player can access the rewards. It's just a matter of time and patience. Sadly, for some (me included), that cost is still unrealistically high (a month of doing Tip missions and buying Hero/Villain Merits for a SINGLE purple IO?! Yes, I do realize it's more efficient to buy some big recipes, sell them, and use that cash to buy the purple. But still. I'm putting myself in place of a new player.). |
Go to the offices of Walmart and tell them they need to change their business practices in order to let small local entrepreneurs start local businesses in clothing, hardware or grocery lines. You will get the same reaction that you get here. They know their way is good for the economy. It is dogma. You can not challenge it.
You can not challenge it. |
Alas for them, wishing doesn't make it so.
Observable reality holds sway over this forum in the same way it holds sway over the market itself.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
This forum is absolutely the wrong place for you to crusade on this. You are not going to find any sympathy for your position here. You are talking to the beneficiaries of the established order.
|
But there's another way to look at it. Some of us are here because this forum, its topics and tendencies are a perfectly natural fit for how we already viewed, played and experienced the game. Only a few of the market regulars actually prefer the market itself to the rest of the game - most of us consider it a means to an end, and view it with varying degrees of favor ranging from outright enjoyment to grudging acceptance.
I am a firm believer that long-term, persistent video games should reward invested effort. If we don't want that, we should be playing something like Pac Man, where previous activity has no bearing on past or future play actually stored in game. In MMOs, our characters progress, and the implication of time and effort invested not influencing that is that our characters may as well progress on our their own completely independent of what we do with them. You could build a game like that, but I would not enjoy it. I like knowing that I get back something proportional to what I put in. The idea that I should get the same as everyone else even if I do more is anathema to me, even in entertainment.
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
That, I think, is exactly where we disagree. To me, a game shouldn't be a direct representation of the real world. We come here to relax, have fun, and have a good time. To me, a game should enable me (and everyone else) to have loads of fun. High rewards, low cost, low risk. Being a Game Design student, that's how I look at games. And what I say is, why SHOULDN'T that new player feel powerful with minimal effort? Why SHOULDN'T you be epic with minimal cost? It's all in a virtual world and a video game. |
By the way it's not me that you are disagreeing with but a different set of marketeers entirely, Paragon Studio's Marketing department. Their job is to balance reward vs time to keep all the Pavlovian gaming dogs coming back when they ring the bell. The idea for them is NOT high reward, low cost, low risk but to give just the right (ie: lowest) reward that will keep people playing and paying their monthly subscription fees. When you get out in the real corporate world you'll most likely run afoul of the marketing department of the company you'll work for.
However, as I've said many times, I'm a realist. And my vision of this game can never be true because not everyone shares that vision, and for that reason, the market rewards the players in an unbalanced fashion. And it will continue to do so until everyone begins using it properly and the developers introduce various smart, and creative solutions to fix it. I think the introduction of Hero/Villain Merits was a step in the right direction. Now even that new player can access the rewards. It's just a matter of time and patience. Sadly, for some (me included), that cost is still unrealistically high (a month of doing Tip missions and buying Hero/Villain Merits for a SINGLE purple IO?! Yes, I do realize it's more efficient to buy some big recipes, sell them, and use that cash to buy the purple. But still. I'm putting myself in place of a new player.). |
Oddly enough one of the first things that happened when War Witch took over the reins from Posi was a market merger and it was smooth sailing. I've yet to see any DOOM as a result of the merger and rants actually decreased for quite a little time.
We were all new players once. They will learn as we all did.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Anyone can be quite a bit more super than that using cheap IOs and some build ingenuity.
As for being "epic" with "minimal cost"- if its widely available it isn't epic at all, it's status quo.
*shrug*
Not seeing any validity in your complaint.
there is no more a 'proper' way to use the market than there is a 'proper' way to run a mission- players define their own fun and efforts to legislate that will always be doomed.
Usually that 'proper' boils down to being efficient, patient, and knowledgeable. And I'm not saying that's bad or that those people are not speaking sound logic. I'm just simply answering your question.
I'd argue that "effort" is quite subjective in this case.
Oddly enough one of the first things that happened when War Witch took over the reins from Posi was a market merger and it was smooth sailing. I've yet to see any DOOM as a result of the merger and rants actually decreased for quite a little time.
We were all new players once. They will learn as we all did.
Try it sometime. No, really, try it with common salvage. We have a good example of it happening in here with uncommon salvage, and even then it capped out around 300k, not 1M. And it took so much "effort" to sustain in the first 36 hours or so that the 30-second log-out timer was actually raised as a point of contention.
That sounds like effort to me, yes.
And allowing that to happen is balanced treatment of all users? |
When something is really worth that price to enough people, yes, it absolutely is.
