How you would balance the Market?


Adeon Hawkwood

 

Posted

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Originally Posted by eryq2 View Post

I do keep alot of recipes in bins, but it depends on what toons as to what IOs i need.
that's an amazing feature, where do I find those special bins? =P


It's only as time consuming as you make it.
I guess if you want to bid creep that's your business, but I don't waste time 'saving inf' on salvage, I buy what I need to craft what I have and do it. Recipes can take some time if you want to save, but most can be had for peanuts or a reasonable approximation of the 'last five' and a bit of patience.

As usual, you insist on doing everything the hard way and then making a big deal out of it. Alas for you, this forum is populated by people who know better.


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

My City Was Gone

 

Posted

Quote:
Originally Posted by Schismatrix View Post
That's how you level the market, not balance it.
To BALANCE the market, you build an enormous scale.

...then see if it weighs as much as a duck.


"OK, first of all... Shut Up." - My 13-Year-Old Daughter

29973 "The Running of the Bulls" [SFMA] - WINNER of the Mighty Big Story Arc Contest !
- The Stellar Wind Orbital Space Platform

 

Posted

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Originally Posted by Zubenelgenubi View Post
To BALANCE the market, you build an enormous scale.

...then see if it weighs as much as a duck.
That's not how you balance the market, that's how you determine if the market is a witch.


 

Posted

Quote:
Originally Posted by Nethergoat View Post
that's an amazing feature, where do I find those special bins? =P


It's only as time consuming as you make it.
I guess if you want to bid creep that's your business, but I don't waste time 'saving inf' on salvage, I buy what I need to craft what I have and do it. Recipes can take some time if you want to save, but most can be had for peanuts or a reasonable approximation of the 'last five' and a bit of patience.

As usual, you insist on doing everything the hard way and then making a big deal out of it. Alas for you, this forum is populated by people who know better.
Ok.


 

Posted

The problem with this game's economy is that players generate ludicrous amounts of influence (farmers exacerbate the problem), and then 90% of that inf goes into another player's hands. The game has very few ways to destroy influence. That is to say, players are "creating" influence by farming NPCs, but the game has limited ways of destroying the influence that's been created. Thus, hyperinflation.

To fix this, the devs need to implement ways that players can spend a lot of inf in-game instead of buying everything from the market and putting it back into other players' hands.

Also, to balance out recipes, they need to redo set bonuses for the "crappy" sets to put them on par with other uncommons and rares. They also need to increase the drop rate of the PvP IOs drastically so that people don't have to farm the good ones.


 

Posted

More inf sinks.


 

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Originally Posted by BiohazardZero View Post
The problem with this game's economy is that players generate ludicrous amounts of influence (farmers exacerbate the problem), and then 90% of that inf goes into another player's hands.
Farmers usually play solo. They actually produce less influence to drop ratios than teams. If you want to blame someone for too much influence for the supply we have, then blame teams.

Quote:
The game has very few ways to destroy influence. That is to say, players are "creating" influence by farming NPCs, but the game has limited ways of destroying the influence that's been created. Thus, hyperinflation.
It's true that we have little ways to "destroy" inf. As for hyperinflation, go the the thread with that title and take that argument there. But expect an earful.

Quote:
To fix this, the devs need to implement ways that players can spend a lot of inf in-game instead of buying everything from the market and putting it back into other players' hands.
If by "everything" you mean IOs, then no. IOs shouldn't be sold in stores. If you mean providing new things we can buy only from stores/vendors for the price an inf price only (no tickets/merits) then sure, I'm cool with that.

Quote:
Also, to balance out recipes, they need to redo set bonuses for the "crappy" sets to put them on par with other uncommons and rares. They also need to increase the drop rate of the PvP IOs drastically so that people don't have to farm the good ones.
Uh, no. You want what you call "crappy" sets to be on par with rares? Why do you think they're rare? What about the people that actually slot those sets for the bonuses they give? We'll just change they're bonuses to ones they didn't want?

There's a reason rare IOs/PVP IOs are rare. Because the reward they give should require there to be some kind of level of work to obtain them. Either by farming, A-Merit farming, or by purchasing them.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Zubenelgenubi View Post
To BALANCE the market, you build an enormous scale.

...then see if it weighs as much as a duck.
You don't need a scale if you're just checking to see if it weighs as much as a duck. Just throw the whole thing into the water and see if it floats.

Cautionary note: Attempting this might lead to the market turning you into a newt.

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

 

Posted

Quote:
Originally Posted by RagManX View Post
Cautionary note: Attempting this might lead to the market turning you into a newt.
It turned me into a newt!

...




What?

I got better!


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

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Originally Posted by Rylas View Post
If by "everything" you mean IOs, then no. IOs shouldn't be sold in stores. If you mean providing new things we can buy only from stores/vendors for the price an inf price only (no tickets/merits) then sure, I'm cool with that.
I'm not sure how you plan on putting enough money sinks in other than using this method. Also, inf, tickets, and merits are all just currency for time invested in the game. Why the devs focused on artificially differentiating them (and then un-doing those artificial barriers via things like hero merit conversions) I'm unclear on. What are you going to introduce everyone will buy in droves, other than IOs?

Quote:
Uh, no. You want what you call "crappy" sets to be on par with rares? Why do you think they're rare? What about the people that actually slot those sets for the bonuses they give? We'll just change they're bonuses to ones they didn't want?
There's plenty of "rare" sets with trash for bonuses -- PBAoE sets are full of these. Except for Obliteration, which was a late addition and, oh yeah, also sells for buckets of money. Actually, Obliteration looks more like a purple set than anything else, with maximized damage and recharge, plus a 6th IO as a proc.

There's also plenty of rare sets where the actual IO values to acc/dam/end/rech (for example) are worse than common sets. Mako's w/5-slot compared to Crushing Impact w/5-slot as a prime example. Mako's overenhances damage at the cost of other stats. The set bonuses aren't as good either, IMO, unless you're 6-slotting for the defense. In which case you're slotting Mako's because CI doesn't offer any def.

Actually, pretty much all the costly sets are those that grant... +def. Rareness or level hardly factors into it. Its all about +def because the devs screwed up royally when they let anyone other than a def-based set get near the defense cap.

If any of the purple sets granted +def as a set bonus at twice-normal rates like the other purple set bonuses... that whole set would be selling just like the +3% def PvP IO is.

Quote:
There's a reason rare IOs/PVP IOs are rare. Because the reward they give should require there to be some kind of level of work to obtain them. Either by farming, A-Merit farming, or by purchasing them.
Well, PvP IOs are rare because PvP sucks in this game. In That Other Game Which Shall Remain Nameless, any sort of PvP based drops wouldn't cost much because there's rather a lot of PvP in a (in theory) PvE game. (see also: "PvP Welfare Epics")

The PvP IO set bonuses aren't actually that much better than most other sets except for the few uber uniques. In fact, the big mama there -- the +3% def unique -- exists in standard IOs as an only-uncommon, lowbie set. Calling it rare or blathering about the work to obtain it is ... well ... doesn't hold water to Steadfast Protection. Still expensive, because everyone wants it and it is low level and people can burn that part of the game down easy now, but still: not rare by any means.

Pretty much all they're going to put in game that'll get enough traction to dent the inf in game is going to be letting people purchase IOs (directly or via proxy merit buying) with inf. I'm not seeing it as a bad thing -- its just another currency, which is a measure of time invested. It used to be the only currency, and the game was fine when it could buy top-end enhancements (50 SOs) off vendors.

Or I suppose just doing a "currency reduction" across the board. But that'd be a rather unmitigated disaster if word got out as everyone tried to liquidate their cash into IOs except for the marketeers who might be trying to ride the wild spending wave it would generate and just hope for enough cash to see them through in the post-new-currency world.


 

Posted

The more I think about this the more I think it's near-unfixable.

There is by my estimation one to five billion inf for every person in the game. (figure 60K players, 60-300 trillion inf.) Between the five major prestige-buying SGs that I know of, we've destroyed something like a trillion inf in the last three months and prices didn't blink.

I think adding AM's burnt a trillion inf in the first week they were in the game, maybe considerably more, and prices changed- but supply went way up, too.

If you could put something in that allowed a character to get a small benefit in return for burning one to fifteen million inf a day- that might make a dent in the supply. Eventually.

Undoing the level 50 influence fix would drop prices 30%, I estimate.

Nothing else I've been able to come up with would be more than an order of 5% change. (That was upping the Wentfee to 15% on transactions over 20 million inf.) Selling to the market from ghost characters? Maybe 1%. Allowing billion-inf tokens that sell back for 900 million? Maybe 0.1%. (It would fix the problem that off-market sales don't destroy inf, though.) Doubling level 50 crafting costs and halving level 50 sellback prices? 1%.

Maybe I'm just depressive today.


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

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

 

Posted

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Originally Posted by Rhysem View Post
In fact, the big mama there -- the +3% def unique -- exists in standard IOs as an only-uncommon, lowbie set. Calling it rare or blathering about the work to obtain it is ... well ... doesn't hold water to Steadfast Protection. Still expensive, because everyone wants it and it is low level and people can burn that part of the game down easy now, but still: not rare by any means.
This... really seems to miss at least one point about this IO.

Anyone with a half a brain cell who's going to slot one of the PvP +3% defense IOs already slotted its cousin from the Steadfast Protection set. There's little point in comparing the two, because you don't use one as a substitute for the other. People who want a lot of defense want both. I'd agree that anyone who plans to slot just one and who slots the PvPO instead of the Steadfast is probably a nutjob of one sort or another, but that's not what the general population who's getting this IO is doing.


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
Anyone with a half a brain cell who's going to slot one of the PvP +3% defense IOs already slotted it's cousin from the Steadfast Protection set.
I'm happy to have independent confirmation that I've got at least half a brain cell.

*hoovesup*


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

My City Was Gone

 

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Quote:
Originally Posted by Fulmens View Post
The more I think about this the more I think it's near-unfixable.
Per some of the discussion in the "other" inflation thread, I'm not sure it has to be fixed, at least in the sense that I think your solutions are trying to go about it. It's not clear to me that the problem is truly one of ever increasing storage of inf. I don't think that inf in the system is growing without bound. Instead, I think we may still be in a period of change in the rate of both inf and stuff production as more people swing into the "playing mostly 50s" camp to partake of Incarnate-related content. At the very least I think there's enough of that going on that it would obscure any purely inflationary trends.

I suspect that two things happen with our created inf. Some of it flows through the market and 10% of it burns away with every completed transaction. Some of it is stored. For most players, there's a practical (though large) limit on how much inf they can store. Not everyone is going to sock away stacks of 2B inf on every alt. Eventually, for any given rate of inf production by the community, we should reach a rough steady state for how much is in storage, how much is flowing through the market, and how much is being created. If inf production rates remain stable, eventually the amount being stored should approach some limit, and market prices should rise to the point where the the 10% fee roughly counteracts the production rate.

I believe that what we've seen is a long period of time where the inf production rate has not been stable, and has almost relentlessly increased. If that keeps happening, price inflation will continue.

As long as this price inflation continues to be because our inf production capabilities continue to increase, the inflation is, almost by definition, tracked by increases in earning power, so the inflation doesn't hurt the buying power of those strong inf creating characters. If that happens, I really see only two problems with the ongoing inflation.

(1) Non "end-game" characters fall further and further behind. A level 50 always produced more inf than a level 20, but most of the inf creating accelerations I know of make a level 50 even more productive than a 20 than they were before, even though a level 20's productivity may have also gone up. So the earnings gap is not a new situation, but the changes make the effect stronger.

(2) If earnings and thus prices continue unabated, we'll theoretically eventually reach the point where the 2B inf market price cap represents such an amount of inf trivial enough to actively played 50s that it will become a meaningful market price cap on common goods. This is A Bad Thing™ not because I think there's something wonderful about Mako's Bite procs costing more than 2B inf, but because that would mean a Mako's Bite proc and a Hecatomb proc would both be pegged at 2B inf price on the market. Anyone who could afford a Mako's proc could just throw a bid up on a Hecatomb because it's better, and we'd get waiting lines instead of bid-resolved purchases.

In both cases, the potential problems could be addressed by revaluing the reward (and fixed price) tables. If a level 50 critter was with 250 inf instead of 2500 inf, market fees and other less effective inf sinks would eventually drain away the huge stockpiles of inf we have now and prices would fall dramatically. If, at the same time, level 1 and level 50 reward rates were made to have a less extreme reward/mob difference, lower-level characters would be more able (though never as able) as a level 50 to participate on the market just on the basis of mob defeats.

Note that I'm well aware I glossed over a potentially huge question of implementation details on how to revalue rewards, what if anything to do with existing stockpiles of cash, etc. I was mostly interested in the end result - how to deal with the bit in the middle is probably a much more interesting question, but possibly not actually critical to understand in order to predict the high-level outcome.


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
This... really seems to miss at least one point about this IO.

Anyone with a half a brain cell who's going to slot one of the PvP +3% defense IOs already slotted it's cousin from the Steadfast Protection set. There's little point in comparing the two, because you don't use one as a substitute for the other. People who want a lot of defense want both. I'd agree that anyone who plans to slot just one and who slots the PvPO instead of the Steadfast is probably a nutjob of one sort or another, but that's not what the general population who's getting this IO is doing.
No, you missed my point. If Rylas point about "well the bennie is huge it should be hard to get" stands, then why does Steadfast Protection stand where it is? Sure, the PvP IO is "better" because it takes you to 6%, but the same argument can be made about Steadfast if you already had the PvP IO first (maybe you PvP and got lucky and decided to IO yourself out then?).

It doesn't really matter which you got first -- you need both to get to 6%. One is classified as rare. One is merely uncommon. But somehow I'm supposed to believe that because one is "rare" that its okay for it to be so hard to get, yet its okay for steadfast to be easy. I question this assumption.

...

That leads me to a side question: if I place a second 2 billion bid for the PvP recipe (I've had one sitting for 3 weeks, no dice), the market will "combine" them since they're identical. Can I cancel my bids? It'd try to hand me 4 billion inf ... which is a no-no. Will it be smart and cancel just one, or would that become sunk money I'd never see again? Similar with selling two of said recipe (or, maybe a bit more realistic, say 10 purple recipes)?


 

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Quote:
Originally Posted by UberGuy View Post
Eventually, for any given rate of inf production by the community, we should reach a rough steady state for how much is in storage, how much is flowing through the market, and how much is being created. If inf production rates remain stable, eventually the amount being stored should approach some limit, and market prices should rise to the point where the the 10% fee roughly counteracts the production rate.
False. Assumes market prices can go arbitrarily high as opposed to being capped at 2 billion per transaction. I'm not convinced that skimming off 200 million per transaction of the high-end IOs is going to be enough.

Also, DO NOT WANT. Any market that hits that point on recipe prices is going to suddenly collapse in on itself in a black hole. At that point you can't make any profit (in fact, you make a loss much above 1.79 billion) crafting recipes into IOs to resell on the market. So now the supply of IOs drys up and the casual-crafting folks who don't want to craft are now excluded from the market. That further reduces market transactions which drops the amount skimmed off the top by the 10% fee.

Not to mention that long before Mako's hits 2 billion you're going to see the PvP IO and other big hitters pushed off the market into a in-game/forums, barter-only market. We already see this with the PvP +3% -- currently for cash over 2 billion on the forums, but if the market (read: purchasing power of an arbitrary quantity of inf) starts to collapse its going to turn barter only. DO. NOT. WANT. I've played other games where the trading market was interactively-player-ran and barter-only and frankly I'd much, much, much rather have an auction house. This is City of Heroes not City of Day Traders Standing Around Hawking Their Wares.

While I'm sure Fulmen's escrow service would love that, he might get sick of running it after a few days. :-P


 

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Originally Posted by Rhysem View Post
False. Assumes market prices can go arbitrarily high as opposed to being capped at 2 billion per transaction. I'm not convinced that skimming off 200 million per transaction of the high-end IOs is going to be enough.
Did you stop reading the post there, or something?


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 Rhysem View Post
No, you missed my point. If Rylas point about "well the bennie is huge it should be hard to get" stands, then why does Steadfast Protection stand where it is? Sure, the PvP IO is "better" because it takes you to 6%, but the same argument can be made about Steadfast if you already had the PvP IO first (maybe you PvP and got lucky and decided to IO yourself out then?).


It doesn't really matter which you got first -- you need both to get to 6%. One is classified as rare. One is merely uncommon. But somehow I'm supposed to believe that because one is "rare" that its okay for it to be so hard to get, yet its okay for steadfast to be easy. I question this assumption.
I didn't miss that point, I just didn't imagine you could be trying to make that point.

The devs don't want it to be easy to get two of those. One is harder to get because they want it to be harder to have two than just two times as "hard" it is to have one.

(And no, while I have some of these IOs, I either bought them or created them with A-Merits.)

Quote:
That leads me to a side question: if I place a second 2 billion bid for the PvP recipe (I've had one sitting for 3 weeks, no dice), the market will "combine" them since they're identical. Can I cancel my bids? It'd try to hand me 4 billion inf ... which is a no-no. Will it be smart and cancel just one, or would that become sunk money I'd never see again? Similar with selling two of said recipe (or, maybe a bit more realistic, say 10 purple recipes)?
No, sadly it is not that smart. It will refuse to give you your money. You can request the issue be cleared up via petition.

