Inf Supply: Idle Speculation
A few more random thoughts:
If characters are net inf burners before level 30 and that is the level that many blasters are abandoned then there may be many sitting there with expired enhancements, unfilled slots, and no influence.
Gleemail could account for some of that also. A player has multiple alts most of which are abandoned and they all have some small amount of influence on them. They have 1 level 50 that they play as a main that they wish to outfit decently. They siphon off all the influence from all their other alts to "uber out" one toon. Leaving the rest of the account (and the level 50 once it is outfitted) literally barren.
I logged on to a level 50 of mine that is on a server I no longer play on. I had not played it since before I9. It was all level 50++ SOs and had a handful of HOs (some of which were HO+). The toon had a total of 1.7 million influence on it.
You all remember how many people we used to get in here on almost a daily basis that complained about how hard inf was to come by and that ebil marketeers were destroying the game?
Remember when base construction switched over to using invention salvage and how angry the base builders were about that? They blamed US for making it hard for them to build their bases because "salvage" was too expensive for them. The few of us that went in there to try to help them with influence earning tips were run out on rails and not at all politely.
I could believe that most accounts are near 0 inf accounts if that represented a majority of the casual players rather than a small fraction of the player base.
I can believe that many or even "most" casual accounts are flat a$$ broke. Especially those that level to 50 and then alt "because that toon is finished."
-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
We can spin the numbers anyway we wish, but the problem I have with ignoring
"Rule of Thumb" things like Pareto and Income Distributions is that they have a frequent habit of being right. |
Also:
85% of ALL accounts are *never* played - at all. There's no other reasonable way for them to be *that* poor. |
In effect, Pareto might fall down in MMOs because counting all characters in all accounts would be like trying to apply Pareto to an environment where the infant mortality rate was 90% but you still counted the graves as people and 98% of the population were serfs and 2% were feudal lords. Maybe most players aren't interested in earning influence, and to the extent they do they tend to spend it. Heck I *could* have over a trillion influence had I ever felt compelled to earn it, but until I19 I didn't even really know what to do with the couple billion I had at the time. I only have the amount of influence I do have now because at some point I decided to simply begin accumulating influence without limit, much like when I decided to start farming Empath even though using the method I was using at the time it was going to take nine continuous months to earn it. In other words, sometimes I just get that way. But I still have no idea what I'm going to actually do with it: I've just decided to see how large a pile I can eventually accumulate, without putting too much effort into it.
Unlike any real economy, I can hypothesize that its possible even when players earn tens of millions of inf, their tendency is to spend it on things like inventions. As influence changes hands, it eventually ends up in the hands of extremely rich players that already have everything they want and are primarily sellers and not buyers of stuff. In a reverse osmosis effect, that influence then accumulates in a few high density hands. And perhaps its not a normal compulsion to try to accumulate billions of inf, so even though it should be possible for most players to do so, most don't: they tend to spend it rather than accumulate it.
I've always been suspicious that MMO economies, and City of Heroes' economy in particular, diverges from conventional ones in certain very fundamental ways. The micro-economics of supply and demand tend to hold, but on the more macro scale things tend to differ substantially due to forces that are unique to MMO economies.
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I wonder if the answer to the implied prevalence of poorness is simple, but seemingly impossibly mystifying to those of us who regular these forums. To this day there are people who almost completely avoid the auction houses. Some find the market thematically distasteful, some are afraid of the learning curve, and some just don't care if their characters have the best enhancements, even if that just means SOs at 22.
It may suggest assume that actually only a small part of the game population uses the market with anything like expertise, and only a small part of that subset of the population is actually toting around even hundreds of millions, let alone billions of inf. Another thing to consider: it may be common for people to use the market effectively, but only to the degree they need to buy what they want, when they decide to try and get it. In other words, they may not use the market to earn inf which they keep, but rather only earn enough to buy what they want and then stop, presumably until the next time they want something. See the earlier question wondering why people are storing billions of inf. |
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It may be even more direct than that. It may be that the vast overwhelming majority of players do not want to spend any time marketeering at all, but do use the markets for two things: they dump stuff to sell at low prices and buy what they want at the minimum execute-now price.
|
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
I've met a lot of people who, when I ask, are happy to learn how to market. I don't think that there's a lot of RESISTANCE to learning to market, they just don't know where to go to learn.
