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Another one of my bad ideas to add to the ever-growing list

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whiteperegrine wrote:
whiteperegrine wrote:

not to mention, that in the long picture, I am thinking you would actually loose sales...how? I start the game and buy some stars (spend them etc)...but after playing for a year I now have IGC coming outta my ears...as such, I will no longer be buying them from MWM but from the AH via IGC. lost sales... just one of the many ways MWM would (and I would put another $20 to say WILL) loose money if something like this was implemented.

Every Star in circulation has been paid for using IRL cash currency. All Stars in the Currency Exchange for Stars have been purchased by a player.

There is no chance for MWM to lose out on those sales. IF players decide to stop paying for stars the IGC cost per star will go up. Eventually the market will regulate itself and people won't have the IGC to buy stars and it will be more valuable to buy them directly from MWM.

- -

I suppose I'm not frustrated by the convo because I've not exhausted myself thinking about it, coming late to the thread. But the concept of the StarMart and using a Star Exchange (same as CREDD exchange in Wildstar) is not anything new either. So long as the principle remains that MWM is the sole source of Stars then there isn't a real danger of exploit. The cost per star will never be below what MWM has dictated.

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Going along that thought

Going along that thought process though. Using small numbers, A buys stars, B and C don't because they just use A's source. B and C just wait and stockpile IGC until A buys more stars. Now no stars exist, A, B and C have to spend real money. That's why I would like to see it go COH route. Subs with market, subs get stipend so they get a benefit for paying and the F2P/B2P people still give an infusion of cash.

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The things that sink IGC,

The things that sink IGC, like craftign costs for items, paying base rent, etc woul dbe the only place where you HAD to pay IGC for anything, but if the in-game auction house/market kept all transactions to strictly "stuff for IGC" and "IGC for stuff" with Stars being a type of "stuff", I think that IGC would be the de facto currency of the players due to what you said earlier about Stars being of finite usefulness when there's nothing else to buy in the Starmart currently. You can always use IGC to make more Augments or pay for a better base anyway.

In any event, I think Segev, who has stopped responding to this thread (and I don't blame him) would say that he has already said that having sufficient sinks for BOTH Stars and IGC is a real "must" for the economies of either one to work at all. I don't speak for Segev, I don't talk to Segev in RL, I don't know Segev at all, but that's my impression.

It has been mentioned in other threads that the internal decision (at least for now) is that they won't have "gear degradation" but I personally think that's the most fair and most sensible solution to the IGC sink need. For one thing, you could make it so that really powerful Augments cost more IGC to upkeep and the not-as-awesome ones are more reasonable, with the CLEARLY sub-par ones being very "low rent". In this sense, people who want to be "teh uber" have to pay more IGC overhead on maintaining that and as such the veterans who have all the toys will be paying higher "IGC rent" than the noobs who just started playing, as it probably should be. Another idea was the have NPCs play the market and just delete some of THEIR IGC when needed. I'm not sure if this will work as intended or not, but I think if it does it will be because the NPCs are smart enough not to pay ridiculous prices for crap items nobody needs. So the days of getting 100k INF for a common IO recipe or 50k for a level 50 Damage SO are over.

As for the Star sink, well, I've told you MY ideas on that already, and I still think they'd work. I don't believe in the existence of the non-subber who will get offended to the point of rage-quitting the game if we are so bold as to allow them to pay a small one-time fee to do a bit of premium content reserved normally for the subscribers. Since subscribers are paying month after month after month to have access to that stuff (whatever it is, the premium content zone with the missions and the TFs/Trials/raids etc) I can see a reason to therefore allow the "one and done" ticket to ride option tot he non-sub as well. The fact that some subber could subsidize their non-sub friends only makes MWM more money as far as I can tell there.

I think if you have "gear degradation" that costs IGC to maintain and "tickets" to one-off bits of premium content, you'll have enough sinks to make it all work. Take any of that away, and I'm worried that either Stars or IGC might start piling up and causing problems.

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Segev wrote:
Segev wrote:

But my real motivation for wanting to see this implemented is related to a desire for everybody to have access to the whole game: I envision a game experience where players with more time than money trade their surplus "drops" for Stars, allowing those with more money than time to get the "cool stuff" they want. And, in the process, those who have more time than money now have Stars with which to buy all the C-store stuff they want and gain full access to the game as well as anybody spending money on it could.
I'm looking, effectively, to take the idea behind freemium games - that the free players provide something to the paying players in the form of an enhanced experience with more people to play with - and expanding it. There is a literal shared experience as free players gain access to the whole of the game by virtue of being valuable to the paying players.

