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Just Saying No!

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Sweet_Miss_Skaldi
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Just Saying No!

I am going to speak up and say it now, I am saying I strongly vote against an auction house. I've played online games for 18 years that was starting with AOL/Genie 1996 and I am in favor of limited-transferrable wealth.

To clarify, going to a bazaar and selling an item you found, one on one trade that I'm okay with. Going to a pawn shop and selling that item for 20 copper, I am also okay with. I am NOT okay if you are going to putting 800+ items up on the AH and sell them all. I am also not okay with people opening afk shops all over town and lagging the whole game down with their presence.

I am also in favor of NPC shops that sell those costume bits and bobs for a more exorbiant rate than you might get them from other players, let's say finding pink thread is pretty common but you haven't had any luck, you could go to the in game tailor shop and pay 10 gold for your thread or you could find a player willing to sell it to you in a 1 on 1 trade for 2 gold.

With NPC shops you guarantee that the NPC will be the only price-gouger in town, and if things get out of hand someone gets very greedy players can still go to the tailor and buy their supplies. The brilliance of NPC shops is that you keep the amount of money flowing around in the game relatively low which means you don't see too much inflation, and you won't see the NPC get into a bidding war against other players or try to use up lots of power-ups or whatever heroes like to buy.

Reasons:
Slows down game economy by requiring exclusive 1 on 1 trades you will not see the rampant inflation that makes some games absolutely unplayable because nobody can afford that special drop everyone wants.
Inflation that little pink thread you need for your costume does not get godly expensive
Encourages people who start in the game early to farm for what they need, and lowers inflation rates
Rare items get extremely expensive when people spend all their time buying and selling instead of grinding for it
Gold Farmers show up and profiteer on a game that installs an automated AH every. single. time.

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You know, I played CoX since

You know, I played CoX since the beginning and I found I really like the auction house system. That being said, the AH came out along with tons of new goodies that you could purchase from it and nowhere else. I had some fun buying/selling and making a little profit, and as a low level toon, you could make enough for all of the low level enhancements you could want doing that. But it did take up a lot of time and it became frustrating when you wanted some "pink thread" item which was necessary for something you were building that usually wasnt that expensive but then some guy comes along and raises the price all up to the sky about it.

With all of this as it is/was, I am inclined to agree with you. If everything that is available in the game were available via NPCs, there would be fewer frustrations and reasonable prices. Everyone could have access to the items they want if they work long enough for it. If there is something that lots of people want, maybe the NPC would trade it for 1000 and a player would trade it for about 800. So what I would say is that, if an auction house is included in the game, have NPCs set a price cap, even if it is a really high cap, worst case, with a high cap, inflation would be restricted. With inflation allowed to run rampant, all you accomplish is stratification, which *could* be considered good in a more competitive game, but if we are going to be heroes, why not let everyone feel heroic?

If an auction house were available AND NPC stores sold everything that could be traded (even at unreasonably high prices), player exchange could still take place, just on a scale where the seller gets more than they would from selling to an NPC (at 1/100th the price or whatever) but the buyer pays less than the NPC sells it for. I like this solution :-)

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Yeah......I'm gonna have to

Yeah......I'm gonna have to disagree. Auction House was great in CoH. The problem was that the players were already saturated with tons of Inf before the AH was introduced and that had a bad effect on the economy. New players didn't have the inf to purchase some stuff and had to wait for quite a while or hope they got lucky enough to get a purple drop they could put up to obtain the amount of inf to purchase the things they really wanted. If introduced from the beginning I don't think this will be such a big problem. Sure there will still be really expensive stuff to purchase from it, but it'll be a lot more easier for people to adjust from the start. I'll be sorely disappointed if there isn't an Auction House introduced from the start of CoT.

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This is just ... naive.

This is just ... naive.

Quote:

Slows down game economy by requiring exclusive 1 on 1 trades you will not see the rampant inflation that makes some games absolutely unplayable because nobody can afford that special drop everyone wants.

In response, traders just spam the public channels hawking their wares.

Quote:

Inflation that little pink thread you need for your costume does not get godly expensive

Instead, it becomes obtainable only be the chosen few. Supply vs Demand ruins this notion.

Furthermore, this is usually a result of an overly "balkanized" itemization in the game, where you wind up with thousands (if not tens or hundreds of thousands, or in World of Warcraft's case, millions!) of items that can be listed on the auction house. And naturally, some of those things are going to be more difficult to obtain than others, driving the supply and demand curves. Anytime you start seeing low volume movement of a particular item, if demand outstrips supply then the price on that item is going to go up (and up and up and up). Why? Because it's a seller's market, not a buyer's market.

Quote:

Encourages people who start in the game early to farm for what they need, and lowers inflation rates

This makes no sense. It's as if you're trying to say that preventing an Auction House will prevent farming which will in turn reduce the rate at which players generate resources. Your effect is not a result of the cause you are asserting. Correlation does not equal causation.

Quote:

Rare items get extremely expensive when people spend all their time buying and selling instead of grinding for it

And here I thought it was because rare items are ... rare ... and the laws of Supply and Demand do ... you know. Also, are you actually trying to push the game towards a Grind For It Suckah! design motif? If we wanted that, there's any number of Korean grindfest games on the market that cater to that better/instead.

Quote:

Gold Farmers show up and profiteer on a game that installs an automated AH every. single. time.

Again, your Cause and Effect are not as tightly bound as you're asserting.

[b]GOLD FARMERS show up to profiteer in EVERY SINGLE GAME.[/b]
Full stop.
Period.

There were Gold Farmers (and Magic Farmers) in Diablo II. It didn't have an auction house. Didn't stop the gold farmers from establishing themselves in that game.

There were Gold Farmers (and Magic Farmers) in Diablo III. The game DID have an auction house, but the farmers would have shown up anyway. Blizzard just made it easier for them to farm and generate Real Money Transfers, in effect sanctioning the Gold Farming "trade" in the game.

There were Gold Farmers [i]on the first day of Head Start for the launch of The Elder Scrolls Online[/i] for crying out loud, and that game didn't have an auction house. Heck, it technically STILL doesn't have an auction house! Didn't stop the Gold Farmers from showing up and spamming every channel they could find ... until Wildstar launched and then they all migrated over to Wildstar (because they weren't skimming enough profit out of ESO to make it worthwhile).

TERA has an auction house ... but they don't exactly have trouble with Gold Farmers over there.

Star Trek Online has an auction house ... but the game isn't overrun by Gold Farmers.

So as far as I'm concerned, your "Just Say No!" campaign against auction houses is misplaced and misguided.

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I hope they find a way to fit

I hope they find a way to fit it better into a Superhero theme--the Auction House was kind of immersion breaking--but they need to have it or something like it.

Black Market was WAY better theme-wise.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Sweet Miss Skaldi wrote:
Sweet Miss Skaldi wrote:

The brilliance of NPC shops is that you keep the amount of money flowing around in the game relatively low which means you don't see too much inflation...

Not sure I follow this. If I take an item to an NPC and vendorise it, there is now that much more cash in the game. If I sell it to another PC, the cash I get is equal to the amount the other PC loses. And if I do it through an auction house that takes a cut, the amount I get is actually lower than the amount the PC I sold it to loses, and there is a net reduction in the amount of in-game currency. Auction houses that act as a cash sink reduce inflation.

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I think devs just need the

I think devs just need the ability to tax/tarrif the auction house to STRONGLY influence how much currency is out there being used in the AH

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Responding to a Seller's

Responding to a Seller's Market theory and the supply of items going up and up and up.
I don't completely agree, it takes two to tango. If all players, and by this I mean 90% of players believe that the price of a healing potion is 350,000 silver. Then every seller is selling those healing potions for 375,000 silver. Now say you have someone whose been their from the start of the server and they've taken up the esteem and respect of 90% of the player base through keeping a good watch on maximum prices and have set an informal price cap on a page on the forums for all traded goods. Guess what? You can leave that price where it is forever, and the prices on sold goods will never rise very far, but the moment you change things, say you decide tomorrow. I think those healing potions are worth 400,000 each. Guess what? In two days the prices on every healing potion in the server is going to be 425,000. The reason for this phenomena is that people believe what the master value says the item is worth.

Therefore, you can institute a soft global price cap with a lot of personal elbow grease if you wanted to work hard and become the authority on the matter as I did in one game to understand game economy. My thread was stickied in one server thread and somehow I became the lead authority on the matter of prices of goods on all servers. It wasn't my intention when I was doing what I was doing to stop price gougers, but strangely it worked through universal player and DM cooperation and maybe some habit of trust. Also healing potions were only available through the game store which I thought was a terrible idea. I did ask the DM's to assist me in preventing price gouging by adjusting drop rates when prices on basic things went too high, and when they went too low, drop rates were re-adjusted accordingly. That was on one of those Korean grinding games.

The point you are missing on a grinding game or any game for that matter is that drop rates can be changed on a percentile system, they don't have to be terrible for something that is very common or even rare. If it's ultra-rare, okay it might take longer. I like the NPC hard caps because it prevents price gougers from buying everything up and selling it for too high a price. Now sure they could do that but then everyone else can see it for what it is and buy it off the NPC and sell it for less, thereby ruining would-be price gouger.

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Sweet_Miss_Skaldi wrote:
Sweet_Miss_Skaldi wrote:

Therefore, you can institute a soft global price cap with a lot of personal elbow grease if you wanted to work hard and become the authority on the matter as I did in one game to understand game economy. My thread was stickied in one server thread and somehow I became the lead authority on the matter of prices of goods on all servers.

Price gouging is easier to do the less informed the "players" in the market are. Selling to "rubes" is one of the easiest ways to part fools from their currency, and long predates the online gaming era.

The City of Heroes auction house system was simply abominable for giving market players the information needed to make good decisions. It was almost trivial to "game" the system such that it would give other players "bad" information. Last 5 transactions? Really? That's IT?!? Absolutely terrible, low (to no) information trading system. Ripe for exploitation, and ... sure enough ... it was. Frequently.

Cryptic did a better job with the Dilithium/Zen exchange in Star Trek Online. That is a MUCH more informative interface and a MUCH better way to implement a trading market, since it's a commodity exchange model. It simply lists the quantity of bids at specific price points, and then lets people figure things out for themselves from there. It's also "auto correcting" in terms of Supply and Demand, so no need for oversight or soft caps or other means of market distortion.

If City of Titans implements a market exchange, I for one would hope they'd follow the example of Star Trek Online's Dilithium/Zen exchange, rather than the truly awful Wentworth's/Black Market auction house that was used in City of Heroes. I always HATED the way the auction house worked in City of Heroes, since it was more a game of "[url=http://en.wikipedia.org/wiki/The_Price_Is_Right]The Price Is Right[/url]" where the whole point was [b][i]*GUESSING*[/i][/b] what the prices of things (actually) were, rather than an actual commodity exchange trading pit based on KNOWING what prices were being offered for sell and buy.

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Empyrean wrote:
Empyrean wrote:

I hope they find a way to fit it better into a Superhero theme--the Auction House was kind of immersion breaking--but they need to have it or something like it.
Black Market was WAY better theme-wise.

[IMG]http://i555.photobucket.com/albums/jj477/fuzzygnome01/University_zpsecea252f.jpg[/IMG]

Universities have labs, workshops, gyms, libraries (possibly including occult grimoires), places to meet with colleagues or teachers, and Internet connections (though perhaps too crippled for superhero use in an attempt to stop students from playing games and watching porn the whole time). Everything a super needs to improve his abilities. Supers who wouldn't be caught dead at MIT could have the same sort of thing in their lairs, including the means to buy/sell/trade fighting techniques on the Internet.

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Pengy wrote:
Pengy wrote:

Empyrean wrote:
I hope they find a way to fit it better into a Superhero theme--the Auction House was kind of immersion breaking--but they need to have it or something like it.
Black Market was WAY better theme-wise.

Universities have labs, workshops, gyms, libraries (possibly including occult grimoires), places to meet with colleagues or teachers, and Internet connections (though perhaps too crippled for superhero use in an attempt to stop students from playing games and watching porn the whole time). Everything a super needs to improve his abilities. Supers who wouldn't be caught dead at MIT could have the same sort of thing in their lairs, including the means to buy/sell/trade fighting techniques on the Internet.

Yeah, I guess I like leaving it open.

Mister Fantastic is a genius and experiments, Spiderman dinkers with his web-shooters, Batman trains intensely, Dr. Strange learns new magics or procures magic artifacts, but Superman doesn't typically do any of those. Often power enhancements are accidental and because of things that happen during adventures or battles, or just as the natural evolution of a Heroe's powers.