You know that stuff I just said about the work needed to drive up common salvage prices that high? There are times it does work, and is much less effort. There are really are times that you can flip salvage that high, even common. When is that? When supply plummets but demand remains high. Suddenly, hey, that' 1M inf for a common can become the price the market can bear without a ton of work trying to force the market to bear it. Why do people object to something's price rising to what the market can bear under these conditions? Because someone else wants it right then but isn't willing to pay that price right then? What's broken about that? Why is that such a terrible thing?
I have some mild concerns about the effect of perception of prices on new and otherwise uninformed players. But I think the way to address them is to find more ways to drain more inf out of the system faster, not to try and constrain the ways we can use the market. And honestly, I don't worry very much about it in any case. Most people I've met in game (as opposed to on these forums) figured out very quickly that what seemed like wildly unattainable prices weren't that unattainable at all.
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
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
A for profit flipper wouldn't bother with commons, not with so many other easier and more lucrative options available.
I'm just concerned about the health of the market in the future and the perception of the more inexperienced or casual players. |
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
[FONT="Trebuchet MS"]
That, I think, is exactly where we disagree. To me, a game shouldn't be a direct representation of the real world. We come here to relax, have fun, and have a good time. To me, a game should enable me (and everyone else) to have loads of fun. High rewards, low cost, low risk. Being a Game Design student, that's how I look at games. And what I say is, why SHOULDN'T that new player feel powerful with minimal effort? Why SHOULDN'T you be epic with minimal cost? It's all in a virtual world and a video game. |
As with any game there will be people better at it than others. well there is progressquest but even there some people will play that longer than others and get further ahead.
So better players will be better rewarded, its part of the reason we play games it's the competition. This relates directly to the market in that some people are better at working the market. and are rewarded for their efforts and skill.
if the designers did their job well you will feel epic with minimal effort, you go from punching street thugs in the face to shooting aliens with your laser beam eyes ... that is a pretty epic. There will always be people better than you, or with better gear but don't judge your fun by the achievement of others.
Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.
...You see right through me! My cover has been blown! What shall I ever do now! |
Feel free to prove me wrong.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Feel free to prove me wrong.
If the prices in the market continue to rise at the rate they've been rising since the introduction of market, within the next year or two, the prices of the high-end items in the market will be beyond control. There will be a massive increase in the total inf. in the game, which would result in a general increase in item prices across the board. This, in the end, would hurt everyone, and the new players the most.
I'm no economist, but that's just my theory. I'd happily like to be proven that my prediction is wrong for some logical reasons.
To *actually do that* would indeed take a huge amount of effort. And it would require driving the price point up far higher than equalibrium, which isn't "flipping" as defined by marketeers.
|
I hold that more market prices are set by typoing buyers than any other factor.
There really shouldn't be any concern for the poor casual player, rumor has it somewhere in this very forum there is a player willing to give anyone that asks enough inf to buy all the SOs needed for a lv 50.
Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.
I've never ever stated that anyone should get anything for free. The bottom line of everything I've said has been this: If the prices in the market continue to rise at the rate they've been rising since the introduction of market, within the next year or two, the prices of the high-end items in the market will be beyond control. There will be a massive increase in the total inf. in the game, which would result in a general increase in item prices across the board. This, in the end, would hurt everyone, and the new players the most. I'm no economist, but that's just my theory. I'd happily like to be proven that my prediction is wrong for some logical reasons. |
nope I am not worried about the new casual player at all.
Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.
I've never ever stated that anyone should get anything for free. The bottom line of everything I've said has been this: If the prices in the market continue to rise at the rate they've been rising since the introduction of market, within the next year or two, the prices of the high-end items in the market will be beyond control. There will be a massive increase in the total inf. in the game, which would result in a general increase in item prices across the board. This, in the end, would hurt everyone, and the new players the most. I'm no economist, but that's just my theory. I'd happily like to be proven that my prediction is wrong for some logical reasons. |
Control of high priced items is always, and will always be, in the hands of those paying the influence, not the sellers.
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
nope I am not worried about the new casual player at all.
Having 5.5 million in a land where everything slightly better than the norm (IOs vs. SOs) costs 5 million at the very least isn't exactly being rich.
There was a time I had 2 million inf. and I considered myself a rich kid on the block!
Now I have a total of about 2 billion on my main characters, with most of them IO'd out to the teeth, and I don't even consider myself remotely rich. That's my concern.
The concern that the value of 1 inf. is dropping, and dropping FAST as long as anything beyond SOs is concerned.
Am I the only one who reads through this thread and thinks "I have the perfect solution" before I even get very far into the thread? Clearly this is a place the devs could step in and fix the problem with minimal coding - Market Caps!