We warned them about that when that feature was still in beta, but they left it like that. I'm guessing that soaking up the occasional support request was easier than changing the market interface.


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

I come back to the idea that we need more inf sinks. What would be good inf sinks?

(1) Renting additional storage capacity. It would be worth more than 100 million inf per month to me to increase the capacity of storing mail to myself (a/k/a global storage) by 10. It would be worth more than 10 million inf per month to me to increase the capacity of a character to store recipes and IO's by 10.

(2) Prestigious rights. The idea of renting billboard space using an auction system has been raised several times. Also, would it be worth it to supergroups and costume contest sponsors to be able to buy fireworks displays and rent searchlights as part of their events? What about public bonfires of inf? What about renting an entourage to accompany your character in public places?

(3) Proto-inspirations. Given the need for 3 matching inspirations to combine into a needed inspiration, would players be willing to buy proto-inspirations that could be converted into any needed inspiration (or maybe just count as any type inspiration for purposes of combining 3 inpirations)? Especially given the current inflation, perhaps instead of a fixed price a certain number could be put on the market each day.

(4) Turbo boosters. Another luxury item could be turbo boosters to increase travel speeds outside of missions.

(5) Elite club. Create a clubhouse with a monthly membership fee. Give it at least one nifty exit location, such as near the hami raid entrance.

(6) Private dwelling. Allow a character to rent a dwelling with some storage capacity.

(7) Unused News Terminals. Convert the currently unused news terminals (or whatever those terminals were for) into classified advertising. The downside to this idea is that supergroups might stop spamming Atlas.

(8) Respec recipes -- in lieu of drops, sell a certain number on the market.


 

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Originally Posted by Void Spirit View Post
I come back to the idea that we need more inf sinks. What would be good inf sinks?
fun, neat and completely trivial stuff like badges, titles, pets, whatever.
the iconic example from past suggestion threads is the badge awarded for destroying 2b inf.
they have a lot of options for providing inf sinks without having to sink a bunch of dev energy into them.


one thing I like 'that other game' I'm playing is the plethora of entertaining stuff on offer that doesn't necessarily confer any performance utility. It's a market segment we could really use around here.


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

My City Was Gone

 

Posted

Quote:
Originally Posted by UberGuy View Post
(1) Non "end-game" characters fall further and further behind. A level 50 always produced more inf than a level 20, but most of the inf creating accelerations I know of make a level 50 even more productive than a 20 than they were before, even though a level 20's productivity may have also gone up. So the earnings gap is not a new situation, but the changes make the effect stronger.
The level shift, in particular, is going to exacerbate this. A level shifted 50 has a faster defeat rate for a given difficulty setting. Ideally people will continue to run at +0 which will increase their earning rate but won't cause additional inflation (since they maintain the same inf:stuff ratio) but the shift makes running at higher difficulties easier and higher difficulties do cause inflation (since they produce more inf relative to the amount of stuff produced).


 

Posted

A point which you may have peripherally made, but I overlooked, Rhysem:

The more stuff sells for 2 billion+, THE WORSE IT GETS. I will attempt to splain.

Let's pick two items- generating one generates 150 million inf that can be associated with it in some way. After you've sold everything else you generated along the way and burnt that inf, you have 150 million inf that gets "charged" to the account of that item. If you sell it for 1.5 billion, you destroy the 150 million that got created along with it.

The other one generates 250 million inf. If you sell it for 2.5 billion off market, you destroy NOTHING and you create 250 million inf of inflation. That 250 million goes to buying other things. Prices go up.

(The flip side of this used to be PVP recipes: No inf was created with them, so they were a pure inf-destroying measure. Now, some of them still are but the biggies are not. )

There are ways to increase your inf-to-stuff ratio: playing on higher difficulties, for instance. People aren't having to do those things, which means that we could cut a LOT out without affecting people's ability to seriously farm up inf if they wanted to.


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

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

 

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Quote:
Originally Posted by UberGuy View Post
I didn't miss that point, I just didn't imagine you could be trying to make that point.

The devs don't want it to be easy to get two of those. One is harder to get because they want it to be harder to have two than just two times as "hard" it is to have one.

