A simple fix to inlfation.
This... is actually not a bad idea. It would fix one big problem, which is that it's impossible to generate stuff without also generating more Inf.
Character index
A slightly more drastic solution:
Completely cut influence gain for anybody with more than 100,000 on their character.
No caveats, no exclusions. If you have 100,000 inf, you don't generate any more from mobs. Earn it through drops and the market.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
A slightly more drastic solution:
Completely cut influence gain for anybody with more than 100,000 on their character. No caveats, no exclusions. If you have 100,000 inf, you don't generate any more from mobs. Earn it through drops and the market. |
To the OP, not bad.
To be fair, I never said it was a particularly good idea. Just that it would stop influence from being generated as fast as it is.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
A slightly more drastic solution:
Completely cut influence gain for anybody with more than 100,000 on their character. No caveats, no exclusions. If you have 100,000 inf, you don't generate any more from mobs. Earn it through drops and the market. |
Then you get into the people that refuse to market, for whatever crazy reason they have. I understand it is their choice, but still... Too drastic.
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
To be fair, I never said it was a particularly good idea. Just that it would stop influence from being generated as fast as it is.
|
As for the OP, not a bad idea.
Justice Blues, Tech/Tank, Inv/SS
----------------------
Fighting The Future Trilogy
----------------------
No caveats, no exclusions. If you have 100,000 inf, you don't generate any more from mobs. Earn it through drops and the market.
|
imo of course
This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04
The economy of this game is completely broken.
Far more influence comes into the system than what leaves - this is a major problem in any economy whether they be in a mmo or in real life. The inflation can be fixed by either reducing the amount of influence coming into the game or increasing the rate at which it leaves. I suggest doing both. We have the option of turning off our experience and gaining more influence. I propose doing something similar, but the opposite. Give us the ability to turn off our influence gain and in return, double our drop rates. All recipes have twice the chance of dropping (including purples and pvp IOs), vanguard merits and architect tickets drop twice as fast too. This not only halts the influence brought into the economy but it also gives us more to sell on the marketplace - further utilizing the biggest inf sink in the game and increasing the outflow of revenue. Edit: Just noticed the typo in the title. Won't let me edit it - fail lol. |
There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.
Thanks for the support guys and for overlooking the typo in the title that would probably deter most.
I just hope the Devs aren't deterred and support the idea just as much.
The only problem I see with it is that it's optional, and not likely to be used enough to make an impact.
There has to be a mandatory way. Perhaps level 50s automagically turn this effect on. It can be like hitting the influence cap of 2 billion in that your defeats still count towards the influence badges.
I also say that one way to delete a bit more influence is to change the inf : prestige ratio into something more appetizing. If I got more prestige for my inf, I'd actually be willing to burn the influence. Instead, I don't burn any and just farm missions to earn prestige, generating even more craptons of influence.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Typos happen. Also, I didn't even notice it until you pointed it out. Brains are odd like that. Wasn't there a study done recently that showed that people would automatically put the letters in the right order when they saw them, anyways, as long as the first and last letter were correct?
|
Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoetnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a total mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Amzanig huh? |
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
Not bad idea witht eh turning off X to get more Y.
The only thing that will kill inflation is a ceiling set price.
Put a Store on all sides or Pocket D that sells everything (yes everything, purps, temps, x-mas salavage..) for a set influence price. I don't care if every purple is 2 billion inf. Whatever value is set that would be the new max anyone would pay for said item so no more off market sells.
The other thing is that you need influence eaters. Like any or all of the following.
Convert Influence to reward merits.
Make AE a pay to play.
Make AE a pay to vote.
Put in more temp powers that people can by with their influence. (ie 25 mill inf = 1 hour x2 xp; want to auto complete that mission 1mill x lvl of mission)
Scrap XP debt instead have the player loose 10% of thier current influence.
Leave the influence cap at 2 billion, but make influence account based not toon based.
Let people buy up or down a recipe level (with the min max being what the recipe actually is normally). So if you get a level 38 recipe and you want it to be level 30 it will cost you 8 mill to convert it.
All these things will eat influence. Less influence means more bang for the buck and little to no inflation. Add in a ceiling on prices and you pretty much have as much of a fix as you can get.
Damn...that actually works O_O
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
Not bad idea witht eh turning off X to get more Y.
The only thing that will kill inflation is a ceiling set price. Put a Store on all sides or Pocket D that sells everything (yes everything, purps, temps, x-mas salavage..) for a set influence price. I don't care if every purple is 2 billion inf. Whatever value is set that would be the new max anyone would pay for said item so no more off market sells. The other thing is that you need influence eaters. Like any or all of the following. Convert Influence to reward merits. Make AE a pay to play. Make AE a pay to vote. Put in more temp powers that people can by with their influence. (ie 25 mill inf = 1 hour x2 xp; want to auto complete that mission 1mill x lvl of mission) Scrap XP debt instead have the player loose 10% of thier current influence. Leave the influence cap at 2 billion, but make influence account based not toon based. Let people buy up or down a recipe level (with the min max being what the recipe actually is normally). So if you get a level 38 recipe and you want it to be level 30 it will cost you 8 mill to convert it. All these things will eat influence. Less influence means more bang for the buck and little to no inflation. Add in a ceiling on prices and you pretty much have as much of a fix as you can get. |
1. Look at common IO recipes. Go compare what they sell for at the tables - you'll see they (sometimes) sell for more on the market.
2. Common salvage. I've been making money on a lowbie lately running in AE and burning tickets. Dropping Alchemical Silvers on the market for 6 inf. People are (were) paying 300,000 for them. (They're down, or were, to 15-25k.) They're available cheaply - literally for *nothing* (but time, and not that much) And yet people were paying that much for them...
3. Pay for AE? Pay to vote? INF for dying? Absofreakinglutely NOT. Not everyone is multi-billionaires - not even some of those that have been around for a while (I've been here since I3.) You want to drive people away, that's a very good way to do so. And account wide INF cap? No. Not only is it a bad idea (especially for those of us with lots of alts,) but those that HAVE that sort of money know how to sock it away.
INF sinks have to be (a) something people don't mind paying for (or ignoring,) as opposed to punitive, and (b) worth the price. Base INF to Prestige conversion comes to mind - I'd LOVE to give SGs a boost once in a while, but the 500:1 ratio... no, it's not worth it. Cut that in half and even with the non-huge piles of INF I have, I'd still burn it once in a while. The flip side of that? One of the things I *hated* in AIon (and a few other games) was the constant feel of needing to grind for gold - for training, for weapon repair, to "buy back" the chunk of experience held by the Soul Healer for dying (and in a PVP-based game, well....) I *despise* those kind of INF sinks - they feel like I'm just making money to give right back to the game, as opposed to stuff I'd buy/burn INF on because I *want* to.
The OP's suggestion is sort of like running in SG mode, where you get prestige in exchange for cutting your inf in half.
If you could encapsulate that idea with some in-game rationale it be more logical. Perhaps actually joining the Midnighters and running in Midnighter mode, or when running secret missions for Vanguard (which, since they're secret, won't give you any influence/infamy).
Scrap XP debt instead have the player loose 10% of thier current influence.
Leave the influence cap at 2 billion, but make influence account based not toon based. |
Completely cut influence gain for anybody with more than 100,000 on their character. |
No, there has to be more optional cash sinks, like prestige conversion. The temp power buying is a nice start, but not everyone uses those. I also like the OP's idea--I would use it from time to time, if it were an option. However, if I may expand on one of GPBunny's ideas....
Perhaps if the devs did a data-mine on the maximum average (on a bell curve, not counting anomalies) price anyone has ever payed for X item in the auction house....and have a way to buy it from a store vendor. Say the most people have ever paid for the alchemical silver, over time, was 300k influence. And right now it's going for 200k on the auction house. You can try to buy it at the AH still, or you can buy it instantly over at the NPC store.