RagManX
"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2
The economy is not broken. The players are
[FONT="Trebuchet MS"]
I've never ever stated that anyone should get anything for free. |
If the prices in the market continue to rise at the rate they've been rising since the introduction of market, within the next year or two, the prices of the high-end items in the market will be beyond control. There will be a massive increase in the total inf. in the game, which would result in a general increase in item prices across the board. This, in the end, would hurt everyone, and the new players the most. |
Inf is created by players beating stuff up and running content, not by marketeers plying their trade. Complain about the devs doubling the earning power of 50s if you want to tilt at the windmill of inflation- leave the market out of it.
I'm no economist, but that's just my theory. |
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
True. And yes, you're right. It'd far and far easier to obtain SOs and other vendor items then. However, there would a much larger gap in price between using IOs and SOs. Having 5.5 million in a land where everything slightly better than the norm (IOs vs. SOs) costs 5 million at the very least isn't exactly being rich. There was a time I had 2 million inf. and I considered myself a rich kid on the block! Now I have a total of about 2 billion on my main characters, with most of them IO'd out to the teeth, and I don't even consider myself remotely rich. That's my concern. The concern that the value of 1 inf. is dropping, and dropping FAST as long as anything beyond SOs is concerned. |
But with sets the way they are they are expensive but earning them is quite easy now. There is no reason you can't earn the sets for your toon, no reason at all. It is only expensive if you don't want to put in the effort and want it NOW. And that is the way it should be. You shouldn't be able to set your toon up without doing any effort either buy earning the money to pay for it or earning them.
The market does NOTHING to create inf, it only facilitates moving it around between players (while taking a cut, making it one of the few inf SINKS in the game).
Inf is created by players beating stuff up and running content, not by marketeers plying their trade. Complain about the devs doubling the earning power of 50s if you want to tilt at the windmill of inflation- leave the market out of it.
You'll find welcome among the flat earthers and creationists I mentioned earlier.
And yes, I do realize that the market doesn't generate infamy. But that's what I'm saying! What you and your "people" do by destroying infamy, along with the market transaction fees isn't nearly enough inf. sink to stop the vicious cycle that the market is stuck in right now (according to what I see. I could be wrong!). And from what you say, I think that's what causes what I'm observing: Increase in prices, and drop in value of 1 inf.
That's my observation.
From that, I draw the conclusion that this causes a high rate of inflation. This high rate of inflation is reducing the value of 1 inf., which makes everyone "poorer" as a whole. No matter how much inf. you have, your X inf. would then be worth X/Y inf. This would have a more significant impact on those with less total inf. And soon, it'd reach a point that in order to be a consumer in the market, you -have- to first be a seller. Currently, being a seller is rather optional, since you can still get quite a lot of raw inf. from just doing the content and using Merits to buff up your characters. But when it reaches a point that you have to pay 1,000,000 per common salvage, being ONLY consumer wouldn't be an option, and some players just aren't interested in being sellers. Should they simply accept that and say bye to shiny stuff?
That's it! That's all I'm saying!
I'm not saying I have a solution. I'm not saying the marketeers are doing wrong. I'm not saying we should give everyone candies and lollipops. And certainly, I'm not trying to prove anything.
If common salvage hits a steady million on the market then those people who have enough inf to spend a million per common salvage will do so; those who don't will play the game, have the salvage they want drop or roll it from the AE vendors and have excess to sell for a million a shot if they want to. If you look at the market where something is selling in seconds for 1mil and decide you're going to go sell it for 250 at a vendor instead there is nothing that can be done to help you short of remedial maths lessons.
True. And yes, you're right. It'd far and far easier to obtain SOs and other vendor items then. However, there would a much larger gap in price between using IOs and SOs. Having 5.5 million in a land where everything slightly better than the norm (IOs vs. SOs) costs 5 million at the very least isn't exactly being rich. There was a time I had 2 million inf. and I considered myself a rich kid on the block! Now I have a total of about 2 billion on my main characters, with most of them IO'd out to the teeth, and I don't even consider myself remotely rich. That's my concern. The concern that the value of 1 inf. is dropping, and dropping FAST as long as anything beyond SOs is concerned. |
So I logged on and ran one AE mission then another....40 mins of work and a couple of bronze ticket rolls later I have 89 million
No one only has 5 million anymore unless they want to
Anyone can be quite a bit more super than that using cheap IOs and some build ingenuity.
As for being "epic" with "minimal cost"- if its widely available it isn't epic at all, it's status quo.
*shrug*
Not seeing any validity in your complaint.
there is no more a 'proper' way to use the market than there is a 'proper' way to run a mission- players define their own fun and efforts to legislate that will always be doomed.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone