influence
it wont let you claim inf if it will put you over the cap
you spend it!
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There are various ways to have more than 2 billion inf available to a character (mostly involving the auction house) but you can never have more than 2 billion in hand at any given time.
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Yes, Just email a chunk of it to yourself at your global name.
The format for your global name is: "@yourglobalname" (without the quotes)
Then you can claim the inf on any of your characters (provided that it does not put them over the inf limit).
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Is it true the most influence you can on a toon at any one time is 2 billion, what happens after that? |
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There was a time in this game years before the markets when it was almost impossible to get to that 2 billion mark. Now there are various ways to earn 2 billion in just a few days or even via one recipe transaction. I continue to wonder if that 2 billion cap will ever get raised, but at this point the Devs don't seem to have any intention of doing so.
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thx guys for all ur help thats was all i needed to know
as i understand it there is a way the game records your inf that has some weird register and it would be difficult to raise that. Someone explained it in great detail in another thread. I work in management. when programmers say stuff like this to me in my industry I'm like. Okay, it's hard to do that with one, you hit a magical wall. Make two, add them together, or give the one account the ability to access pocket A for 2 bill, pocket B for 2 bill. as clever as programmers are they get stuck in their coding and formulas and sometimes have a real hard time thinking outside the box.
Programmers blame the systems they work with a lot for not allowing them to do things because the systems they work with have real limits. Outside the box thinking will only get you so far.
Take for instance this scenario:
If they use a signed 32bit integer for influence then that would have a range of -2,147,483,648 to 2,147,483,647. Simply adding a second "wallet" would not change this limit since you would still have a single variable used to handle pulling from both "wallets". Trying to mix variable types can produce unexpected results when there is overflow since those variables actually get written into memory. Overflow refers to overflowing the bytes reserved in the memory registers for that variable, literally changing data in other memory registers.
There is actually no fundamental software reason why the current 2 billion INF limit couldn't be raised. Don't let those code geeks* fool you with their fancy technobabble excuses.
But it is reasonable to suspect that any increase in this value would come with some risk of breaking various parts of this game and it would require a decent amount of regression testing. The Devs are going to have to become convinced that the need to increase this value is worth the time and effort to change it correctly. Basically they have not reached that point and it's not clear they ever will.
* FYI, I've been a software engineer for almost 20 years so I know a little about being a "code geek".
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The difference between technically possible and practically possible is frequently quite substantial, however
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Changing the actual Influence data type would not be the hard part - the hard part would be making sure that all the other areas of the game that relied on the way it was continued to work correctly. I'm guessing it would probably entail a solid amount of tedious testing, and the Devs have likely decided that it's currently not worth the effort. *shrugs*
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'Cause patronizing your technical people when you don't understand the problems they're up against trying to fulfill your clueless edicts is clearly the best strategy for leveraging your development assets. They teach that in all the best business administration programs.
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Actually, I blame 'Star Trek', and every other show in which an engineer tells the Captain it will take twelve hours to do something, and the Captain gives a Serious Frown, tells them they have six, and it works.
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I don't know about 'all the best administration programmes', but empirical evidence suggests they teach it in most of the other administration programmes.
Actually, I blame 'Star Trek', and every other show in which an engineer tells the Captain it will take twelve hours to do something, and the Captain gives a Serious Frown, tells them they have six, and it works. |
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'Cause patronizing your technical people when you don't understand the problems they're up against trying to fulfill your clueless edicts is clearly the best strategy for leveraging your development assets. They teach that in all the best business administration programs.
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Seriously though. When you are in an industry where real money (the money the business makes to pay everybody) is being hampered by a technical wall, you solve the wall. without being condescending, you need to dial everybody, your boss, your team, the IT guys, and outside resources into solving the problem. Now. Sorry if anyone's feeling get hurt, really, but there is money to be made.
Having said that, I mostly agree with the other conversation going on in this thread about the Devs being conservative about raising the inf cap. And in truth, the cap probably regularly affects 1% player base, and occasionally affects possibly 20%. (theres another management guestimation for you, please do get all wound up now)
Is it true the most influence you can on a toon at any one time is 2 billion, what happens after that?
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You can have
- Up to 2 billion inf per market slot (usually bidding for L53 specialty enhancements that don't actually exist)
- Up to 1 billion (actually 999,999,999) inf per e-mail "slot"
- Up to 2 billion inf on your character's person
If I'm not mistaken, if you've unlocked all the various market slots, this adds up to roughly 102 billion on-person and in-market, and another 20 billion in e-mail.
Is it true the most influence you can on a toon at any one time is 2 billion, what happens after that?