Trying to turn all of that into an Auction House or even a Hero/Villian Lair version of Obamacare-style "Online Exchange" doesn't do it for me personally. Leave it ambiguous and let ME decide if my Hero experimented, evolved, mutated, trained, was irradiated or enhanced during an epic battle, or whatever.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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I've always hated player

I've always hated player-driven auction houses..far too easy to manipulate and just an all-around waste of time. They completely destroy immersion and do nothing but facilitate gold sellers, which leads to monopolizing of mobs that drop rares. What I would propose is an expansion of what the OP was talking about, where you sell your goods to an NPC and the price changes depending on his current stock. When he buys from you, what you sell is actually added to the vendor's inventory (ala Guild Wars). Vendors would offer more for items that are actually in their realm of expertise: for example, you wouldn't want to unload a magical artifact at a high tech store unless you were desperate for quick cash or just didn't have time to visit the Mystical Emporium. Every so often (perhaps hourly) a vendor would "sell" some of his excess wares to unknown NPCs, creating a steady but reasonable item sink. If the shop was sold out of something it normally stocks it would "buy" a few from the ether during maintenance. If the store was being flooded with a specific item the vendor would stop offering to buy it at some point - this would be a hard cap on supply set by the devs. Individual vendors might be slightly influenced by the prices of the ones nearest them but not at all by those in another city or distant zone. This would present day trading opportunities for those willing to travel long distances between shops. Faction standing might affect how much a vendor offers for your goods and in some cases unlock higher quality items for purchase.

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But this game doesn't have

But this game doesn't have drop-rates that way and all of the mobs in your instance are 'yours'. No gold-farmers can monopolize them.

Be Well!
Fireheart

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I love the auction house.

I love the auction house. One of the first things I always did with a new level 2 was to sell the two large inspirs one got in the training zone for enough cash to get the first round of enhancements. Those kinds of transfers were only possible because wealthy high level players were spending way too much influence to get large inspirs. Transferring influence directly from the "haves" to the "have nots." Just great.

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Consultant wrote:
Consultant wrote:

I love the auction house. One of the first things I always did with a new level 2 was to sell the two large inspirs one got in the training zone for enough cash to get the first round of enhancements. Those kinds of transfers were only possible because wealthy high level players were spending way too much influence to get large inspirs. Transferring influence directly from the "haves" to the "have nots." Just great.

I have no problem with something that WORKS like the Auction House, but fit it into the theme better. Name one Superhero who used an auction of any kind to improve his powers. And if somehow you find one single valid example, I dare you to find another.

So, ok, it does ACTUALLY have to be auction, but make it thematically something that fits (which is tough, honestly) or just make it a generic function of the enhancement window that isn't actually "in game" so it doesn't break immersion.

Actually, that's my suggestion. Have all things costume-related be an auction function in the tailor window, and all things boost-related be an auction function in the boost slotting window. Or I guess maybe for convenience sake just have an "auction" window where everything auctions. Then let us make up the story of how we got our costumes and enhanced our powers.

Having actual Superhero Auction Houses and Superhero Tailors in CoH was a... cute... solution, but not a very good one. It didn't fit the Superhero theme well. Let auctions exist as a generic function of their respective windows and leave it out of the game proper so WE can make up the story of how our looks or powers were enhanced.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Empyrean wrote:
Empyrean wrote:

So, ok, it does ACTUALLY have to be auction, but make it thematically something that fits.

The Super Market!

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Xnarl wrote:
Xnarl wrote:

Empyrean wrote:
So, ok, it does ACTUALLY have to be auction, but make it thematically something that fits.
The Super Market!

LOL! Ok, PLEASE don't actually do that... but that's hilarious. Literally made me laugh out loud.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Xnarl wrote:
Xnarl wrote:

Empyrean wrote:
So, ok, it does ACTUALLY have to be auction, but make it thematically something that fits.
The Super Market!

[url=http://www.youtube.com/watch?v=6e1hZGDaqIw]Um ...[/url] {blink blink}

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Empyrean wrote:
Empyrean wrote:

I have no problem with something that WORKS like the Auction House, but fit it into the theme better. Name one Superhero who used an auction of any kind to improve his powers. And if somehow you find one single valid example, I dare you to find another.

An idea that came to me is to use this premise in the game. Have several companies that provide 'services' (i.e. enhancements) to superheroes, complete with an unofficial (and largely unregulated) 'market' for trading referrals, favors, services, etc. Have there be an in-game debate for people stating that any such 'market' should be regulated, especially considering the nature and power of the people involved. Have others argue that superheroes are heroes, after all, who do a great service to the city, and anything that helps them curb-stomp evil can only be good for the city.

Also, can we stop with the "this MMO isn't a comic book"[color=red]*[/color] stuff? It's becoming a little trying. Thank you.

[br]
[color=red]*[/color] There were a great many superheroes who used an auction house (of some kind) in CoH.

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Redlynne wrote:
Redlynne wrote:

GOLD FARMERS show up to profiteer in EVERY SINGLE GAME.
Full stop.
Period.

I was watching someone stream Archeage on Tuesday before the servers went open to the F2P masses, where the only people online were those who had pre-ordered/bought the founders packs.

I saw even then Goldsellers spamming the chat channels. The game had only been live in the western market for just a few days on the head start...

And about the Wildstar gold spam? Not had that for a couple of months both via the mail system nor in the server wide channels. It went away VERY quickly to be honest... it had practically gone by week 3 of launch [1].

[1] At least on my server...

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But this IS an MMO and not a

But this IS an MMO and not a comic book. Comic books don't have space to waste on boring things like going to the Super Market for supplies. MMO players actually enjoy it, sometimes.

Be Well!
Fireheart

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Darth Fez wrote:
Darth Fez wrote:

Empyrean wrote:
I have no problem with something that WORKS like the Auction House, but fit it into the theme better. Name one Superhero who used an auction of any kind to improve his powers. And if somehow you find one single valid example, I dare you to find another.

An idea that came to me is to use this premise in the game. Have several companies that provide 'services' (i.e. enhancements) to superheroes, complete with an unofficial (and largely unregulated) 'market' for trading referrals, favors, services, etc. Have there be an in-game debate for people stating that any such 'market' should be regulated, especially considering the nature and power of the people involved. Have others argue that superheroes are heroes, after all, who do a great service to the city, and anything that helps them curb-stomp evil can only be good for the city.
Also, can we stop with the "this MMO isn't a comic book"* stuff? It's becoming a little trying. Thank you.
* There were a great many superheroes who used an auction house (of some kind) in CoH.

I like your ideas. There was, for example, Damage Control in Marvel that specialized in preventing/repairing Supers battle damage. And, if I understand your last comment correctly, I understand where you're coming from.

It seems to me a balance is needed. This is a Superhero themed game, so we should cleave strongly to the genre and not too lightly break from it's common conventions. But, we also aren't limited to what has happened in comic books or any other Superhero medium for that matter.

So, touche (sincerely) about my "I dare you to find another" comment. But I did personally find the Superhero tailor, auction, and store to be a bit immersion breaking. Why do they have to exist in the world? I'd personally rather just have it exist outside the "world" but inside the "game" in a window, like the way Boosts will be handled.

But, then again, I'll be grateful for the game and happily play however the Devs decide to handle it.

Just my meager 2 inf in the economy of opinions and ideas.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Redlynne wrote:
Redlynne wrote:

Xnarl wrote:
Empyrean wrote:
So, ok, it does ACTUALLY have to be auction, but make it thematically something that fits.

The Super Market!

Um ... {blink blink}

?

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Empyrean wrote:
Empyrean wrote:

So, touche (sincerely) about my "I dare you to find another" comment. But I did personally find the Superhero tailor, auction, and store to be a bit immersion breaking.

As with so many things, in this kind of situation, it becomes a question of taste and preference. "The Incredibles" was (arguably is) a setting with a relatively large number of superheroes. It has Edna 'E' Mode. Was she immersion breaking?

It is worth considering whether the perceptions / paradigm one is applying are one's own, based on expectations born of comic books and other related, but also incompatible, media or whether these expectations are based on the needs, requirements, and realities of the setting / medium / game.

At the end of the day, it may be nothing more than a question of how ably the devs present the in-game reality. Why was Wentworth's the superhero clearinghouse? Who is Wentworth? What is Wentworth's? I used it because it was convenient, of course, but, in terms of the game and the lore, to me it was pure deus ex machina. Yes, a certain amount of suspension of disbelief (even given that it is a superhero setting) is necessary, but not everything ought to be written off to that alone. Internal consistency remains king.

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Darth Fez wrote:
Darth Fez wrote:

Empyrean wrote:
So, touche (sincerely) about my "I dare you to find another" comment. But I did personally find the Superhero tailor, auction, and store to be a bit immersion breaking.
As with so many things, in this kind of situation, it becomes a question of taste and preference. "The Incredibles" was (arguably is) a setting with a relatively large number of superheroes. It has Edna 'E' Mode. Was she immersion breaking?
It is worth considering whether the perceptions / paradigm one is applying are one's own, based on expectations born of comic books and other related, but also incompatible, media or whether these expectations are based on the needs, requirements, and realities of the setting / medium / game.
At the end of the day, it may be nothing more than a question of how ably the devs present the in-game reality. Why was Wentworth's the superhero clearinghouse? Who is Wentworth? What is Wentworth's? I used it because it was convenient, of course, but, in terms of the game and the lore, to me it was pure deus ex machina. Yes, a certain amount of suspension of disbelief (even given that it is a superhero setting) is necessary, but not everything ought to be written off to that alone. Internal consistency remains king.

Now, see, that's not even fair.

When you combine a well-reasoned argument and the emotional appeal of a character as lovable as Edna from movie as... incredible... as The Incredibles--now I don't even agree with myself anymore!

Dirty pool, sir. Damn fine dirty pool.

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Xnarl wrote:
Xnarl wrote:

Redlynne wrote:
Xnarl wrote:
Empyrean wrote:
So, ok, it does ACTUALLY have to be auction, but make it thematically something that fits.

The Super Market!

Um ... {blink blink}

?

I was rather hoping it would turn out to be an old commercial for Ralphs (the [u]Super[/u] Market). But it was just Elmer doing whatever Daffy told him to do...

I was unable to find such a commercial, myself. But I do remember them.

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This wasn't a problem because

This wasn't a problem because players were swimming in influence before it's introduction. That sort of thing happens to every AH in every game...prices get inflated.

This makes it harder on everyone who joins late and doesn't want to farm.

All that said, I wasn't for the idea of an in character one to begin with, and I recall many wanting such things (maybe because they just want a CoH clone?)

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Xnarl wrote:
Xnarl wrote:

Empyrean wrote:
So, ok, it does ACTUALLY have to be auction, but make it thematically something that fits.
The Super Market!

/laugh, /cough, /cough, /cough, /laugh, /chuckle

I DIG IT!

I'm imagining sort of a mix of vendors in a 'super market' area, the problem I've seen with supermarkets in 3D MMO's is 1) spacing, 2) can never get to the vendor you want.
I might suggest as I have previously of having vendors inside a no-walk/no-fly field, so you can click them, it might even work better if you just approach them directly and have the vendor menu pop up on your screen.

The way you did it in the old MUD's was you would read a menu posted on the wall and then you could select what you wanted to purchase from that menu. It was easier particularly if menu's were posted larger than characters, like poster sized. Then you could buy/sell from there. The only time you talked to the NPC was if you needed to get either an appraisal or to sell something, or to put in a buy order (Eve Online) Buy orders were something subjected to market constraints and sure allowed market distortion as well. But it also let people who wanted 6 million tons of kernite to create that order set their own price per unit and hope that someone would come around and sell directly to them for the price they set. Of course if you were gyping people, most of the time they got smart and didn't sell to you. On the other hand if you wanted a hundred pink threads so you could have that shimmering pink velvet fur cat costume, you might want to do something like that.

Allowing buy orders makes it a little easier for people to get what they want for the price their willimg to offer. I believe those were limited to 5 buy orders total in a zone. Buy orders are harder to manipulate, I think if you only allowed the options of selling to NPC's or filling buy orders that might be more balanced less subject to manipulations?

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Sweet_Miss_Skaldi wrote:
Sweet_Miss_Skaldi wrote:

Allowing buy orders makes it a little easier for people to get what they want for the price their willimg to offer. I believe those were limited to 5 buy orders total in a zone. Buy orders are harder to manipulate, I think if you only allowed the options of selling to NPC's or filling buy orders that might be more balanced less subject to manipulations?

If you are talking about Eve Online here, you are *initially* limited to some small number of sell/buy order slots. But you could train up some skills that added more to this total (I forget what the cap is).

The Eve Online market was interesting in how it worked in that the market was not *game* wide... each system/region had its own twist on what was needed/in demand, so you could make a legitimate trade buying low in one area, and selling high in another, and your buying/selling range was also a trainable skill (starts off from being "station only", then "system wide", then 2/3/4/5 systems away... and goes up to "region wide". So choosing where to set up shop to sell if you were not in a sales hub was essential as well. Selling stuff in a dead end system where no one went was a bad move.

If it had a lot of mission runners though.. you could make money selling ammunition/ship modules/ships though... and more often than not for a nice profit.

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I just made this same point

I just made this same point in another thread but it's relevant here too.

Personally I'd be happy to see no economy / trading of any kind. I think CoH was a better game back before it added the AH and other stuff. It felt more superhero-ey to me to not worry about loot or money or trading stuff.

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Mr Tricksy wrote:
Mr Tricksy wrote:

I just made this same point in another thread but it's relevant here too.
Personally I'd be happy to see no economy / trading of any kind. I think CoH was a better game back before it added the AH and other stuff. It felt more superhero-ey to me to not worry about loot or money or trading stuff.

I can see where you are coming from, and I would agree with you. With the limitation that it would *never* get added in if it didn't launch with it (or within a few weeks of launch). The reason as to why is that the longer you leave it, the more the economy gets out of balance...

Hell, even if "Inventions" were just purchasable from NPC's for a high cost would be tolerable for me (because then it is a fixed target price that you are saving up for... not a moving target that could grow more expensive the longer you wait.)

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As with anything involving

As with anything involving people, inflation and the market can be tough to control. However it CAN be done if the Devs are willing to institute some strict measures:

Limit selling: If you limit the amount of stuff that can be sold to say twice what can be reasonably earned in a single day's play then nobody will go out farming/buying stuff to flip because they won't be able to get rid of it. If they really want to waste slots building empty characters to sell the stuff then let them. Every empty character is one less one they can use to actually earn stuff.

Limit buying: Once the character progression and crafting things are set, limit each character to buying as much as they need to completely rebuild their character once. Yes, that might be a lot of stuff, but if anyone legitimately does a total respec then they're going to need a rebuild. It will prevent people from buying 25 stacks of ten of the same thing, cornering the market and hampering new players just trying to have fun.

Cash sinks: This was one where CoH got caught flat-footed because as was mentioned before they had 2 years of play in before the AH went live and you can only spend so much on costumes. So some characters had billions of Inf saved up. If there are more places to spend cash then players might be less inclined to horde it and inflation can be held down. You want a base? Small one is cheap...big one is expensive. Want cool stuff for it? Pay up. Forget the Prestige system (stupid from the get-go IMHO). You want all that really neat stuff for your base? Pay cash for it. You could even let characters use cash as bribes to contacts for an extra mission or something.

Alternate sources: One reason stuff went astronomical at the AH is because the players directly controlled the inventory. If nobody went out fighting enemies under lvl 25 then less Alc Silver was generated and the supply went down. Demand never went down so prices soared. The AE helped because you could farm for an hour, convert tickets to stuff you needed and sell the rest. But all of this seemed very clunky to me. My idea is The Devs would set the AH inventories to auto-refill when they got down to a certain level. The items would be sold at set prices (with some variation) based on rarity. The very last one would be astronomically expensive but if you REALLY want it then it's yours. When the counter hits 0 the system sets up say 5-10 to 'sell'. What this does is it guarantees that you can always find one of something to make that recipe you just got. Now if the item is common the price will be fair. If it's rare then you'll pay the premium. However there will NEVER be a situation where there are none.

The prices set by the system would set the 'cap' because any players trying to sell above that would be undercut by the system. This would limit the amount of cash changing hands.

Many players expect an AH and I fear the game might not do well without one however I'm staunchly against 'Market PvP' in any form.

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Comicsluvr wrote:
Comicsluvr wrote:

Limit selling: If you limit the amount of stuff that can be sold to say twice what can be reasonably earned in a single day's play then nobody will go out farming/buying stuff to flip because they won't be able to get rid of it. If they really want to waste slots building empty characters to sell the stuff then let them. Every empty character is one less one they can use to actually earn stuff.

Is this selling on the AH or does it include selling stuff to NPC? This is important... also as you increase in level the amount you can carry increases so you go and sell to the NPC less often. This could also end up in that people will not bother in dealing with the "real world" content, and try to skip everything that is in the way until they get to their destination. Don't want to limit how much you can buy/sell a day.

Also, it doesn't stop buy/sell alts in the slightest. It actually penalises those people who don't alt.

Quote:

Limit buying: Once the character progression and crafting things are set, limit each character to buying as much as they need to completely rebuild their character once. Yes, that might be a lot of stuff, but if anyone legitimately does a total respec then they're going to need a rebuild. It will prevent people from buying 25 stacks of ten of the same thing, cornering the market and hampering new players just trying to have fun.

To be honest, I only experienced this problem in City of Heroes. I (interestingly) never had this problem in other MMO's. But then again, I think was also a problem with the salvage system in City of Heroes where players across ALL level ranges were chasing the same loot. Unlike most other MMO's where you would only have a few "high level" players chasing the low level loot (typically because they are levelling up their crafting skills once they get to level cap, and not whilst levelling up).

Quote:

Cash sinks: This was one where CoH got caught flat-footed because as was mentioned before they had 2 years of play in before the AH went live and you can only spend so much on costumes. So some characters had billions of Inf saved up. If there are more places to spend cash then players might be less inclined to horde it and inflation can be held down. You want a base? Small one is cheap...big one is expensive. Want cool stuff for it? Pay up. Forget the Prestige system (stupid from the get-go IMHO). You want all that really neat stuff for your base? Pay cash for it. You could even let characters use cash as bribes to contacts for an extra mission or something.

I have no problem with this in the slightest.

Quote:

Alternate sources: One reason stuff went astronomical at the AH is because the players directly controlled the inventory. If nobody went out fighting enemies under lvl 25 then less Alc Silver was generated and the supply went down. Demand never went down so prices soared. The AE helped because you could farm for an hour, convert tickets to stuff you needed and sell the rest. But all of this seemed very clunky to me. My idea is The Devs would set the AH inventories to auto-refill when they got down to a certain level. The items would be sold at set prices (with some variation) based on rarity. The very last one would be astronomically expensive but if you REALLY want it then it's yours. When the counter hits 0 the system sets up say 5-10 to 'sell'. What this does is it guarantees that you can always find one of something to make that recipe you just got. Now if the item is common the price will be fair. If it's rare then you'll pay the premium. However there will NEVER be a situation where there are none.
The prices set by the system would set the 'cap' because any players trying to sell above that would be undercut by the system. This would limit the amount of cash changing hands.

This method would only work if the AH system was more of the "traditional" selling system. The CoX "blind auction" system would actually not allow this to happen. Because as soon as someone put an item up on the market, the game would not be allowed to increase the stock until ALL the items were sold.

And if the AH did just keep the "NPC stock" at a certain level you might as well just set it up so that a vendor has them available.

But then again, CoX had this problem mainly due to the "All grey to me" style of game play, where levelling up *prevented* you from doing it. And if you did want X/Y/Z salvage you had to resort to the AE (and finding a suitable mission for you to run) to get them.

So it is now appearing that CoX was almost the perfect storm of problems/unique solutions, just due to how it was put together

Quote:

Many players expect an AH and I fear the game might not do well without one however I'm staunchly against 'Market PvP' in any form.

Remove the market. The more you try to restrict it, the more people will go "off market" and use alternative methods to facilitate their trades/selling.

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I like an AH in a game. The

I like an AH in a game. The fact that there will be randomized item drops requires you to be able to do something with the ones you get that you don't want. I like Comicsluvr's ideas about restricting some of the shennanigans people used to perpetrate on CoX's AH though. I like the idea of limiting how many of one item someone can try to buy and sell per day in order to stop people from cornering the market. I think almost all salvage (to leave it in CoX terms) should be available from NPC vendors at a really high price whereas you might be able to do better on the AH when looking for something like that. And the recipes, like in CoX, could be purchased for merits or something like that. Those same NPCs should buy that kind of stuff for REALLY low buy prices too, encouraging, but not forcing people to try to do better on the open market, but providing a safety valve for when the market get's demand-heavy.

I also agree that they need to have the AH system in place before everyone has a billion Inf in unneeded wealth saved up and collecting dust.

I also agree that things in the game, like SG bases, personal lairs, etc can and probably should have some kind of rent, upkeep cost, etc. I don't want it to be impossible for people to trade sharp and make influence over time, just not immediate, obvious, and so broken that everyone's a billionaire within a year.

If there is salvage, I think they ought to make it non-level specific. I mean, in CoX one problem was that LOW level salvage was harder to find than HIGH level salvage because the majority of people were doing stuff with their level 50 toons a lot of the time and the leveling was so fast that you didn't get much of a chance to generate a lot of level 10-20 stuff.

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Radiac wrote:
Radiac wrote:

If there is salvage, I think they ought to make it non-level specific. I mean, in CoX one problem was that LOW level salvage was harder to find than HIGH level salvage because the majority of people were doing stuff with their level 50 toons a lot of the time and the leveling was so fast that you didn't get much of a chance to generate a lot of level 10-20 stuff.

By this do you mean along the lines of what most other MMO's do where mobs drop loot for whoever kills them, or the alternative is that the loot distribution tables will be sorted out more, so that there should be a group of mobs that will drop X salvage at all level spreads?

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What I mean is this: Salvage

What I mean is this: Salvage acquired from random drops is not in any way tied to your level or the level of the badguys you're fighting that are dropping it. Period. There's no such thing as "level10-20 salvage" all salvage is just salvage. Bosses drop more rare salvage, sure, but there's no level attached to it. I personally think the way CoX actually worked was that people stuck to SOs or generic IOs until they were close to 50, then started kitting out with IO recipe sets, purples, etc. Apart from some desirable low level recipes (the ones you put in Super Speed to add +Stealth, etc) you could pretty much avoid IO sets until you hit the cap, if you wanted to. There was therefore almost no reason for recipes to exist at lower levels, especially since many of the lower level sets were lousy anyway and got replaced by better stuff later. Just make everything "good stuff for the level capped" (like IO sets and purples in CoX) or "low level generic jank" (like SOs and generic IOs in CoX) and let everyone stick with low level jank until they get to the cap.

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That's not completely true.

That's not completely true. Low level IO recipes and enhancements had some value. The people who liked to play PvP at certain levels used the lower level IOs that pertained to the level they were playing. Some people preferred to play at certain levels for the game and turned off XP gain to do so. Those people also used the lower level IOs accordingly. While I will admit that I agree with you that most people just used generic IOs until 50, I do know of some people that didn't and I'll bet there were a lot more that I didn't know.

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Funny (Ironic?) given all the

Funny (Ironic?) given all the talk about death penalties, one of the last characters I had that used a lot of lower level IO's was my Iron Eagle (RIP) who used things like dual aspect def/endred in his powers since two of those was better than one each of end and def in, for example, his FFG when he had 2 slots to fill.

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Radiac wrote:
Radiac wrote:

What I mean is this: Salvage acquired from random drops is not in any way tied to your level or the level of the badguys you're fighting that are dropping it. Period. There's no such thing as "level10-20 salvage" all salvage is just salvage. Bosses drop more rare salvage, sure, but there's no level attached to it. I personally think the way CoX actually worked was that people stuck to SOs or generic IOs until they were close to 50, then started kitting out with IO recipe sets, purples, etc. Apart from some desirable low level recipes (the ones you put in Super Speed to add +Stealth, etc) you could pretty much avoid IO sets until you hit the cap, if you wanted to. There was therefore almost no reason for recipes to exist at lower levels, especially since many of the lower level sets were lousy anyway and got replaced by better stuff later. Just make everything "good stuff for the level capped" (like IO sets and purples in CoX) or "low level generic jank" (like SOs and generic IOs in CoX) and let everyone stick with low level jank until they get to the cap.

So a mixture of both settings then. I can get behind that... although I can now see a problem where this could well end up with a case of level capped players destroying all the low level mobs that could drop the loot that they needed for their "high level" salvage requirements.

This would mean that "rare" is not really rare if you could just pick on the mobs from lower levels and still get the stuff (with minimal risk/effort on your part).

This is why most other MMO's with a crafting system try to avoid this setup. It can easily lead to a flooding of the system so "rare" is not really "rare" anymore.

So that means that as a balancing point you could start getting to the korean style of crafting where you might not necessarily need "1 Rare item" but 10, and then 20, and then several hundred different materials to make a specific item.

Hell, this is what happens in Eve Online, where the crafting system takes materials from ALL across the "level tiers", so that the stuff that you need the most of is the stuff that is most common in the game (minerals) and then goes down in numbers from there, the higher up the pyramid you go.

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I was under the impression

I was under the impression that most people slotted the "sweet spot" of level 35 IO sets (whether they waited until the level cap or not to slot in sets). This was done to give a wider range of effectiveness while exemplared down without greatly hurting your level capped experience. To be fair, in ancillary powers going with level 40+ was good choice since you were generally not going to have access to them while exemplared down below level 40. This is why level 35-40 versions of recipes went for more (often significantly more) than 45-50 versions on the market. Purples, of course, are a different matter with their own rules and many players never even bothered with them.

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I like to have an AH. This

I like to have an AH. This has been discussed in quite a few threads previously. Some hate it, some love it, most are in-between.

Getting sinks for cash, and eliminating Prestige, are very good ideas. Make me pay for a big, fancy base. I like that. :) I'll go out and play the game some more to get the influence.

Having alternatives as sources and sinks for most goods, in terms of NPCs is also great. Having stocks fall to literally "zero" in the AH is just not right. Having price variance is realistic and fair too, though.

Rare stuff should be in the AH, and at high prices...that is why it is "rare."

I don't believe in limiting either buying or selling, or trying to punish players for running farms or just playing the game specifically to get influence and drops. This sounds a little too much like "you're having too much fun playing the game; stop it at once!" to me. Or maybe "you can only have fun in the approved manner; stop that!"

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I guess what I'm saying is,

I guess what I'm saying is, people should not get salvage from mopping up large groups of "grey" lowbies, but the salvage that does exist should all be the same, regardless of the level you are when you got it or the level of the mob that dropped it. Instead of having "Gold" and "Alchemical Gold" and so forth at different level ranges, make all of the recipes craft using one universal set of salvage that drops for everyone at all levels. So if you defeat a boss at level 12, you might get a piece of salvage that you can use to craft something for one of your level 50 toons, or you could sell it and use the proceeds to buy some SOs to fill out your powers, or you could store it for later use when you hit the cap and want to start making stuff for yourself, or you could mail it to another toon, etc.

syntaxerror37 wrote: "I was under the impression that most people slotted the "sweet spot" of level 35 IO sets..."
This is true, but they did that when they had the Influence to afford it (after hitting level 50, or using funds from another toon who was level 50) and they did it to improve their exemplaring or PVPing at lower level ranges with a level 50 toon. When I was leveling a toon from 1-49 I largely ignored IOsets except for a few uniques and procs I knew were level-independant (or more desirable to have in low level form, for exemplaring etc) and then kitted my toon out when it got to the cap and was spending its time on iTrials.

I don't know anyone who crafted a low level set to use it, then slotted it out when they got to level 50 in favor of a different one, because that seemed like a waste of time and influence. You could just get by with SOs and generic IOs until you got to 50, then rework the build in MIDs and figure out what you wanted to acquire at that point. Leveling was so fast you didn't have TIME to really kit out a build at levels 1-30 anyway, and you were constantly adding powers and slots to the point that no build was ever stable, things were constantly changing, so just throwing an SO in there seemed like the simpler, easier thing to do, for the brief time you needed something to fill a slot befroe you got to 50 and could think seriously about a long-term build.

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Radiac wrote:
Radiac wrote:

I guess what I'm saying is, people should not get salvage from mopping up large groups of "grey" lowbies, but the salvage that does exist should all be the same, regardless of the level you are when you got it or the level of the mob that dropped it. Instead of having "Gold" and "Alchemical Gold" and so forth at different level ranges, make all of the recipes craft using one universal set of salvage that drops for everyone at all levels. So if you defeat a boss at level 12, you might get a piece of salvage that you can use to craft something for one of your level 50 toons, or you could sell it and use the proceeds to buy some SOs to fill out your powers, or you could store it for later use when you hit the cap and want to start making stuff for yourself, or you could mail it to another toon, etc.

So that would be my 2nd suggestion then. Where all crafting materials needed would drop in all level ranges then. So there would be no "best level" to farm at really... well maybe mobs just a of levels lower than you to get that nice "mob density ratio" up high enough so you killed more mobs faster.

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1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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So, hunt a million 'greens',

So, hunt a million 'greens', but those 'grey' ones hit the diminishing returns, so there's no reason to slaughter them.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

So, hunt a million 'greens', but those 'grey' ones hit the diminishing returns, so there's no reason to slaughter them.
Be Well!
Fireheart

*shrugs* Who cares really, I was just pointing out what most people could end up doing anyway. If it is desirable or not is another matter.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

syntaxerror37
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Radiac wrote:
Radiac wrote:

I guess what I'm saying is, people should not get salvage from mopping up large groups of "grey" lowbies, but the salvage that does exist should all be the same, regardless of the level you are when you got it or the level of the mob that dropped it. Instead of having "Gold" and "Alchemical Gold" and so forth at different level ranges, make all of the recipes craft using one universal set of salvage that drops for everyone at all levels. So if you defeat a boss at level 12, you might get a piece of salvage that you can use to craft something for one of your level 50 toons, or you could sell it and use the proceeds to buy some SOs to fill out your powers, or you could store it for later use when you hit the cap and want to start making stuff for yourself, or you could mail it to another toon, etc.

Just to comment I don't have a problem with the idea of having just one set of salvage for the game rather than the low/middle/high level salvage system in CoX. It could also help open up crafting to people who were confused by the salvage system CoX had (I know they existed because I spent time explaining it to other players in game).

Quote:

syntaxerror37 wrote: "I was under the impression that most people slotted the "sweet spot" of level 35 IO sets..."
This is true, but they did that when they had the Influence to afford it (after hitting level 50, or using funds from another toon who was level 50) and they did it to improve their exemplaring or PVPing at lower level ranges with a level 50 toon. When I was leveling a toon from 1-49 I largely ignored IOsets except for a few uniques and procs I knew were level-independant (or more desirable to have in low level form, for exemplaring etc) and then kitted my toon out when it got to the cap and was spending its time on iTrials.

Baring something like a Karma KB global, I would start slotting IO sets at level 32, continuing on as I got powers and slots opened up. I didn't feel like waiting for my bonuses. I generally didn't power-level characters, but I did like to gain levels quickly, the extra boost I would get from the IO sets helped with that. Having a large supply of banked salvage allowed me to purchase the recipes instead of crafted IOs and save a lot of Inf. Also having all of the memorization badges on my main let me whip up any generic IO I needed on the cheep as well.

Quote:

I don't know anyone who crafted a low level set to use it, then slotted it out when they got to level 50 in favor of a different one, because that seemed like a waste of time and influence. You could just get by with SOs and generic IOs until you got to 50, then rework the build in MIDs and figure out what you wanted to acquire at that point. Leveling was so fast you didn't have TIME to really kit out a build at levels 1-30 anyway, and you were constantly adding powers and slots to the point that no build was ever stable, things were constantly changing, so just throwing an SO in there seemed like the simpler, easier thing to do, for the brief time you needed something to fill a slot befroe you got to 50 and could think seriously about a long-term build.

Yes below 30 I was using SOs and generic IOs. I will be the first to admit IO sets should not have started until level 30 given the semi-permanent nature of enhancements in CoX. That is definitely a "what were they thinking" part of the game. I was never a MIDS user. I built my characters organically around how I played them, so I didn't need to take time to plan*. Not to mention since (baring any purple-ing) the slotting early on would save me time down the road. It also helped that I had plenty of resources on hand (inf, salvage, enhancement storage, and base crafting table).

*I'm not knocking people who planned out their builds with MIDS or any other method. The mechanical side of character building (in any game system) is something that comes so naturally to me I had a hard time understanding how essential planning was for other players for several years.

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Part of the reason for having

Part of the reason for having vendors have limited inventories refilled only over time by various means is to allow vendors to play the market - in whatever form it takes - with their own currency and goods. Buying ones that they can sell for a profit and selling stuff that will profit them. Their goal will be accumulating currency (which they can use as part of their strategy to play the market). But any currency owned by the vendors can be invisibly flushed out of the economy by the humans running the game. When we see the vendors have a stockpile of currency that is so large as to be problematic (a threshold we'll establish through experience and firm decision-making on how much currency we want in the game per player, most likely), we simply delete the excess. We don't have to rob any players, and yet the currency becomes more scarce.

This won't solve every problem, but it provides one way for the AH to actually help flush the spontaneously-generated currency from the system just as spontaneously.

[color=#ff0000]Business Manager[/color]

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Segev wrote:
Segev wrote:

Part of the reason for having vendors have limited inventories refilled only over time by various means is to allow vendors to play the market - in whatever form it takes - with their own currency and goods. Buying ones that they can sell for a profit and selling stuff that will profit them. Their goal will be accumulating currency (which they can use as part of their strategy to play the market). But any currency owned by the vendors can be invisibly flushed out of the economy by the humans running the game. When we see the vendors have a stockpile of currency that is so large as to be problematic (a threshold we'll establish through experience and firm decision-making on how much currency we want in the game per player, most likely), we simply delete the excess. We don't have to rob any players, and yet the currency becomes more scarce.
This won't solve every problem, but it provides one way for the AH to actually help flush the spontaneously-generated currency from the system just as spontaneously.

I like it.

R.S.O. of Phoenix Rising

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I can tell that you are all

I can tell that you are all long-term players of COH. You have forgotten something. The one group of players who might craft sets at low level and then replace them at higher levels are newbies, who may not realize that the effort they are making will need to replicated later on, or may not care simply because crafting is kind of fun, in its own right, and they may simply want to optimize their first character because they love the game and are having fun. :)

Although perhaps the suggestion made above that crafted IOs should start later in the game (level 30?) would actually be more effective than what we had previously.

Still, I thought crafting was so fun that I actually made almost all of the recipes that dropped for me on my first character, before level 30. I just stored the enhancements in my (tiny) base until later, when I was quite surprised to discover that they were actually not going to be needed...

Then I sold them all (eventually anyway) on the AH.

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How about adding an inf

How about adding an inf requirement to some mission lines, or character progression. It wouldn't be for all missions, but if you were working in an uppity mission line, they or the mission may require that you "buy" something expensive just to earn trust, or go undercover. Possibly if you want your character to become CEO of "Worlds Biggest Corp" you may have to buy your way in to certain aspects. I cant really imagine an endgame CEO virtually penny-less.

Just some thoughts.

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charlieranger wrote:
charlieranger wrote:

How about adding an inf requirement to some mission lines, or character progression. It wouldn't be for all missions, but if you were working in an uppity mission line, they or the mission may require that you "buy" something expensive just to earn trust, or go undercover. Possibly if you want your character to become CEO of "Worlds Biggest Corp" you may have to buy your way in to certain aspects. I cant really imagine an endgame CEO virtually penny-less.
Just some thoughts.

I can see people complaining about that because it would be gating them from running content. I can see an uproar happening if this was the case.

I would have to say that practically *anything* that takes away from the player what they have earnt (either in one go, or over a period of time) that does not provide a tangible benefit to the player (not just removing a barrier to content) would not go over well..

I however am actually fine with this... especially if at the end of it, you get something *unique* or special for the expenditure of said monies (ie a nice souvenir that you get to put in your base/hideout... or a title). That would definitely sweeten the deal for me; but it doesn't have to be like that though.

I guess I am more able to understand as to why things happen; either because of a "works in the game world setting" or a "has to be done to curb x/y/z in the mechanics" system. I tend to get a bit worried if I cannot come up with a reason that would fall into both of those categories though...

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Segev wrote:
Segev wrote:

Part of the reason for having vendors have limited inventories refilled only over time by various means is to allow vendors to play the market - in whatever form it takes - with their own currency and goods. Buying ones that they can sell for a profit and selling stuff that will profit them. Their goal will be accumulating currency (which they can use as part of their strategy to play the market). But any currency owned by the vendors can be invisibly flushed out of the economy by the humans running the game. When we see the vendors have a stockpile of currency that is so large as to be problematic (a threshold we'll establish through experience and firm decision-making on how much currency we want in the game per player, most likely), we simply delete the excess. We don't have to rob any players, and yet the currency becomes more scarce.
This won't solve every problem, but it provides one way for the AH to actually help flush the spontaneously-generated currency from the system just as spontaneously.

Excellent! Regulating the market via (I assume) multiple design features as well as a dynamic, in-game mechanic such as what you have here is a fantastic approach IMO.

On AH and immersion. I definitely agree that BM >>> AH when it came to immersion...though I often thought that maybe the BM should have been relocated issue-to-issue, so as to simulate some degree of secrecy or evasion : )

I think that one of the challenges with simulating an AH for a pleasant immersion experience is its diverse application requirements. How do you satisfy the somewhat emotional requirements of all the RPers, reasonable and simple (maybe!) requirements of the non-RPers, and whomever else?

About a year ago, when I first stumbled into the MWM/CoT world, I had a pretty whacky idea...

Scenario: Training and/or acquiring augments and boosts
Questions: Where do you go? How would you get there? How do you visit or interface with that person once there?

Back then, I didn't know what would become of the 5 character origins, so they were rolled into the deal.

[b]Natural[/b] toons
Level <=14: Go to Joe’s gym via a jet pack
Level 15-30: Go to the Titan City health & wellness center via a mini-copter
Level 31-45: Go to American Star’s Elite Athletic Performance Center via an Osprey (the military aircraft, not the bird!)

Your char is not actually traveling. Each mode of transportation is simulated (i.e., very similar to CoX’s team transportation power…which was a Sky Raider boss flying machine IIRC).