Perhaps if the devs did a data-mine on the maximum average (on a bell curve, not counting anomalies) price anyone has ever payed for X item in the auction house....and have a way to buy it from a store vendor. Say the most people have ever paid for the alchemical silver, over time, was 300k influence. And right now it's going for 200k on the auction house. You can try to buy it at the AH still, or you can buy it instantly over at the NPC store.
|
I need to make X many recipes (let's go with another usually-high-priced one, Luck Charms, and I'm making a bunch of Accuracies for the SG bins/badge/whatever.)
Why would I spend *any* INF on it when I can run a quick mission/arc/farm in AE and just burn tickets getting salvage? I've gotten 10-11 LCs, ASilvers, etc. in a single haul, after all. What could equal several million INF... for the low low cost of nothing.
I'd basically be evading that sort of a sink.
Now, no, that doesn't apply to purples and the like that don't show up that way - but I can get those other ways (grind trials, hero merits, etc.) anyway.
Problem with that (for many items) is something I mentioned before:
I need to make X many recipes (let's go with another usually-high-priced one, Luck Charms, and I'm making a bunch of Accuracies for the SG bins/badge/whatever.) Why would I spend *any* INF on it when I can run a quick mission/arc/farm in AE and just burn tickets getting salvage? I've gotten 10-11 LCs, ASilvers, etc. in a single haul, after all. What could equal several million INF... for the low low cost of nothing. I'd basically be evading that sort of a sink. Now, no, that doesn't apply to purples and the like that don't show up that way - but I can get those other ways (grind trials, hero merits, etc.) anyway. |
As to your AE example...those are random rolls. This isn't. This is "I wanna buy nao!" for those that need that kind of thing and don't like to screw around with placing bids and can't/won't farm for AE tickets.
As with other things in this game, it lets you bypass certain things (such as astrals/merits/etc do in relation to getting rare recipes) for a price. And people like options, no?
Several things....
1. Double drop rates? I doubt it would happen but maybe a slight improvement to drop rates. Maybe an improvement to the chances of getting a drop by something like 33% or in the ballpark of a quarter. But then improve yields more. Not an expert on rewards tables but something like a disproportionate improvement to chances of getting uncommon or rares vs commons. So that rather than completely filling your inventory with common junk 2x as fast, you'll gain everything slightly faster and a better chance at uncommon junk.
2. End of mission/arc bonus. Possible point of exploit; turn off inf there or to kill a boss and improve the drops just for them. So how about a kind of inf debt that you incur upon turning the option on? At this point you don't earn inf or get improved drops but the drop bonus will turn on after paying the debt with dropped inf you'd have gotten.
3. Coupons! This option could come with the bonus of adding coupons to the drop tables and even really nice stuff like merits! So tailor cupons, crafting coupons, and other stuff that might cost you inf to use.
4. Vendors. They still give you inf for your junk. So how about changing that chatty vault secretary into someone that wants our junk (*smirk*)? There'd be progress bars on stuff you can get rif of (like badges) and when you get to 100%, you get the prize and start over again. Ex: trade 20 temp power recipies for a basic IO of your choosing. trade 15 pieces of random common salvage for a random uncommon drop. trade 25 pieces of any common salvage for a piece of common salvage of your choosing.
Double drops for PvE and PvP is alright. But for AE? Don't we need more incentive for people to play the other areas of the game? PvP surely could use some new players.
The economy of this game is completely broken.
Far more influence comes into the system than what leaves - this is a major problem in any economy whether they be in a mmo or in real life.
The inflation can be fixed by either reducing the amount of influence coming into the game or increasing the rate at which it leaves.
I suggest doing both.
We have the option of turning off our experience and gaining more influence. I propose doing something similar, but the opposite. Give us the ability to turn off our influence gain and in return, double our drop rates. All recipes have twice the chance of dropping (including purples and pvp IOs), vanguard merits and architect tickets drop twice as fast too.
This not only halts the influence brought into the economy but it also gives us more to sell on the marketplace - further utilizing the biggest inf sink in the game and increasing the outflow of revenue.
Edit: Just noticed the typo in the title. Won't let me edit it - fail lol.