Of course I'm mostly helping people who have SG's and want prestige, so I'm self-selecting my audience.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Has Pareto been shown to be reasonable in MMO environments where income earning is non-proportional above a threshold and influence doesn't have the same buying power as in normal economies?
|
*doesn't* hold other than your vague suspicions about MMO economies?
In an environment where every individual player has exactly equal chance to make
influence and the only actual barrier is their knowledge and effort levels, can you
give me any compelling reason to believe that income distribution would *not* be
some sort of bell curve?
Have you read Edward Castronova's papers? He specifically stated the Everquest economy
would rank it as the 77th country in the world (at that time).
He may not have categorically stated "Pareto holds", but he certainly strongly implied
that Virtual World economies exhibit many of the same characteristics of real-world
economies and many of the same effects and behaviours apply.
He did specifically state this: "Being an elf doesn't make you turn off the rational
economic calculator part of your brain." clearly implying that players approach
these things similarly in VWs as well as RL.
But even ignoring all of that, we have some actual real data that also strongly
implies that some of these factors may apply.
Nobody has refuted the survey data I collected beyond any caveats I mentioned myself.
Nobody has contested the validity of it, and the only point of issue has been
the total projected from that data.
While it is a very small and non-random sample, it still *clearly* shows a very distinct
log-normal distribution, and it does loosely follow Pareto - in actual data.
Please give me some compelling reason to believe that more respondents would
fundamentally alter those real data patterns already clearly visible.
Next, has everyone here forgotten the simple L10 earning experiments we conducted?
100K by L10 was simple.
1M / hr for a L50 is darn near unavoidable.
Those were *measured* facts.
Characters in I1 made 10's of millions simply playing the game content - no market,
a 9999 trade limit, no fancy-shmancy uber shinies to sell...
If you want to make *Billions*, yes, you probably need the Market. But we're
not talking about billions here. 125T/43M <= 3 Million - to make that much,
all you have to do is stop standing around AP yakking, and kill stuff for a single
Saturday afternoon to beat the average.
If you'll recall my analysis of the survey results, you might recall that the biggest
issue in forecasting total in-game influence was having a real number for population.
I used 100K and came up with somewhere north of 400T.
These new numbers give us some compelling evidence of how many *active*
accounts actually are playing on a regular basis.
The market bids are irrefutable - there simply *cannot* be more than about 60T
stored there, and the odds are very high that it's actually substantially less.
Further, with an average of 86 toons / account (43M/500K), if every toon had a
full 2B on them, 172B would be the maximum (on average) that an account could
hold without market storage. I'm fairly comfortable that most of us don't have
2B on every toon we have, and most of us DO use the market to store a significant
(>10%) of our wealth. That seriously limits the upper end of in-game inf.
Given those limits, I'm inclined to agree that what we actually have in-game is
much closer to 150T than 400T.
So, guess what happens if you invoke Occam's Razor, and say the simplest
answer is probably the right answer?
In that case, simple means that 85% or more of the accounts are NOT played.
Guess where the survey numbers (showing typical financial pattern tendancies)
come out when you base it on a population of 50K - 75K?
Yep, instead of 400T you get 200T or so. When you apply a forum bias to earning
levels due to increased dedication and knowledge, by shifting the categories
to right (as mentioned in my analysis), things start making a LOT more sense,
without needing to throw out established rules of thumb or patterns visible in actual
experimental data.
Given the numbers we have, I'm fine with ~150T in the game - provided that only
about 10% or so of the 500K accounts in existence are actually actively playing
the game regularly.
With that one simple adjustment - a lot of inexplicable issues suddenly resolve
themselves.
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
What springs to my mind with that is that I don't think it lines up very well with any of the analysis I've seen done for estimating the number of active subscriptions we've seen done in the threads that crop up when the NCSoft quarterly numbers come out. I may be on shakey ground here, because I didn't do any of those analyses, so I can't readily defend their conclusions, but let me at least mention them.
