A formal definition of "prices are too high"


Fulmens

 

Posted

I propose the following simple and unambiguous test as to whether prices are too high:

Is any replaceable item worth more money than a player is allowed to carry at one time?

The reason I qualify that with "replaceable" is that unique items (say, badge-providing stuff that no longer gets created by the game engine) could in theory be outside the normal range. But for an item which can, in general, be obtained through play... The price should not be more than you can carry at once. If it is, the amount of money is too high with respect to the amount of stuff.

I have spent a long time arguing that there's no such thing as a price that is Clearly Too High, but I have realized that I was mistaken. If there are regular items that are part of the intended scope of play and which are saleable, but are worth more than the inf cap, then either the cap is too low or the prices are too high. Or both.

In general, I think the game is suffering from too much inf and not enough inf sinks. (Giant2005 proposed an alternative, which is a mode where inf is turned off and drop rates increased.) I am generally persuaded that the basic idea is correct; you get too much inf just from kicking stuff in the face, and not enough inf gets used up.

But the first thing, I think, is to come up with a measurable criterion for whether the problem is fixed. I think the above is one of the few things that would work, simply because it ties directly in to the question of why the game needs a monetary system at all, the answer being that things can be traded for money.


 

Posted

That seems like a fair criterion. Especially the difference between something selling on-market for 2 billion and off-market for 2 billion and 1 is that one destroys 200,000,000 inf and the other does not.

["worth" == "almost always sells for" in this context, before we get into that side argument.]

There is good and bad news on that front: The good is, the most expensive item in game is selling for only slightly over 2 billion (2.25 is pretty standard these days)- so it's getting close to regular on-market sales. The bad is, more "almost as expensive" items are getting awfully close to 2 billion [I think only three things are over 2 billion regularly- the Glad Armor, Shield Wall, and Panacea specials- but I've been wrong before, often and in public.] There are quite a number of 1.5+Bn PVP items, and purples are getting close to a billion each in many cases.


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

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

 

Posted

realistically, due to the number of inf. sinks or lack thereof, purples and pvp ios will likely stay high and increase in price over time. Everything else is cheap and has been mostly stable for a few years.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

I disagree with the definition. The current Inf cap is simply due to the size of a signed 32 bit integer on a computer. The Devs could have used an unsigned 32 bit integer, in which case the Inf cap would probably have been 4B. Or they could have used a 64 bit integer, at which point the cap would have been silly high. But that doesn't really have anything to do with the Market or Inf earning rates.

The whole "prices are too high" issue is due to the exponential earning rate as you level, combined with compounded earning rate of farmers. The average Inf earning rate of characters below level 50 is probably 10k-1M/hour, taking into account Inf from defeats and mission completes, Salvage, and Recipes. Level 50s are maybe 5M/hour. Farmers are more like 100M/hour, with 500M/hour being possible. So farmers earn a HUGE amount of Inf compared to non-farmers, and they are willing to pay high prices to get the best stuff. Marketeers can profit off the farmers by flipping, crapping, or whatever, so they can similarly pay high prices to get the best stuff.

"Prices are too high" if you're not a Farmer, and if you aren't profitting from farmers.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Quote:
Originally Posted by Lohenien View Post
realistically, due to the number of inf. sinks or lack thereof, purples and pvp ios will likely stay high and increase in price over time. Everything else is cheap and has been mostly stable for a few years.
This.

When you can make 200,000,000 every two days and Single Origin enhancemetns cost 1,500,000 for a full set...and there are literally no influence sinks, what's a player to do? You buy Invention Origins and ameliorate your character, then advance to Incarnate trials, which will likely drop a purple that you can sell for hundreds more millions.

Right now I'm sitting on multiple times the inf cap...and I have nothing to spend it on. Sure, I'll level a PvP toon or two for the new league and spend on Gladiator's Javelin procs or somesuch, but I'll still be making moeny hand over fist. It's a shame the developers don't have someone monitoring the market (Synapse used to, is he still around?) or at least producing some sinks for our excess play money. Heck, I'd throw inf into the slot machines at the Giza even if they coughed up inspirations or crap recipes.

Prices aren't really too high...we just have too much play money and it doesn't disappear, it just changes hands.


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Posted

That's my point, though! That you can have multiple-times the inf cap, and that it can be useful to have that kind of money, means that the inf cap and the prices of items are badly out of sync.

If you changed NOTHING else in this game, but moved the inf cap to, say, 50B, then I wouldn't argue that prices were "too high". They are too high because the game's monetary mechanics are broken by them. I'm not arguing that things are too expensive. Prices are too high, and so is income. All the numbers are too large, and we can tell because we're encountering a game mechanical limitation that makes no sense.