[b]Techs[/b]
Your char always logs-in to the “SuperGeeks R Us” portal
Level <=14: via a laptop
Level 15-30: via a PDA
Level 31-45: via holograph (CoX-style)

Each has its own animation and thematic U/I pop-up in accompaniment

[b]Science[/b]
Your char always interfaces with Titan Laboratories via…
Level <=14: Thumbprint reader
Level 15-30: Retinal scan
Level 31-45: Neural-link

Each has its own animation and thematic U/I pop-up in accompaniment

I never got around to the magic and mutant options heh. For magic, maybe a different type/style of occultist would appear before you and grant your power to you. Each would have its own unique animation, etc.

[img]https://i.imgur.com/26pBVBG.png[/img]

([i]Currently developing the Sapphire 7 Initiative[/i])

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Segev wrote:
Segev wrote:

Part of the reason for having vendors have limited inventories refilled only over time by various means is to allow vendors to play the market - in whatever form it takes - with their own currency and goods. Buying ones that they can sell for a profit and selling stuff that will profit them. Their goal will be accumulating currency (which they can use as part of their strategy to play the market). But any currency owned by the vendors can be invisibly flushed out of the economy by the humans running the game. When we see the vendors have a stockpile of currency that is so large as to be problematic (a threshold we'll establish through experience and firm decision-making on how much currency we want in the game per player, most likely), we simply delete the excess. We don't have to rob any players, and yet the currency becomes more scarce.
This won't solve every problem, but it provides one way for the AH to actually help flush the spontaneously-generated currency from the system just as spontaneously.

I take this to mean there will be no auction house window like CoX had, just players clicking on different NPCs to buy what that NPC might have or sell whatever they're buying, is that right? And then the NPCs apparently will interact with each other in the buying and selling of stuff on some kind of market, which will not be accessible to us, the players, at all? Or is there really just one NPC vendor window that handles all the buying and selling for everyone and tries as much as possible to buy low and sell high, and availability is based on what they've managed to buy from other players across the whole game so far?

Also, in CoX there was the ability to trade player-to-player. No market, just me and you standing near each other swapping stuff around until we both clicked on "do this trade" or whatever. Is this going to be possible in CoT? I ask because this gives the players the ability, in a somewhat non-scalable way, to trade freely with each other with no "posting fee" required. That said, the fact that it's awfully hard to do that on any kind of macro-economic basis prevents it from being a driving force in the economy, I think. Still, trading my PVP recipe for your 2billion+ is a large money move, as far as the economy is concerned, even though its not a transaction that's happening involving many many people or any kind of high trade frequency. Given this, people could arrange such trades in various ways (forum posts, etc) and bypass the NPC vendors that way. This was always possible in CoX, but nobody did it that much except for very big ticket items, as far as I know.

R.S.O. of Phoenix Rising

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Radiac wrote:
Radiac wrote:

I take this to mean there will be no auction house window like CoX had, just players clicking on different NPCs to buy what that NPC might have or sell whatever they're buying, is that right? And then the NPCs apparently will interact with each other in the buying and selling of stuff on some kind of market, which will not be accessible to us, the players, at all? Or is there really just one NPC vendor window that handles all the buying and selling for everyone and tries as much as possible to buy low and sell high, and availability is based on what they've managed to buy from other players across the whole game so far?

No, there will be an auction house. It's just that the NPC venders will be playing the market alongside the players.

Quote:

Also, in CoX there was the ability to trade player-to-player. No market, just me and you standing near each other swapping stuff around until we both clicked on "do this trade" or whatever. Is this going to be possible in CoT? I ask because this gives the players the ability, in a somewhat non-scalable way, to trade freely with each other with no "posting fee" required. That said, the fact that it's awfully hard to do that on any kind of macro-economic basis prevents it from being a driving force in the economy, I think. Still, trading my PVP recipe for your 2billion+ is a large money move, as far as the economy is concerned, even though its not a transaction that's happening involving many many people or any kind of high trade frequency. Given this, people could arrange such trades in various ways (forum posts, etc) and bypass the NPC vendors that way. This was always possible in CoX, but nobody did it that much except for very big ticket items, as far as I know.

Players trading/gifting items and currency between one another directly is such an established part of mmo structure that I would be beyond shocked if it was not a part of CoT in at least some form*.

*Arena net dropped the trading interface from GW2, but you can still mail gold and non soul/account bound items to each other.

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If what syntaxerror37 says

If what syntaxerror37 says above is true, this is intriguing to me. It means that certain NPCs, like, say, the Countess Crey, will be playing the market just like us -- or maybe better than us -- can you imagine the insider trading, etc that could happen if the Devs driving Crey's investment portfolio were able to make moves in advance of new updates? They could stockpile a given recipe for cheap and then sell them back when they become the new popular thing to have, etc.

Crey, Aeon, etc could sell stuff on the NPC aftermarket (via NPC contacts as vendors, like CoX had) at lower prices to people who do their missions and higher prices to people who don't do them, refuse to sell to people who do missions against them (hero side this would be exposing their dirty dealings, villain side maybe corporate espionage jobs, etc). I would think you'd have to have at least one "good guy" company, like Stark International, or Star Labs, etc.

That sounds awesome.

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The problem with auction

The problem with auction houses is not so much their existence, nor the fact that they anonymise the players to a fair degree (though that in and of itself is a huge problem with modern MMOs that have become so casual as to be essentially single player games you happen to have others on at the same time). The biggest problem is that MMOs are notoriously bad to implement the faucet-drain model. The influx of resources is huge compared to the drain of them.
In CoH terms, there were IOs that you only ever needed one or two of. In a proper faucet-drain system that should have meant that only one or two of those would drop over the course of a character's career. That obviously will not work so resources will drop far far more often than their demand warrants. This leads to inflation. Added to that is the basic monetary reward of any game that is essentially unlimited and the very small amount of items that can be meaningfully purchased with them.. It leads to players amassing billions or trillions of that currency and the only possible outlet is in the auction house(*), driving prices through the roof (and the only limiting factor is how much oversupplied any given good is). If in City of Heroes the influence reward had been limited to 10 for mission completion then the economy would have been completely different. A game like SW:TOR that had an auction house from the get go still quickly saw the prices there rise to hundreds of millions simply because once past the starter levels players began to accumulate vastly more money than they could ever hope to spend.
Adding a big enough drain to the game is difficult and is bound to be deeply impopular with the players as well, so the only feasible options are to either close the faucet to a trickle, or to provide something that players happily spend hundreds of millions of ingame currency on. Or to do away with in game currency entirely.

(* the only game I know of that has its faucet-drain more or less in order is Eve online, and that has an economist on staff to make sure the money supply within the game does not get too badly out of balance. It also is the only game where players habitually destroy billions worth of ingame currency in the course of gameplay as their space ships must be built ingame and when destroyed can not be salvaged. In a PvP game with heavy combat actvity that amounts to a huger amount of ships being destroyed daily and a corresponding replacement industry that is vibrant and varied enough to allow for practical studies in economic sciences being conducted. It is however not something that is particularly suited to the average MMO)

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I've never played Eve online,

I've never played Eve online, but from what you describe it sounds like the CoX analog of that would have been to make the use of superpowers cost influence every time you use them. Toggles would drain inf as they remain active, click powers hit you for an inf cost every time you click them, etc. If you have no inf, you get taxed on inf gain from mobs you defeat, etc. Left alone, this is tantamount to just giving out less influence for defeating mobs, but what you could do is make all sorts of powers better or worse in terms of the influence cost of using them, which adds another dimension to power builds. You could have insps that reduce your inf cost of using powers over a period of time, but they have to be bought with inf or real money. You could have powers that when toggled on cause OTHER powers to do more damage BUT cost more inf, or to cost less while retaining the same damage. You could have Enhancements with abilities the reduce the inf cost of powers, or increase it, or set bonuses that affect single-power and/or overall inf costs of powers, etc.

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syntaxerror37
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Nadira wrote:
Nadira wrote:

The problem with auction houses is not so much their existence, nor the fact that they anonymise the players to a fair degree (though that in and of itself is a huge problem with modern MMOs that have become so casual as to be essentially single player games you happen to have others on at the same time). The biggest problem is that MMOs are notoriously bad to implement the faucet-drain model. The influx of resources is huge compared to the drain of them.

This is a very good point. Anyone who worked on getting the IO crafting badges will tell you how worthless mez and de-buff enhancements were on the market. It's not that they were bad enhancements, but things like Accuracy, damage, recharge, etc. went into way more powers, including the powers that took mez or de-buff.

Drop rates did not reflect how useful the drop in general was. For example: you had the same chance of getting a recipe for Thunderstrike as a recipe for Enfeebled Operation (both uncommon, same level range), but there was a huge difference in value (and available quantity) on the market for each. There was much greater call for a ranged damage set over an immobilize one. It didn't even matter how "good" the set was in terms of bonuses. Weighting the drops based on how useful they are apart from rarity would have done a great deal to stabilize the market, and not just for IO recipes.

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Rather than some measure of

Rather than some measure of 'usefulness', what if there was a way to factor in Demand? An issue with the old market is that the only response to Demand was higher prices. That doesn't properly reflect the way that a 'real' market works, where Demand has an effect on Supply, as well. (A supplier would take note of increases in demand and attempt to capitalize on that by producing more product.)

I have a sneaking suspicion that these issues are being discussed on the Market Forum (which I've not read.)

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

Rather than some measure of 'usefulness', what if there was a way to factor in Demand? An issue with the old market is that the only response to Demand was higher prices. That doesn't properly reflect the way that a 'real' market works, where Demand has an effect on Supply, as well. (A supplier would take note of increases in demand and attempt to capitalize on that by producing more product.)
I have a sneaking suspicion that these issues are being discussed on the Market Forum (which I've not read.)
Be Well!
Fireheart

The problem here is that the suppliers is that to fulfil the *spike* in demand are players. Sure the developers generate the loot tables for the mobs... but if the mobs are not defeated, there are no new things to go onto the market.

Now if the developers stepped in to help curb this via releasing materials into the market as a high enough rate, the player base might well just back off from using the market and letting the NPC's/Developers do the work... if it is *effective* for them to do so.

Sure, the developers might well decide to release items into the market at a *high* price.. but that isn't actually doing anything that the players wouldn't do.. this would be the same problem as what the players can do.

If they release the stuff into the market *cheaply* then the players could well end up manipulating it so that there is a constant stream of "cheap" materials so that there is minimal effort into aquiring said items.

The thing is, is that although the developers can generate these spikes in demand (new powerset/new enhancements) that the player base can be after... they can also be purely natural in cause... there could well just be a genuine shortage of the stuff on the market.

side note: This is why some other MMO's with crafting systems might also have an NPC that will sell *limited* numbers of crafting materials. It is also worth noting that with a few exceptions (Eve Online for example) the crafting system does not generally use "one shot" recipes for crafting. Once you know how to make one, you can make them indefinitely. Eve Online is different because there are limited run Blueprints (Blueprint copies), and "Original"Blueprints (unlimited runs, hard to find... highly expensive).

However, generally speaking you only needed a few items (if any) from one of the NPC's to fulfill a shortfall of items for crafting. So this limited purchasing worked.

But this is why it is a careful balance where if you DO have a player ran auction house, not to imbalance it too far with developer interactions.

Hell, CCP said a long time ago that they wouldn't step in and influence the price of PLEX on the ingame market. Since then, the price has increase *immensely* just through demand for it and the influx of ingame currency being generated and since then have said that they are keeping an eye on the price (it has increased 7 fold in 7 years.. from about 80-100million ISK a PLEX to 700+million ISK/PLEX).

The player base is not all that keen on this, as PLEX is a time code bought from the developers to be sold on the ingame market. So influencing that pricing is going to be a touchy subject.

This would be like the developers here saying that they would cap how much items could be sold for on the ingame market, even if those items were ONLY available from the cash store; or even just outright put those items for sale on the ingame market for ingame currency.

However, having multiple ingame routes to generating materials is always handy, to compensate for the lack of drops.

Wildstar has done this with their elder gems system. When you are at level cap, all XP that you would earn instead gets generated into Elder Points. Get enough points, get a gem. There is a cap on how much you can earn a week of 140 gems. But considering that for the NORMAL player who plays 10-20 hours a week, that is about all that you could earn anyway. All extra points above that cap instead get converted to bonus money for the player (payable at the end of each "gem level").

But what do I spend these points on?

Various things: Special housing plot items, ability/amp points. Mounts and customisation for them. Gear from adventures/dungeons/raids IF you have met a qualifier for them. The qualifier is typically "complete it on Gold setting" or "defeat X boss" on the veteran setting. These items would be drops from those bosses... and this is an alternative method to getting them.

Then again, in Wildstar.. the most effective way to gather materials is normally your housing plot (for herbs) and being in a gathering circle (where you can visit other members and use their nodes to gather stuff for yourself and them).

But all of these methods although they do not *remove* the need to "farm for XP/drops", they do control it better. You wont have to always "kill X mob 300 times to get Y drop". There are alternatives for it out there.

And of course, the scarcity of an item on the market could well be due to a buggy drop rate... so although the scarcity *could* be due to player demand.. it could well be due to something else. And having the evidence of it being there, could well help the players point out the problem.