Up until Freedom, and if I remember correctly, the latest of those subscriber estimates put the number of paid subscriptions somewhere in the 65k-85k range. So the low-end estimate over 4x larger than what's required to make the Inf numbers line up. (For 85% or more of 100k accounts to be inactive, then that's only 15k active accounts, and 65k is more than 4 x 15k.) If the 65k number is even close to right, that doesn't seem very Occam's Razory to me. So I think something has to be really horribly wrong with those subscription estimates (not impossible) or for some 40,000 people to have been paying for subs they weren't really using (that seems to break Occam for me), or we're still missing something in the market usage model.
I do think it's unwise to ascribe to in-game markets the same assumptions that are valid in real-world markets. The actors have related but potentially critically different drivers. No one in an MMO will starve if they don't make money. (Well, OK, not in this MMO.) Being rich in an MMO almost certainly won't earn you the same things it often will in the real world - better health, financial security for offspring, maybe a bigger pool of sex/relationship partners.
I know that Pareto shows up in more places than (real world) wealth distribution, but I think it's a reasonable concern that the absence of directly comparable drivers might at least shift k away from 20%.
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
Let me turn that around - can you show me any compelling evidence why it
*doesn't* hold other than your vague suspicions about MMO economies? |
As to your estimate of a lower floor of 1M/hour I wouldn't dispute that, but I would note that if the average player plays ten hours a week, that's a lower bound of 40 million inf per month and about 500 million inf per year, and both values are destroyable or at least consumable by the average player within those same timeframes.
Here's an interesting sideways way to look at influence earning vs purchasing power. Suppose the average player actually earns about 3 million inf per hour which I think is a fairly high estimate. Question: what is the likely average value of the average level 50 build?
If the average player that reaches level 50 doesn't slot inventions, then they will have lots of unspent influence if they continue to play 50s. But is it likely that a player generating 3 million inf per hour would not spend any of it on an invention build?
But if they do spend it on a build, how much are they likely to spend? Is there any benefit to the average player to spend only a tiny fraction of the amount of influence they have on outfitting their characters? Suppose that the average player doesn't really make a serious attempt to make a high end invention build, but they do slot things like common IOs, maybe a few sets, and maybe a few interesting procs like Numinas. A build like that might be a couple hundred million inf, and that hasn't changed too much over time. That might take a hundred hours of play on a level 50 character to generate.
Of all the players that level at least one alt to level 50, how many hours does the average player put into each 50 on average? If its anything less than a hundred hours, it seems at least plausible a large fraction of them may end up consuming most of the influence they are capable of generating on purchases.
And my guess is that is because one major difference between the real world and the City of Heroes economy is that most players don't expect to be here forever. Influence's future value is strongly attenuated relative to real money for that reason, and that makes it less attractive to accumulate for many players.
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What springs to my mind with that is that I don't think it lines up very well with any of the analysis I've seen done for estimating the number of active subscriptions we've seen done in the threads that crop up when the NCSoft quarterly numbers come out. I may be on shakey ground here, because I didn't do any of those analyses, so I can't readily defend their conclusions, but let me at least mention them.
Up until Freedom, and if I remember correctly, the latest of those subscriber estimates put the number of paid subscriptions somewhere in the 65k-85k range. So the low-end estimate over 4x larger than what's required to make the Inf numbers line up. (For 85% or more of 100k accounts to be inactive, then that's only 15k active accounts, and 65k is more than 4 x 15k.) If the 65k number is even close to right, that doesn't seem very Occam's Razory to me. So I think something has to be really horribly wrong with those subscription estimates (not impossible) or for some 40,000 people to have been paying for subs they weren't really using (that seems to break Occam for me), or we're still missing something in the market usage model. |
is based on the 500K accounts they say have at least 1 L50 on them.
That would bring the number of active accounts into the 75,000 range which,
appears to be right in the range of what you're quoting for paid subscriptions.