(And no, while I have some of these IOs, I either bought them or created them with A-Merits.)
Shrug. If they're that good, they would have been better served reclassifying steadfast into being rarer than it is. The wildly differing dev valuation doesn't sit well with me. Maybe its my MMO history, but the assumption that "oh this will stay rare because <insert reason> so it is okay if it is a little overpowered" always, always, always breaks down sooner or later and then suddenly Captain Nerfbat comes out swinging. We're now at that point with people being able to buy the +3% via hero merits. Sooner or later it isn't going to be rare. Next thing you know we'll be seeing Captain Nerfbat out.

It probably wouldn't bother me so much if I didn't have a def-based character who's going to suck the fallout of that (a SD -- who given their fairly crappy resists ought to be as easy to softcap defense as SR is, but can't).

Though more general I think the design of the IO system is ... lacking. There is symmetry that either needs fixing there's good cold/neg/psi resist stacking... and nothing for other types. Or outright strange things -- nobody stacks for resists because you're targetting against 100% resist, not 50% defense, yet you can pick up higher +def bonuses than +resist bonuses (particularly evident with two +def global IOs and only one +res global IO). I'd rather see more quantity of smaller bonuses per set, and lose the trash bonuses. +1.5% reduction in mez duration -- is that even larger than a server tic so it might matter?

I'm not saying everything should just be a copy of each other so that nothing is different, but I do think a more ... fair? even? distribution could have been made.


 

Posted

Re Fulmens: Yep. I'm actually kinda worried we're getting dangerously near market collapse into a barter-only economy. I'm worried about it because if we get the market collapse (as you elaborated on), then ... what is inf good for? You can trade it, but that's the only use for it. Why not just demand what I want in return for my IO and let some other sap find it all for me? If I've got a good enough piece... the definition of which will start narrow (+3% def/res PvP IOs) and gradually broaden (purples... high-def-set-bonus-sets... recharge sets/uniqes... etc) then barter becomes the only way I trade. Bleh!

Extra penalty in that the collapse doesn't actually trigger at 2 billion -- it triggers when recipes hit around 1.8 billion so that crafting and reselling them doesn't net you any profit. (Technically its under 1.8 billion by crafting and salvage costs, plus some overhead for any listings you make that don't sell, plus some overhead for the opportunity-cost of the auction slot... but we'll call it 1.8 its good enough here.)

You could look at it and say, "nah we aren't that close to that point yet" but I'm trying to project out how long it'll take the devs to notice A) there's a problem, B) come up with a fix, and C) get that fix in game. If you start talking about "two issues down the road" then ... I dunno, that's the better part of a year. If its three issues, then historically speaking that's over a year.

Back in the HOs-as-endgame-loot days, you (essentially) couldn't buy a HO with inf. For one thing nobody wanted to sit through that many trades of 10k inf (or was it 100k? I think it was.) at a time -- then again people are getting closer to "needs 3 inf trades" on the +3%def PvP IO than they are to "within 1 trade". But also inf wasn't really "worth" anything -- people had more than they'd ever need for the inf sinks, so getting more if it wasn't really helpful.

To be honest, I think our IO system as "crafting" rather fails and would like to see a rather scortched earth revamp policy to it. That'll chain into some market revamps (fine). As long as you're doing that, either up the inf cap to a 64-bit integer so this 2 billion thing is of the past and/or "re issue" inf as a currency and do something about the worthless money we're printing with each mob we kill. Since you're messing with salvage and IOs, base storage needs a sweep again -- in particular people need a IO storage vault that doesn't require them to be in their own supergroup.


 

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Originally Posted by Rhysem View Post
Re Fulmens: Yep. I'm actually kinda worried we're getting dangerously near market collapse into a barter-only economy. I'm worried about it because if we get the market collapse (as you elaborated on), then ... what is inf good for?
We are seriously nowhere near that.

The only things that sell over the cap are extremely rare and desireable PvPOs. The only things that sell for a large fraction (>15-20%) of the cap regularly are purples.

These items are a tiny fraction of the market's transaction volume. The vast, vast, vast majority of the volume of items that pass through the market do so for less than 50M inf per item. That's the part of the market that constitutes the bulk of the "economy". It's nowhere near collapsing.

Could we get to the place you're worried about? Yes, I think it's possible. The devs would probably have to do things that got us producing on the somewhere on order of 10x as much inf/time (total, across the playerbase) as we do now.

Barring that, I really think what you said, or at least the way you said it, is rather alarmist.


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