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2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Radiac wrote:
Radiac wrote:

I've never played Eve online, but from what you describe it sounds like the CoX analog of that would have been to make the use of superpowers cost influence every time you use them. Toggles would drain inf as they remain active, click powers hit you for an inf cost every time you click them, etc. If you have no inf, you get taxed on inf gain from mobs you defeat, etc. Left alone, this is tantamount to just giving out less influence for defeating mobs, but what you could do is make all sorts of powers better or worse in terms of the influence cost of using them, which adds another dimension to power builds. You could have insps that reduce your inf cost of using powers over a period of time, but they have to be bought with inf or real money. You could have powers that when toggled on cause OTHER powers to do more damage BUT cost more inf, or to cost less while retaining the same damage. You could have Enhancements with abilities the reduce the inf cost of powers, or increase it, or set bonuses that affect single-power and/or overall inf costs of powers, etc.

There is no practical way to port the system of EVE online over to another MMO, what works there is because the spaceship -is- the character for all intents and purposes and the players have the understanding that the ship can, and will, be destroyed. Often.
The closest equivalent would be if after a defeat a player would have to build, or buy from another player, a new created body and equip it with skills and powers. Because free respawns upon defeat have been a feature of MMOs for since forever players are not going to meekly accept that they have to pay a hefty insurance premium to ensure that there will be a (one) body they can return to after being defeated, and that if they need to upgrade the quality of that body to reflect their new skills they will have to buy another even more expensive insurance.
Any scheme even remotely resembling this is a non-starter.
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But that leaves us with the problem of a big faucet (money and drops from an never ending stream of kills/arrests that is only capped by how quickly and efficiently players can mop up all that income, and a tiny drain that of necessity is scaled to the starting players who have pretty much no disposable income and the high level ones who sit on piles that would make Scrooge McDuck green with envy.. And by extension you will have an auction house that is inaccessible to the majority of players and therefor underutiliised.
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The only solution that I can think of, and that has its own major drawbacks, is to drop the separation of currency and xp. Either make everything cost xp, or reward players with influence. Either way players have to actually -spend- their XP to improve their character, at which point it is no longer in the game.
Then rather than scaling up the reward for higher level content scale down the reward for outleveled content. E.g. drop the XP or inf reward by 25% for every level over a maximum for the content (and make the drop multiplicative rather than cumulative, so 100pct - 75pct - 56.25 - 42.2 rather than 100pct - 75pct - 50pct 25pct. This way the reward will never go away entirely but quickly becomes insignificant anyway).
This gives a constant XP or Inf reward for missions and allows a shop that has fixed prices regardless of level. In this system a level 50 character can not generate income that much more quickly than a level 1, and it allows the developers to throttle the faucet a bit more effectively than under the typical inflationary system is possible.
It also creates a radically different dynamic in the market as trades basically are goods for levels and skill-ups. Kind of a 'wish economy' where everybody has a limited number of wishes that they can use only once, but can trade in whole or tiny parts with others to get things they want more than that wish.
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To keep the drain functioning at the high end it does not require a huge money sink in this system, just recovery and mission essentials (as well as luxuries of course) that more or less match up with the amount of missions a player can reasonably be expected to do in a week. The tax for the base or lair, the cost of inspirations used during a typical mission, the limited use special items and the crafted goods should be much easier to match up against the player income, and more importantly they are not utterly and depressingly out of reach of a starting player.

(p.s. the biggest disadvantage of such a system is that it allows players to do level one missions over and over again and sit on their xp or inf until they can buy the levels and upgrades to a max level character all at once. There are ways around this too but they tend to fall in the category 'not popular with the players')

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You know, I played CoH for 8

You know, I played CoH for 8 years and even my 50s didn't have anything like a billion inf. I never got a Purple that I could use and the couple-or-three that I did get were not worth anything on the market. Which made perfect sense to me, since the bonuses on Purple sets were awful.

I don't doubt that there were egregiously wealthy players, nor that they casually bought whatever they wanted, regardless of how unreasonable the price appeared to the rest of us. I admit that there were plenty of times when I wanted a particular thing from the AH, only to find the prices completely out of my reach. Between Merits and Tickets, I could often get what I wanted, eventually, but that only highlighted the flaws in the system.

That said, I never felt like there was a need for a drastic overhaul of how we earned rewards. One thing that I did want, was a way to get the rewards that I specifically wanted. A way to say, "I want This particular Enhancement" and get it, without too much fuss. A way to spend my 'excess' influence with purpose.

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Fireheart wrote:
Fireheart wrote:

You know, I played CoH for 8 years and even my 50s didn't have anything like a billion inf. I never got a Purple that I could use and the couple-or-three that I did get were not worth anything on the market. Which made perfect sense to me, since the bonuses on Purple sets were awful.

When the ability to email Inf and salvage around characters became a thing, it was surprising to see just how much inf I had once I consolidated it.

I can only guess those purples that were not "worth anything" were Fortunata Hypnosis. When very rare IOs hit they were valued low (but well above vender trash), but they soon listed on average for about 90 million until IO converters came out and they soon doubled in value. They were the "least valuable" of the purples but far from worthless.

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The problem, I think, was

The problem, I think, was that the value of influence, by year 8, was SO low that even if you DID have 1 billion Inf, you might not be able to readily afford the purple or PVP recipe you wanted, if it was actually available at all, which was another problem. By then the server population was lower and people were reverting to the option of just keeping the Purples etc that they did get instead of selling them for Inf, because the actual recipes and IOs would go up in price over time and the Inf became less valuable due to inflation.

I was by no means a market pro, I never abused AE for tickets, I never cornered the market on anything, heck one time I accidentally bought a Radioactive Isotope salvage piece for 444million instead of 44,000 because of careless typing in the AH interface. I got it back in a few weeks. I had stopped playing actively for a like 2 years, but then came back when the game went F2P, then almost immediately got hooked again and paid for a year of VIP, which expired like a month before the game went dark (they let us keep VIP until the end, which was nice). I played that last 12 months of CoX starting from almost scratch, I had some level 50s with maybe one of them almost fully kitted out with IOs, and the rest a shambles. By the end I had like 2 billion inf and a stockpile of unused rares and purples in my SG base, plus accumulated Incarnate swag on my 6-7 toons that were 50 at the end. I got this mostly by making a Mastermind and running through Alignment missions with him every afternoon for like one entire summer in order to get Hero Merits to trade to B.U.T.L.E.R. for rare recipes I wanted, then I used the accumulated inf and salvage from all that mission running to get the salvage I needed to slot the rares, and buy others.

But by the end it was clear to me that influence was not very useful. You might have wanted a really cheap uncommon recipe, and you weren't able to find it because nobody was selling them. People would just delete them or hand them to NPC contacts for the quick cash. Also, stuff that was available was being sold for like 1-2 billion inf. The Inf itself was so low in value that prices were sky high and people were acting as they do in a high-inflation economy, they were avoiding money in transactions and trying to just accumulate actual stuff. Stuff was useful, inf was mostly not. And this was despite the fact that you could still use Inf to basically kit out a newbie toon and keep them swimming in SOs until they hit level 50, if you wanted to. All you needed for that was about 150million inf (which was what I'd mail to my new toons whenever I made one) as I recall.

I used to just give new players like 50million inf just because I ran into them in public areas. I felt cheap in that it wasn't more than that.

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Radiac wrote:
Radiac wrote:

The problem, I think, was that the value of influence, by year 8, was SO low that even if you DID have 1 billion Inf, you might not be able to readily afford the purple or PVP recipe you wanted, if it was actually available at all, which was another problem. By then the server population was lower and people were reverting to the option of just keeping the Purples etc that they did get instead of selling them for Inf, because the actual recipes and IOs would go up in price over time and the Inf became less valuable due to inflation.
I was by no means a market pro, I never abused AE for tickets, I never cornered the market on anything, heck one time I accidentally bought a Radioactive Isotope salvage piece for 444million instead of 44,000 because of careless typing in the AH interface. I got it back in a few weeks. I had stopped playing actively for a like 2 years, but then came back when the game went F2P, then almost immediately got hooked again and paid for a year of VIP, which expired like a month before the game went dark (they let us keep VIP until the end, which was nice). I played that last 12 months of CoX starting from almost scratch, I had some level 50s with maybe one of them almost fully kitted out with IOs, and the rest a shambles. By the end I had like 2 billion inf and a stockpile of unused rares and purples in my SG base, plus accumulated Incarnate swag on my 6-7 toons that were 50 at the end. I got this mostly by making a Mastermind and running through Alignment missions with him every afternoon for like one entire summer in order to get Hero Merits to trade to B.U.T.L.E.R. for rare recipes I wanted, then I used the accumulated inf and salvage from all that mission running to get the salvage I needed to slot the rares, and buy others.
But by the end it was clear to me that influence was not very useful. You might have wanted a really cheap uncommon recipe, and you weren't able to find it because nobody was selling them. People would just delete them or hand them to NPC contacts for the quick cash. Also, stuff that was available was being sold for like 1-2 billion inf. The Inf itself was so low in value that prices were sky high and people were acting as they do in a high-inflation economy, they were avoiding money in transactions and trying to just accumulate actual stuff. Stuff was useful, inf was mostly not. And this was despite the fact that you could still use Inf to basically kit out a newbie toon and keep them swimming in SOs until they hit level 50, if you wanted to. All you needed for that was about 150million inf (which was what I'd mail to my new toons whenever I made one) as I recall.
I used to just give new players like 50million inf just because I ran into them in public areas. I felt cheap in that it wasn't more than that.

I think it was closer to 10million influence in total just for normal TO/DO/SO for the 1-50 crawl. And that is a "pessimistic" view of it, and quite possibly over valuing how much you spend.[1] Due to potential inaccuracies, lets double that to 14 million inf needed. And that is also considering that they wouldn't need to sell salvage/recipes/IO's if you were planning to keep them on the "baseline" enhancement train[2].

I could well be wrong, but it is *shocking* to remember that back in the Pre-IO's days, that there were times when you were actually caught short for influence and had to grind it out to replace your SO's before they expired.

[1] I did a quick "back of the napkin" cost estimate, and it came up with just shy of 6.8million inf spend. This is assuming changing your enhancements every 5 levels, and changing from TO's to DO's at level 12, and changing from DO's to SO's at level 22. And this was using the most expensive of each enhancement available as the "Base cost" (damage/healing enhancements were the most expensive with accuracy being behind by about 4%).

[2] Which the developers said that the whole game was balanced around.

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TO/DO/SO's where cheap. :p

TO/DO/SO's where cheap. :p IOs cost 50k-500k depending on the IO and the market flux (at least on Virtue, but I believe the AH was global).

Hopefully we don't do the whole expire thing with CoT.

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Brand X wrote:
Brand X wrote:

TO/DO/SO's where cheap. :p IOs cost 50k-500k depending on the IO and the market flux (at least on Virtue, but I believe the AH was global).
Hopefully we don't do the whole expire thing with CoT.

The action house was global, yes. Red and blue side were separated for a while but latter merged into one but it was always global server wise.

50k-500k is not remotely right, mez and debuff IOs were dirt cheep, often selling for 10-20 inf. I would craft IOs from excess salvage and would sell level 20 IOs (dam, rech, end red, etc.) for 20-30k. Level 50 IOs could hit 500k, but that was selling at or close to a loss and there wasn't a large demand. level 45s, however, had a decent market and sold around 300K inf for the major ones.

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The market was global. And

The market was global. And later in the games life it also covered Red and Blue side as well.

The ironic thing is that after IO's (and their associated salvage) were introduced, the base enhancements never altered in price. So the fact that they were "too cheap" is an interesting point of view... especially when you think of the problems that *new* players to the game had when they hit the "content" gap whilst levelling. Sure, anecdotal data is not 100% proof of evidence, but as I said; I knew of several players on my server who had issues with influence as various points during the levelling process.

Hell, I was caught short a few times, and I never alted at that point in time. I spent it levelling my character and there were a couple of occasions where I had to "get a loan" off another player or actually go and grind for inf/drops so I could reslot my abilities. Ironically, this almost turned me off from playing the game; as it gave to me the feel that the game hadn't been tested enough.

Once the AH came in though, and the fact that salvage had a use as an additional source of inf for players (sell it on the AH if you wanted to, vendor it otherwise) helped increase the money for the players. And a lot of that extra influence was from the level 50 players, who had been playing on their character and had nothing to spend it on until IO's came in.

It is one of those interesting problems though; and one that playing through the game normally/beta testing might not always show.

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Gangrel wrote:
Gangrel wrote:

The market was global. And later in the games life it also covered Red and Blue side as well.
The ironic thing is that after IO's (and their associated salvage) were introduced, the base enhancements never altered in price. So the fact that they were "too cheap" is an interesting point of view... especially when you think of the problems that *new* players to the game had when they hit the "content" gap whilst levelling. Sure, anecdotal data is not 100% proof of evidence, but as I said; I knew of several players on my server who had issues with influence as various points during the levelling process.
Hell, I was caught short a few times, and I never alted at that point in time.