When I adjust my spreadsheet for 50K-75K, with shifted categories, *then* I
get inf projections in the 160-220T range which are at least plausible with the
new estimates (~125T or so).
As for VW's behaving as actual RL economies, nobody is saying that things are
exactly comparable.
But, when all is said and done, the game gives equal chance to earn inf and equal
chance to spend inf to everyone equally (prior to Freedom).
There is zero reason to believe that simple distributive statistics don't apply.
There is zero reason to think that given a population of active players, some of
those players will naturally make more (or less) inf than others and there's zero reason
to believe that it would *not* be some sort of bell curve. Indeed the actual survey
data collected *shows* such a curve from the respondents.
There is zero reason to think that X% of players control Y% of total inf is false.
Does X have to be 20 and Y have to be 80 exactly? No - not even in RL cases
where Pareto is clearly established. That said, if X is 0.75% when Y is 80%
there is clearly something odd going on.
The devs have categorically stated there ARE a minimum of 500,000 accounts,
but there is zero reason to believe they are all active - especially in light of your
65K-85K subscription count (link btw?).
In short there is nothing magical in the analysis that defies simple common sense.
There are in fact only two ways for a toon to have zero (or minimal) influence,
given the mechanics of the game.
1> Don't play it.
2> Spend whatever you earn.
Arcanaville's idea of what a build may be worth is interesting, but extremely
difficult to quantify.
We know it takes about 20M for an SO build. If a player is comfy with that level
of performance (or constrained to it for Freems), then once that is achieved,
they're going to be net earners if they continue to play that toon.
For IO builds, costs are all over the map. Otoh, if they're into expensive builds,
then pretty much by default, they'd also have to be into inf accumulation to afford
it - it seems likely that those folks would also be liklier to accrue an excess
of inf, if for no other reason than buying the next shiny on that toon, or another.
I'd certainly expect those guys to be above the 3M toon average implied by
125T/43M.
It seems far more plausible that the paupers are liklier to be the DO/SO using
players than the IO using players generally speaking.
Anyway, for myself, I'm comfortable with the idea that, if the numbers we have
are factually accurate, then some of the considerations I've put forth here reconcile
the oddities given by the flipside premise that 500,000 people with 43 million
toons have only managed to amass 125T over 8 years.
For me, that simply doesn't add up correctly based on things we can actually see
and measure in earning rates, market activity, survey analysis and simple statistical
principles.
You all can feel free to believe whatever works for you.
Cheers,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
Fourspeed's assuming 10% of 500K accounts; Uberguy is assuming 15% of 100K accounts. Someone's misunderstanding someone there [possibly me, misunderstanding both.]
10% of all accounts with fifties being active seems like a plausible bet to me; a LOT of my old friends from the game no longer play (and those were people with a big batch of fifties each.) Five of the core eight Viva Las Vegas players aren't around any more, for instance. Most of my global friends list is nothing but memories. It's been eight years, and if most people who get a 50 stick around for a year or so... 10% is a decent approximation of that.
EDIT: Slow hands. Fourspeed got there first.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
And my guess is that is because one major difference between the real world and the City of Heroes economy is that most players don't expect to be here forever. Influence's future value is strongly attenuated relative to real money for that reason, and that makes it less attractive to accumulate for many players.
|
No, it was me. I saw the reference to the old 100k player count estimate and that stuck instead of the 500k.
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
It may be even more direct than that. It may be that the vast overwhelming majority of players do not want to spend any time marketeering at all, but do use the markets for two things: they dump stuff to sell at low prices and buy what they want at the minimum execute-now price. In other words, they treat the markets like a store and execute at the prices that will execute instantly, which makes them high buyers and low sellers. Which means the markets for the majority of players may actually act as a very efficient influence leech.
|
There was a time when I did make the bid that I knew would work if I gave it 3 to 7 days. I still occasionally log into one of those characters (after like 500+ days idle) and I have no idea what all this stuff I bought was intended for.