 

Posted

Quote:
Originally Posted by TopDoc View Post
I disagree with the definition. The current Inf cap is simply due to the size of a signed 32 bit integer on a computer. The Devs could have used an unsigned 32 bit integer, in which case the Inf cap would probably have been 4B. Or they could have used a 64 bit integer, at which point the cap would have been silly high. But that doesn't really have anything to do with the Market or Inf earning rates.
It does, though!

The inf cap shouldn't be a thing you actually encounter in ordinary play. If people are regularly hitting it, then the game is failing to be able to represent something that it needs to represent to work well.


 

Posted

Quote:
Originally Posted by seebs View Post
It does, though!

The inf cap shouldn't be a thing you actually encounter in ordinary play. If people are regularly hitting it, then the game is failing to be able to represent something that it needs to represent to work well.
This game does an extremely poor job of subtracting currency from characters. I remember I played a certain fantasy MMO also by NCSoft and my money was spent on cosumables, spells, etc. and I never ever felt I had "too much". At level 20 I had enough for decent items and I never got past 30 because I got bored.

Not really sure what they can do about this, short of increasing crafting costs, market listing costs or just giving us something to spend on.
The Incarnate salvage conversions were nice. At 100,000,000 for a Very Rare (?) I was sinking inf in those left, right and centre. Conversion to Alignment Merits at 20,00,000 a piece isn't bad but it isn't enough. I mean...I sell an average crafted recipe and get 20,000,000 so big deal.

Maybe they need to take that leap and make stuff like badges, accolades and costumes purchaseable through influence. MARTy is going to be interesting. They're going to throttle XP and INF gains in some cases, but who knows if that will even do anything...since people have inf stocked away.

One concern is if the IO Boosters actually turn items into, say, level 52 or whatnot, you might see some bids filled and money changing hands...but not lost.

Oh, for an inf sink of epic proportions...

P.S. Just on a lark I've been storing small amounts of inf on a PvP IO. There were 718 bids (!) and none for sale, the last five were at inf cap...sounds like an problem.


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
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Posted

My first attempt would be:

Move the inf cap WAY out. Like, trillions. Allow bids on the market to be 5-10B, etcetera.

If more things went through the market, that would lead to a LOT more money being skimmed by WW fees. That would help. If buying something that cost 3B took 300M off the market instead of 0M, that would be some sink.

Past that... Lots of need for more inf sinks. I quite like the "1M inf per level to move IOs to other levels" idea that is periodically floated. Buy a level 50, spend 17M, have a level 33. Would help significantly with recipe shortages and funnel millions out of the game.


 

Posted

A graduated fee at the auction house might be a more progressive inf sink. Bigger sales take out a bigger % fee. This avoids hurting the newcomer and the inf-poor, while only slightly inconveniencing the richer player -- and it would occur at the point at which he makes his money, not ding him for having a lot of stored money he's already "earned."

I won't propose exact numbers, but it ought to be possible for a knowledgeable dev to carefully adjust the rate, so that it's not too onerous but at least helps drain some inf out of the system.


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Posted

Maybe. I see that as an incentive for the most aggressive market users to take those transactions off-market. Whether a significant percentage of them did that depends a lot on the personality demographics of players who dominate the volume of the highest value sales.


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Posted

TopDoc: I would argue that prices are "too high" when they cause the market to fail to work. If you want an over-2-bn item you have the possibility of getting ripped off, you have to set up an exchange instead of just letting the market do its magic; it's inconvenient and it risks runaway inflation [more items over 2 bn = less inf sunk = greater prices for everything = more items over 2 bn...]

So to me this is a case where prices are too high because it's interfering with the game's ease of use, and with its inf sources and sinks .

"People can't afford stuff" is not, if i understand it right, the argument the original post is making.


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

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

 

Posted

A marketeer would say "prices are too high" if they can't bid for stuff on the Market because it sell off-market for over the Inf cap. A powergamer would say "prices are too high" because they don't have enough Inf to buy purples that actually are on the Market. A casual player would say "prices are too high" because they can't buy anything decent on the Market. I would say the later two uses of "prices are too high" are far more common, so it doesn't make sense to restrict that phrase to meaning what the Marketeer thinks.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

I'm not approaching this as a marketeer, but as a UI developer.

If the UI doesn't work, Something Is Wrong.

Can I use the trade interface to complete a trade, y/n? If not, something is probably wrong. If I have to break a trade into two parts because the trade interface can't represent the fair market value of an item, then prices are meaningfully "too high". Not in the sense that they're inconvenient to a given player's purposes, but in the sense that the software is unable to perform its designated function.

It's just as fair to say the inf cap is too low. I'd guess that it should be closer to 100b, and that if it were, not only would all us marketeer types be happier, but also all the min-maxers and casual players.