My first play through it hit me real hard.
To this day I have a soft spot for Manticore's TF. I ran it three times in one week while I was in its level range. At the time Crey would drop Natural SOs and my main was natural. By the end of the third run I was mostly +3 on all my enhancements even with the level gains, and had enough cash from the TFs to be fairly well set as I made my way to 50.

Post IOs, there was also an adjustment to the drop rates for DOs and SOs. They both dropped more frequently and extended their ranges below 20 and 30 respectively. The under-level DOs and SOs had a decent market to boot. this made it a lot easier to keep your bank account up between getting an enhancement you could use and having more unneeded/wrong origin SO's to sell even if you ignored salvage, recipes, and the AH.

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I'll admit my estimate for

I'll admit my estimate for needed Inf above was way too high, I just now realized that usually bought at least one Super Speed +Stealth for the new toon as well, anyway going back to the Eve Online thing, I think there's a double standard being applied in terms of people's expectations.

One the one hand, Eve is a game where you build ships which you know are going to get destroyed, but you acquire loot, build ships, get them destroyed in fun space battles, then rinse repeat as you get more loot and build more ships, etc. Okay, the expectation there is that you'll be able to get loot and then spend it on ships, which will not last forever. Great, you've got a source, you've got a drain, add in a gate of some kind, and call it a transistor (*rimshot* but seriously folks... semiconductor device joke). Here you've got "on-flavor" economic forces at work. People expect to make money somehow and they expect the have to spend it on stuff that won't last forever.

On the other hand, in CoX, the deal was you do missions and defeat baddies and get influence (our version of fake money), which you could then use to buy stuff. The stuff you bought never went away, and the value of that stuff went up over time (as measured in influence) as the influence itself lost long-term value to inflation. Here there's a great source, but no drain. So you say "The Eve model won't work, because the drain there is totally 'on-flavor' with the way the game is set up, nobody expects their ships to be indestructible, so they understand that they'll lose fake money over time as things get destroyed and need to constantly earn to keep playing and break even/get a ahead a little.".

This was only impossible in a game like CoX because there nobody expects to lose inf in the form of stuff getting destroyed. Therefore, I submit to you that people in CoX-like games don't truly have any "on-flavor" reason to expect their hero toons to earn fake game money for everything they do either. Why should there be oodles of fake money being earned every time you arrest a gang member or defeat a villain trying to take over the world? They don't get money for that in the comics. In the comics, even Captain America, who is presumably paid by the U.S. Government, doesn't get a commission on every badguy arrested, he likely just gets a salary (or backpay from WWII adjusted for interest and inflation, which would be a lot maybe, I don't know).

So while it's true to say that the sink is not "on-flavor" in a game like CoX I posit the idea that the SOURCE of the fake money is equally "non-flavorful". Thus, I think that generally defeating mobs and doing random missions etc should NOT, by default, result in getting fake in-game money, as a general rule. Maybe put in some special missions (dailies?, trials? TFs?) that DO earn fake money in a "flavorful" way, like working temporarily for the various goodguy and government organizations, or just rich companies that need help on the up-and-up if you're a hero. On the villain side, its far easier to justify that they WANT fake game money, but equally difficult to justify just causing every goodguy you defeat in PVE to drop fake money when defeated, I mean it's not like the cops or the FBI give criminals money when they get eluded or defeated. So villains would need stuff like this too. Working paid arson jobs, robbing banks, doing corporate espionage, etc.

So what about that, make the in-game fake money something that has to bearned by doing SPECIAL missions, not just every mission. Other missions would still award XP (maybe the money missions would not, I don't know). There might need to be a limit on how many money missions one could do in a day, etc. Details would need to be worked out.

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Radiac wrote:
Radiac wrote:

So while it's true to say that the sink is not "on-flavor" in a game like CoX I posit the idea that the SOURCE of the fake money is equally "non-flavorful". Thus, I think that generally defeating mobs and doing random missions etc should NOT, by default, result in getting fake in-game money, as a general rule. Maybe put in some special missions (dailies?, trials? TFs?) that DO earn fake money in a "flavorful" way, like working temporarily for the various goodguy and government organizations, or just rich companies that need help on the up-and-up if you're a hero. On the villain side, its far easier to justify that they WANT fake game money, but equally difficult to justify just causing every goodguy you defeat in PVE to drop fake money when defeated, I mean it's not like the cops or the FBI give criminals money when they get eluded or defeated. So villains would need stuff like this too. Working paid arson jobs, robbing banks, doing corporate espionage, etc.
So what about that, make the in-game fake money something that has to bearned by doing SPECIAL missions, not just every mission. Other missions would still award XP (maybe the money missions would not, I don't know). There might need to be a limit on how many money missions one could do in a day, etc. Details would need to be worked out.

Oh agreed there 100%. I think however that the vast majority of the playerbase here would be unsure about a system where defeating a mob wouldn't necessarily give you a *direct* "cash" gain.

However, interestingly... if we are going for the "on flavour" method, if anything this would lead to MORE of a reason for "doing missions to get X". Because X would be *directly* linked as a reward for doing the content. So a specific IO from a contact would be of a certain *style*/selection of mission. A different enhancement from that same contact would be a different style of mission. So on and so forth.

This would mean that it would actually be *closer* to the WoW style of questing where specific missions would lead you to a certain set of rewards. Sure, City of Heroes had it for "arc completion", but that was after a chain of several missions. And you could end up with a reward that was NOT useful for you (due to build or what you had slotted already, so it became "vendor trash" loot)

And depending on the game, most other MMO's already do that, with the "quest chain" reward being the "best" reward, and having multiple smaller items/rewards in the run up.

I believe that Dungeons and Dragons Online (originally) had the setup where mobs didn't rewards you with much (if anything) and instead it was the actual mission completion that had the overall reward.

And yes, it is interesting trying to now come up with content that would keep it "right".

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Of course the other option is

Of course the other option is just to keep unrealistically awarding Inf for everything, like CoX did, but then charge inf for everything too (whether that's "on-flavor realistic" or not is debatable), like making superpowers cost inf when activated (an idea I posted about somewhere, maybe this thread maybe a different one, I forget), and/or making IOs charge an upkeep cost to maintain them (again, another idea I posted about somewhere).

The problem with having too much source and not enough drain is that the fake money itself loses value over time. It FEELS like you're rich when you have 2billion Inf, but in reality you'd be better off converting all your cash to IOs that you feel you'll need in the future (really popular stuff, +Stealth procs, the uniques that went into Health, popular purples, etc) because their prices are going to go up between now and then.

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Radiac wrote:
Radiac wrote:

Of course the other option is just to keep unrealistically awarding Inf for everything, like CoX did, but then charge inf for everything too (whether that's "on-flavor realistic" or not is debatable), like making superpowers cost inf when activated (an idea I posted about somewhere, maybe this thread maybe a different one, I forget), and/or making IOs charge an upkeep cost to maintain them (again, another idea I posted about somewhere).
The problem with having too much source and not enough drain is that the fake money itself loses value over time. It FEELS like you're rich when you have 2billion Inf, but in reality you'd be better off converting all your cash to IOs that you feel you'll need in the future (really popular stuff, +Stealth procs, the uniques that went into Health, popular purples, etc) because their prices are going to go up between now and then.

1) Just a suggestion, but your ideas may gain more traction if you refrain from "leading the witness" let's say. You refer to features (from a fantasy game, of course) that you didn't like or wish to change as "unrealistic". While we all, at least once, would like to change something from our real lives b/c it is "too realistic", it doesn't necessary get people to rally around and support that idea. Just call it what it very much seems to be: a feature that you don't like (and explain the reasons why, if you can) and don't want to see replicated in CoT. I think it would spawn a better discussion.

2) That said, having superpowers cost inf when activated is very much a non-starter IMO. A high +recharge toon, with 1-2 +recharge buffs on her courtesy of her teammates, could possibly lose more INF than she earns over the course of a TF? No thanks. No one's going to sub for that. Folks wouldn't even want to test it once it was realized or described to them.

3) Limits and caps can be effective in moderation and balance, but I don't think that removing core features or mechanics alone is productive at all. Certainly, it's not something that former CoX subs would look forward to. IMO not only would such a removal break the "spiritual successor" connection, it would actually form more of a "spiritual regressor" connection to me. It's not even addition by subtraction. It's just subtraction. A large portion of the CoX player base will absolutely look upon "regressive" design features like these and question why they are "...being penalized for playing the game" or "...being penalized for being a superhero". I think it's more productive to think "addition" and controls, rather than "subtraction" and penalties.

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1) In reference to my use of

1) In reference to my use of the word "realistic" I should point out I meant that in the "flavor" sense, not in the "the gamers will like it" sense. I If you object to the word "realistic" then we should maybe backtrack and talk about the post where Nadira mentioned Eve Online's "faucet/drain" characteristics, because in THAT context, it was mentioned by either Nadira or someone else that such drain effects which Eve has, though they work okay for Eve, would NOT work for CoX because they were not the common expectation one has when one immerses oneself in a game like CoX. In other words, building ships feels like it should cost money and sending them out into space battles feels like it should end up destroying the ships, so both the source and the drain, in that game, are perfectly "immersive". CoX on the other hand, was not a game about making and destroying ships, so that doesn't work, because nobody expects to get their superpowers destroyed. I merely posited the notion that, in my opinion, while it's true that you can't really get people to suspend their disbelief when it comes to the draining of the Inf in some models that have been proposed, in my opinion nobody really immersing themselves in CoX ought to expect that each and every mob will drop Inf like they did either, so in that context, BOTH the source and the drain are "immersion breaking". In short, if people insist on an immersion-breaking source, I think they ought to accept an equally immersion-breaking drain, and if they can't accept the latter on the grounds of "immersiveness", we ought to be allowed to remover the former with it on the same grounds.

2) I think you're assuming that just because there is the possibility that the costs might be steeper than the rewards, in some cases, that this must end up being true in the general case, or that the devs can't simply tweak the reward and cost numbers to make it work reasonably well. I believe there can be struck a balance there, if one tries to. Some builds may be "inf hog" builds and so forth, while others might be more "stingy" or whatever, that's part of the build process at that point.

3) Everyone wants low inflation, because they don't want the value of the money they've accumulated to erode over time, but each individual person wants more money than the other guy, and want's to have their cake and eat it too, which causes inflation. It sounds like your only acceptable solution to this is "so let us have our cake and eat it too, and we'll live with the inflation", which is what CoX had. You're entitled to that point of view, I'm not going to tell you you're wrong. As long as we can both agree that Spider-Man, who is generally described as being "middle class" would be a billionaire today if he got money for every time he defeated Doc Ock. This system is not appealing to any sense of "immersion" but rather just catering to the average player's perceived greed.

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2) Bringing balance to a bad

1)

Quote:

...when it comes to the draining of the Inf in some models that have been proposed, in my opinion nobody really immersing themselves in CoX ought to expect that each and every mob will drop Inf like they did either...

But each mob did, yet it did not cause inflation. Consumers in an economy earning a paycheck do not cause inflation. A small proportion of consumers with considerably more INF than everyone else doesn't cause inflation.

2) Bringing balance to a bad idea doesn't make it a good idea. It only makes it a balanced, bad idea. If a PC begins a mission or TF with very little or no influence then they how are they to be effective teammates? Or do they just wade into fights slowly? I guess they could borrow INF from a teammate or SGmate, so that they could actually do stuff. But I'm not even sure that they could even buff up before the 1st alpha. From a different direction...I find it hard to see the logic or sensibility in INF allowing a PC to buy items like enhancements, boosts or augments to make his/her powers more effective, yet when the PC use those very same powers, that costs them INF also. From yet another direction...if powers cost INF to use, and I'm making INF at a good clip on a TF than what's the point? Hell, if I'm on a PUG, maybe I'd just cycle through my attack chain 50% slower just so that I'd "burn" less INF.

3a)

Quote:

It sounds like your only acceptable solution to this is 'so let us have our cake and eat it too, and we'll live with the inflation', which is what CoX had. You're entitled to that point of view, I'm not going to tell you you're wrong...

Well, you'd be silly to tell me that I'm wrong, b/c I've never said this or anything remotely close. What about "Limits and caps can be effective in moderation and balance" or "I think it's more productive to think 'addition' and controls, rather than 'subtraction' and penalties", causes you to think that I'm okay with inflation???
Stop trying to be right and just read what folks are saying to you.

3b) Definitely tilting at windmills here. Based on quite a bit personnel participation in CoX threads that went on for years, or on topics that came up every issue (post-AH debut), no one really cares at about who has more INF. Nor is the pursuit to have the more INF than the next person remotely meaningful for the vast majority of the player-base. Inflation is a economic system phenomena, not something that individuals/players foster via sheer will and action. It's the system that should be controlled and regulated not the players. Again, if players think that something is being taken from them then they we will walk, if they even bother to show up in the first place.