If I choose to craft an IO, I need to get it done now, while I am thinking of it and while I have the time. Odds are high that the next time I log that character in I will want to start playing immediately (and by playing I do not mean marketing or crafting), I will not want to try to figure out what these things I bought are needed for.
I am more than happy to fund influence collectors, because, ironically, I am patient. If I can't afford something now, I'll just hold onto the influence and wait until I can afford the buy it now price; no rush to get it and no need to spend time making sane bids that will likely fill in a week or two but that I'll either have to check back on later or forget about. I make that choice consciously, knowing how much influence I am "wasting".
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Another reason Pareto may not apply: we have a two-tier system where you can SO out for far, far less inf than a "basic" IO build. So you might have 80% of the people using SO's and only 20% even in 'the market' at all.
Stratonexus: you can send an email to your own character [not your global] explaining what you're bidding on and why. I don't know if that's more trouble than it's worth; in a post-scarcity game like this one, you can always make more inf.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I am more than happy to fund influence collectors, because, ironically, I am patient. If I can't afford something now, I'll just hold onto the influence and wait until I can afford the buy it now price; no rush to get it and no need to spend time making sane bids that will likely fill in a week or two but that I'll either have to check back on later or forget about. I make that choice consciously, knowing how much influence I am "wasting".
|
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
Another reason Pareto may not apply: we have a two-tier system where you can SO out for far, far less inf than a "basic" IO build. So you might have 80% of the people using SO's and only 20% even in 'the market' at all.
|
"X% of a resource is controlled by Y% of the population"
will *always* be true for any arbitrary value X.
More specifically speaking though it's usually expected to be (X%, 100-X%),
and for many natural (or unconstrained) systems it's often 80/20 (see Pareto Principle).
In the survey, I took a lazy approach by adding the top few categories (28% of
respondents) and calculated that they had 88% of the inf reported so that's
what I listed - 88/28. While not rigorously adhering to Pareto, I can eyeball it,
and see that it's not wildly off, or at least, looks largely natural and unconstrained.
In fact, if you arbitrarily set X = 80, then the farther Y diverges from 20, the more
likely you are to find an "unnatural" or constrained situation. Keep in mind though
that Pareto does NOT have to equal exactly 80/20, and in fact, it doesn't even
have to add up to 100. It's just aesthetically nicer when it does
However wild divergences are indictative of some constraint affecting the results.
For example. If Pareto had calculated land ownership vs Italian population, he
wouldn't have found 80/20. Why? Because there's an implied constraint there (not
all of the population owns any land -- the "population" has to be among land owners
who are then, equally influenced by wealth and inclination for how much land they
own).
In the same vein - if we looked at income for the population of the USA, you'll get
a weird Pareto number - why? Again, several segments of the population don't (or
cannot) work (ie. kids, retirees, disabilitied or retired folks, etc.). If you look
at income among "employed population", then you'll see sensible Pareto numbers.
So, in my W.A.G. data above, when I see a Pareto number of 82/0.75 I know there
*must* be a serious constraint having a huge effect on the numbers and, as I said
in that post, that number is completely insane.
In this case, it's like my USA income example above and I believe in the simplest
answer, which is the likelihood that a large % of those 500,000 accounts are probably
not actually participating, and while I'm still not quite happy with the Pareto
number I get even so, it's a LOT better than it was. I'm guessing that we're still
off a bit on the *active* inf earning population.
In the example you quote though, it *shouldn't* affect Pareto at all for the simple
fact that most people don't make money to have money. They make it to equip
their toons. In general, people who like SO's will tend towards lower earnings,
and people who like Twinked builds will tend towards higher earnings. Similarly,
people who like using the market will tend towards higher earnings, and people
who don't will tend towards lower earnings. The key, however, is that there is
NO constraint that forces that (pre-Freedom).
It is a simple, unconstrained player choice that governs it -- ie. natural.
Keep in mind though, the game IS going to diverge from it going forward due to
Freedom. Prior, there were NO constraints on the ability for any person or toon
to make in-game inf.
With Freedom however, there are constraints: Freems and Preems have various
restrictions on market-use, IO use, and even influence caps different than the 2B
VIP cap.
Thus, the rules change for segments of the population going forward, and that, over
time, will have an effect on the Pareto numbers (unless we calculate them for each
particular segment separately).
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
In the simplest sense, Pareto *always* applies because the statement:
"X% of a resource is controlled by Y% of the population" will *always* be true for any arbitrary value X. More specifically speaking though it's usually expected to be (X%, 100-X%), and for many natural (or unconstrained) systems it's often 80/20 (see Pareto Principle). |
The distinction isn't purely semantic, because the scale invariant nature of pareto-like distributions allows for more extrapolation of measurements. Non-scale invariant distributions cannot be arbitrarily extrapolated from confined measurements with pareto-like rules.
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It may be even more direct than that. It may be that the vast overwhelming majority of players do not want to spend any time marketeering at all, but do use the markets for two things: they dump stuff to sell at low prices and buy what they want at the minimum execute-now price. In other words, they treat the markets like a store and execute at the prices that will execute instantly, which makes them high buyers and low sellers. Which means the markets for the majority of players may actually act as a very efficient influence leech.
|
Sorry, but of course most players can't stand the market. The devs are certainly aware of this, almost all their market related changes since I12 have been directed at letting people avoid it.
Merits
Tickets
Alignment Merits
Sig Story Arcs
Astral Merits
Empyrean Merits
Converters
Resetting the market in I18, may or may not have been primary purpose
You can see the thought process playing itself. Pre I9 they were thinking a competitive PvP oriented market would open new vistas for the game, completely ignoring the fact that many people came to the game because it didn't have "LEWT" or "LEWT GRINDS". Guess what as wealth got concentrated, the few people who actually enjoyed the market game got to control the bulk of the wealth, and everyone who came to play a superhero game got ticked off.
The only people I have ever seen defend our market system as a good idea are people who were defending their ability to benefit from it or people that were too foolish to understand what people could and did do with it.
ROFLMAO
Sorry, but of course most players can't stand the market. The devs are certainly aware of this, almost all their market related changes since I12 have been directed at letting people avoid it. Merits Tickets Alignment Merits Sig Story Arcs Astral Merits Empyrean Merits Converters Resetting the market in I18, may or may not have been primary purpose You can see the thought process playing itself. Pre I9 they were thinking a competitive PvP oriented market would open new vistas for the game, completely ignoring the fact that many people came to the game because it didn't have "LEWT" or "LEWT GRINDS". Guess what as wealth got concentrated, the few people who actually enjoyed the market game got to control the bulk of the wealth, and everyone who came to play a superhero game got ticked off. The only people I have ever seen defend our market system as a good idea are people who were defending their ability to benefit from it or people that were too foolish to understand what people could and did do with it. |
This entitled group of people has been less vocal in the last couple years. The reasons for this include but are not limited to : increased knowledge of how the market works, increased desire to participate in the market, alternate paths to getting loot in game and alternate paths to getting loot "out of game" ("out" only because the PM is in fact accessible in game).
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.
The only problem with the market is that it doesn't work for people who feel entitled to IOs. The market is not a store but people don't understand that concept and / or the concept of supply and demand so therefor they complain about the supposed hardship of making enough to afford IOs.
This entitled group of people has been less vocal in the last couple years. The reasons for this include but are not limited to : increased knowledge of how the market works, increased desire to participate in the market, alternate paths to getting loot in game and alternate paths to getting loot "out of game" ("out" only because the PM is in fact accessible in game). |
I really doubt that a great percentage of people all of a sudden read the market boards and said "Why yes I am going to play a superhero game so I can be a bookkeeper", let me roll up Bob from Accounting right now.
The entitlement sword is one that cuts at least three ways. People who can work the market feel entitled to enhancement because they can work the market, people who play the game, in the simple manner of running missions with their friends feel entitled because they do that, people who farm and generate the resources everyone else uses feel entitled for doing that. Everyone feels entitled. Back when everyone was complaining the market was the only game in town, unfortunately the devs were looking at the people screaming loudly against a better more efficient market and went "OKEY DOKEY" we won't change the market but you aren't getting your grubby hands on new stuff. Now we have all this bind on acquire crud.