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Gangrel
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Catherine America wrote:
Catherine America wrote:

1)
Quote:
...when it comes to the draining of the Inf in some models that have been proposed, in my opinion nobody really immersing themselves in CoX ought to expect that each and every mob will drop Inf like they did either...

But each mob did, yet it did not cause inflation. Consumers in an economy earning a paycheck do not cause inflation. A small proportion of consumers with considerably more INF than everyone else doesn't cause inflation.

Try to get away from the "real world" causes of currency inflation and instead just think about the "ingame" causes of inflation. Which is when people will spend more and more for items that are "in demand" because they can afford to pay the cost. And how can they afford the cost? Because they can just go out and kill/capture/complete things that will give them this money.

The only true way for the developers to curb inflation is to *enforce* upper price limits on *EVERYTHING* in the game, no matter how the trade happens. This would impact not only the AH, but also personal trading (so you couldn't give more influence in a trade than the value that the developers set). But there are way around that as well. You just wouldn't do the trade with the item initially, and instead do it as 2/3/4 trade transactions one after another. So in effect, it would be all "off the books" trading.

Quote:

2) Bringing balance to a bad idea doesn't make it a good idea. It only makes it a balanced, bad idea. If a PC begins a mission or TF with very little or no influence then they how are they to be effective teammates? Or do they just wade into fights slowly? I guess they could borrow INF from a teammate or SGmate, so that they could actually do stuff. But I'm not even sure that they could even buff up before the 1st alpha. From a different direction...I find it hard to see the logic or sensibility in INF allowing a PC to buy items like enhancements, boosts or augments to make his/her powers more effective, yet when the PC use those very same powers, that costs them INF also. From yet another direction...if powers cost INF to use, and I'm making INF at a good clip on a TF than what's the point? Hell, if I'm on a PUG, maybe I'd just cycle through my attack chain 50% slower just so that I'd "burn" less INF.

I have a distinct feeling that Radiac was being silly with the suggestion of "all powers have an influence cost to run". But the point of where he says that it would need be balanced no matter what IS a point that is worth noting. No matter the route of curbing currency inflation it would need to be balanced.

The thing is, I see people complaining about (not often, but I saw it more on the CoX forums) is that when they went to another game, they ended up "broke and penniless and unable to buy what they needed". When pressed for the reasoning, it was because they had bought stuff that they never actually needed and were not selling stuff along the way.

Me? With the exception of Eve Online (and even then I have never been *truly* broke; just below I level I felt comfortable with considering my "lifestyle" in the game) I never struggled for money. I didn't repair my gear at *every* single opportunity. I sold stuff on a regular basis. I didn't buy "cosmetics" along the way. I tried to play it as the game lays out, sticking to the beaten path at the start.

It is just a different way of playing the game. The thing is, is that I only play like that for my first character. The "high costs" of optionals are there because they are *optional*. They are "nice to have" and not "must have".

Sure, it was a different way of playing the game, but it was one that was "valid". The problem with CoX *initially* was that there were not necessarily enough *sources* of influence without actually increasing your XP gain as well. That was a problem. It could lead you into a situation of where you had to "earn X by Y time"... and you could potentially miss that without having to grab a loan.

Side note: In most other games, they didn't have basic crafting components selling for 100x the basic vendor cost. The crafted items USING these items... sure, but the salvage/gathered mats generally hit a floor of *around* 2-4 vendor cost at the high and low end. The mid level stuff is the most expensive/least in demand, but that is more due to a basic levelling progress issue. You will see characters stick at the high end (so the costs for the indemand high level stuff would be high/low due to the supply/demand and at the low end (as the players alt/join the game for the first time). So once again, high supply/general low demand.

also the AH style of the CoX market *didn't* help with this either. Because most other games allow you to see what other players have put stuff up for sale at what price, they can price accordingly. Making it double blind though does not help this. It means you have to guess for the price, and the easiest method was generally by adding another digit to your "bid price". This increased it by a factor of 10, even if you were just 10 influence out of the game.

Due to this it meant that players were having to guess as to how much stuff was going for, and saving up more and more to buy items. Because they never knew how much they were going to need for X component. The game forced them to play both the waiting game (if they wanted cheap items) or the "spend big game" if they wanted it now.

The cost for "high level" material is higher, but that is because they are also the ones that are most in demand for the "

City of Heroes was WAY out of whack for this on the AH; partly due to the speed of levelling, and also the fact that lower level mobs did nothing for the higher level characters.

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Catherine America
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I definitely do agree with

I definitely agree with your take on the CoX economic/market challenges.

However, while price limits could combat inflation, the [almost certain] scarcity that would follow would be just as bad for the CoT economy.

Situational or brief, periodical price limiting or ceilings could work...but only it supply was boosted as well. Could the vendors play a role in this? It's possible. Could simulated events or events of lore contribute? If not complicated or complex or needlessly redundant, sure.

Interestingly enough, such a move could reduce the benefit of extreme "hoarding-to-profit". If supply is subject to periodical spikes, which would in-turn affect significant dips in prices, folks would (should) be less apt to hoard dozens of 1 million INF boosts while hoping to sell them for 5 million INF some day. I'd just buy what I needed when it was needed...and/or hoard a lot less, which would benefit market supply. One could hoard at the low price/high supply end of the spectrum, but the resultant "ceiling control" would eventually kick in again and unless one is adept at timing the market, they would be often upside-down on their investment(s). Still...such high-priced supply could still be there for the wealthy and/or the impatient to "buy it nao".

"Negative" real world economic phenomena will affect CoT w/o proper controls being implemented; and I'm confident that they will be...as well as other designs or mechanisms to limit the "negative" effects. And they won't need to be "penalizing" to PCs either. It's just not necessary.

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Gangrel
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Catherine America wrote:
Catherine America wrote:

I definitely agree with your take on the CoX economic/market challenges.
However, while price limits could combat inflation, the [almost certain] scarcity that would follow would be just as bad for the CoT economy.
Situational or brief, periodical price limiting or ceilings could work...but only it supply was boosted as well. Could the vendors play a role in this? It's possible. Could simulated events or events of lore contribute? If not complicated or complex or needlessly redundant, sure.
Interestingly enough, such a move could reduce the benefit of extreme "hoarding-to-profit". If supply is subject to periodical spikes, which would in-turn affect significant dips in prices, folks would (should) be less apt to hoard dozens of 1 million INF boosts while hoping to sell them for 5 million INF some day. I'd just buy what I needed when it was needed...and/or hoard a lot less, which would benefit market supply. One could hoard at the low price/high supply end of the spectrum, but the resultant "ceiling control" would eventually kick in again and unless one is adept at timing the market, they would be often upside-down on their investment(s). Still...such high-priced supply could still be there for the wealthy and/or the impatient to "buy it nao".
"Negative" real world economic phenomena will affect CoT w/o proper controls being implemented; and I'm confident that they will be...as well as other designs or mechanisms to limit the "negative" effects. And they won't need to be "penalizing" to PCs either. It's just not necessary.

I am wary of leaving it up to a purely automated system though, because that can lead to a situation of where the players *don't* use the market in the first place... because if the stuff isn't up there, the game will produce it for the player to buy.

So it would have to be a *limited* thing, and even then it would only be a reactionary thing.

The other thing as well is that putting in *upper* price limits themselves can force the market to go "off the grid", where the player base instead uses other systems, especially if the limit is set too low.

Annoyingly as well, the market place is also (in my mind) not the place to fiddle with the economics of the game. That is more of the actual reward/drop system.

Because you have to remember that the AH is to facilitate *player to player* trading. It makes it easier, without the people having to both be online at the same time (or using a 3rd person to help do it). So trying to interfere with that is something that wouldn't sit well with people.

*side note: I am not a great fan of listing fee's being set as a fraction of what you want to put the item up as... it just punishes those people who haven't got the money in the first place. I have no problem with it being based according to *level* and rarity. But scaling it up past that just doesn't sit right with me. I have no problems with the house getting a cut of the *overall* transaction fee after it have been collected though.

And yes, I did get caught out by that when I had a purple IO drop. I could craft it, so I did. And then discovered that I only had enough influence to put it up for about 1/10 of the going rate.

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1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Indeed, what I was getting at

Indeed, what I was getting at is that there will be a familiar, AH-like system for players to use. Vendors will also use it (as might other NPCs). I hadn't actually thought of "insider trading" on the devs' part, but that might be worthwhile when the goal really is just to sink more currency out of the game. (Normally, in real economies, it's a very bad thing because it robs people, so we'd want to be careful that this wasn't done in a fashion which robbed players of their wealth, but instead just prepared the market to re-balance any goods which we feel have become too cheap or too expensive.)

Regarding increasing supply in response to demand, one of the things I have been looking at is having vendors [i]also[/i] be, themselves, quest-givers. Specifically, vendors, thanks to finite supply, will be reliant on players selling them things, or on playing the market to get the items they want...usually. However, every vendor will have certain items in which they specialize, and they will, if they're out of them and can't get them at what the vendor considers a reasonable price (or simply really sees huge profit potential), they will start handing out missions to players. The results of those missions will, amongst other rewards to the players, give the vendor more of the item(s) desired.

So if Mezmeron Gel becomes super-expensive and the Tychebots realize they can sell it for a big profit, but they're all out, they can give a mission to go rob a research facility and steal the raw materials the Tychebots need to refine more of the gel. They'll pay, of course, for the raw materials.

Or, hero-side, a vendor may realize that a villain has cornered the market on Teflon spandex (very useful for super-speedsters!) via some dastardly scheme, and ask PCs to go thwart him so that his supplies can get through and he has more.

In either case, the goods in question enter the vendor's inventory in response to the players' actions (as well as other possible mission rewards). We can control what missions the vendors hand out based on what goods seem in disproportionate demand.

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Sounds awesome.

Sounds awesome.

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Catherine America
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Gangrel wrote:
Gangrel wrote:

I am wary of leaving it up to a purely automated system though, because that can lead to a situation of where the players *don't* use the market in the first place... because if the stuff isn't up there, the game will produce it for the player to buy.
So it would have to be a *limited* thing, and even then it would only be a reactionary thing.

I agree with this. Yet, even if not designed as such, just looking through the vendor-lens (if you will), perhaps within its AI there could be something like...

"If market conditions are within dev-determined control limits then TransactionsPerMinute is VeryLow"
"If market conditions are outside dev-determined control limits by 10% then TPM is Low"
"If...outside by 15% then TPM is Moderate"
"If...outside by 20% then TPM is Extreme"

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This. I loathe grinding. I

This. I loathe grinding. I struggled with it to get Incarnate stuff, and even then the vast majority was forced into existance by converting threads and purple awards and whatever into whatever else.

If I had to grind for a particular drop, or a particular raid for a particular purple, forget it.

I looted a grand total of 8 purples during my main's career. I bought 5 on the AH. I used none of what dropped, but sold 2 (kept the others in storage for other chars who never materialized.)

I love the idea of earning actual special drops from battles. I hate having to run 100 particular raids to do it.

I don't know a solution, but running raids from different groups of raids (e.g. incarnate) allowed fun variation.

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While I generally dislike the

While I generally dislike the idea of "loot" in the superhero genre, if there much be a way to transfer goods, the CoH ww/bm interface has be the one I hate less than all others so far, with the possible exception of house-based vendors in UO & SWG, but those are buried under nostalgia also. Mostly, what I liked about ww/bm was the functionality of the interface. It was easy to find what I was looking for, it was easy to unload stuff I didn't want to keep (most stuff I just listed for 1 credit to get the quick sale), and if I had the needed inf, it was easy to buy the stuff I was looking for. While I might not like the need for such a system, it was a better implementation of such a system than anything else I've used.

As far as character money goes, I like the way the WEALTH stat worked in D20 Modern, and would love to see that adapted to MMORPGs because of its nature as non-transferrable currency (kind cutting the legs out from gold-farming right from the start).

I'm also strongly in favor of having NPCs offer most things for sale so you don't have to depend on the fickle nature of a player run economy. In CoH, I wish the contacts would have sold common and uncommon crafting materials appropriate to the style of missions they gave. There were points where "common" crafting materials were rarer, and sometimes even more expensive, than the rare mats... that's just wrong.

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The Wealth stat works in

The Wealth stat works in table-top, and maybe in individual computer RPGs, because it half-way combines "availability" and "cash on hand" into a single stat, and then relies on random chance to determine if you both have the money and can find the goods or services desired at this time. It only works in cRPGs if there's some time-cost to engaging it; if you can just keep trying at no cost save your own potential impatience, it breaks down. It becomes a frustration mechanic since you really are just seeing if you have enough wealth on a maximum roll to get what you want...and the patience to wait until you get said maximum roll.

It'd be even worse in an MMO, where people will want to trade something around.

Currency is the best bet and model, here. We just need to make sure we provide adequate sources and sinks for currency and for items such that inflation and deflation don't naturally occur.

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