The inclusion of tickets, and merits are undoubtedly what has had the greatest impact on quelling the dislike of the market. These days it is relatively doable to outfit a character completely bypassing the market
ROFLMAO
Sorry, but of course most players can't stand the market. The devs are certainly aware of this, almost all their market related changes since I12 have been directed at letting people avoid it. Merits Tickets Alignment Merits Sig Story Arcs Astral Merits Empyrean Merits Converters Resetting the market in I18, may or may not have been primary purpose You can see the thought process playing itself. Pre I9 they were thinking a competitive PvP oriented market would open new vistas for the game, completely ignoring the fact that many people came to the game because it didn't have "LEWT" or "LEWT GRINDS". Guess what as wealth got concentrated, the few people who actually enjoyed the market game got to control the bulk of the wealth, and everyone who came to play a superhero game got ticked off. The only people I have ever seen defend our market system as a good idea are people who were defending their ability to benefit from it or people that were too foolish to understand what people could and did do with it. |
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
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Your consistent level of certainty would greatly simplify discussions, if it was contagious.
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Do you always just pick your conclusion and work backwards or do you occasionally let the facts dictate the conclusion ?
Well how ironic especially looking at just this thread. You are up to what 5 tries of justifying your initial estimate by skewing data and trying to discredit patterns of distribution that hold just about everywhere ?
Do you always just pick your conclusion and work backwards or do you occasionally let the facts dictate the conclusion ? |
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
The distinction isn't purely semantic, because the scale invariant nature of pareto-like distributions allows for more extrapolation of measurements. Non-scale invariant distributions cannot be arbitrarily extrapolated from confined measurements with pareto-like rules.
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to be truly considered adhering to Pareto.
That said,
A> We DO know (generally speaking) that non-constrained income acquisition systems
DO adhere to Pareto.
B> In the absence of any truly random sample data that we can plot, we can't
say with absolute certainly that the income system in CoH IS definitely Pareto.
However, the data we have seen are certainly suggestive that it may be.
If you're sufficiently bored that you feel an overwhelming need to quibble over
the robustness of it, be my guest.
Certainly analyzing it from that perspective gives pretty compelling reason to think
that the bulk of the accounts in existence are truly inactive.
Given the 12T Scrapper number and the missing Market storage bids, an in-game
inf total aof 150T plus or minus is, at least plausible for 50K-100K *active* accounts
if a 90/10 Pareto number applies (based on my various spreadsheet tinkerings).
It's a distinctly lesser number of active accounts if 80/20 is expected at 150T.
So, the only issue I have now, is if there is a realistic rationale for saying the active
accounts as a whole are distinctly poorer (90/10) than the surveyed forum crowd (88/28)
even after shifting the entire distribution a full two wealth categories.
In actuality, I suspect there may be. Of course showing/proving it is another
thing entirely.
But, for me, 150T +/- for an active population of 50K-100K with a Pareto of ~90/10
for the entire active group, is plausible, and rationally explainable.
150T for 500K with a completely non-standard distribution and an insane 82/0.75 Pareto
is simply ludicrous.
That's what I believe based on what data we have. You can believe anything you like.
At this stage, I don't have anything else to add to the topic.
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
I wonder if the answer to the implied prevalence of poorness is simple, but seemingly impossibly mystifying to those of us who regular these forums. To this day there are people who almost completely avoid the auction houses. Some find the market thematically distasteful, some are afraid of the learning curve, and some just don't care if their characters have the best enhancements, even if that just means SOs at 22.
It may suggest assume that actually only a small part of the game population uses the market with anything like expertise, and only a small part of that subset of the population is actually toting around even hundreds of millions, let alone billions of inf.
Another thing to consider: it may be common for people to use the market effectively, but only to the degree they need to buy what they want, when they decide to try and get it. In other words, they may not use the market to earn inf which they keep, but rather only earn enough to buy what they want and then stop, presumably until the next time they want something. See the earlier question wondering why people are storing billions of inf.
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