I wrote a post over in another thread about micro-subs before I read this one. I see at least some of my thoughts have already been addressed.

It will be very interesting to sit back and watch this game's economy function.

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I'd like to point out that

I'd like to point out that even if we end up with an ideal market that keeps the value of the IGC and Star at fairly low inflation rates (which would mean that the going market price of a Star in IGC remains mostly constant) there will still be short -term fluctuations in prices when new things happen. Whenever a new item comes up for sale on the c-store, there will be a rush for Stars to buy it (how big depends on the popularity of the item). When a new power set comes out, there may be a run on various types of Augments to optimize it, etc.

What I'm trying to say is, even a reasonably good market will have fluctuations, and therein lies the potential for people to make a profit. For that reason, I'd want here to be a system in place where there are posting fees and the auction house takes a cut of all transactions. Otherwise you get people buying widgets for $4.99 and selling them for $5.00 over and over to try to make money (there's a term for this in real markets, it's called "churning the market" and it's discouraged, or WAS until the dawn of computerized high frequency trading).

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Interestingly in NW although

Interestingly in NW although the AH takes fees, the Zen<->AD market doesn't.

I did make some "money" buying low and selling high when the market was working, but now it's pretty much permanently at the max price if there's any Zen available.

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When you say "it's pretty

When you say "it's pretty much at the max price," do you mean it's more or less fixed at the ceiling of 500 AD to the Zen?

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As I understand what Minotaur

As I understand what Minotaur has posted about this previously, they have imposed artificial limits (both upper and lower) on the Zen<->AD conversion process in the game.

The only reason to do that, as far as I can tell, is to encourage third party profiteering. If the real value of 1 Zen is closer to 10,000AD, then you'd clearly set up some kind of black market to exchange them at that rate instead of going by the game's limits.

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Segev wrote:
Segev wrote:

When you say "it's pretty much at the max price," do you mean it's more or less fixed at the ceiling of 500 AD to the Zen?

Yup, I've not seen it at less than 481 for more than a year, and has been stuck at 500 for most of the year

And to be clear, there have been several exploits that for a short period made ADs almost worthless, and only during those periods would the real exchange rate have been ridiculous, I suspect with nothing to back this up that the real rate would fluctuate at 550-800 most of the time if it wasn't capped.

At one stage they cleared $130K worth of "have AD want zen" requests as the queue was just getting bigger and bigger.

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For the record, I'm loving

For the record, I'm loving the acronym IGC. It looks like it's quickly becoming a de facto vocabulary term and a smooth replacement for the classic INF. I wouldn't mind seeing it become the in-universe abbreviation for currency (however unlikely or inappropriate it may be). :)

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That's not a bad idea ...

That's not a bad idea ... especially if inside the game there's never any attempt to explain what IGC is an acronym of.

Of course, every time I see IGC, for some reason I think of [url=http://en.memory-alpha.org/wiki/IDIC]IDIC[/url] instead ...
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Plexius wrote:
Plexius wrote:

For the record, I'm loving the acronym IGC. It looks like it's quickly becoming a de facto vocabulary term and a smooth replacement for the classic INF. I wouldn't mind seeing it become the in-universe abbreviation for currency (however unlikely or inappropriate it may be). :)

I agree. I was thinking of this yesterday. IGC = .....?.....

International Goldstandard Coin?

Interchange Gelt Credit?

Internal Gross Currency?

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I Got Cash

I Got Cash

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Interchangeable Global

Interchangeable Global Currency?

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Izzy wrote:
Izzy wrote:

Interchangeable Global Currency?

Ooooh, I like that one.... +1

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

I Got Cash

Well at least it's not I Got Crabs.

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Ichthyological Goldfish Crabs

Ichthyological Goldfish Crabs?

Intentionally Generic Currency?

Be Well!
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Tannim222 wrote:
Tannim222 wrote:

Lin Chiao Feng wrote:
I Got Cash

Well at least it's not I Got Crabs.

... yet.

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Tannim222 wrote:
Lin Chiao Feng wrote:
I Got Cash

Well at least it's not I Got Crabs.

... yet.

Another example of [b]You Get What You Paid For[/b].

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Seafood cocktail... crabs...

Seafood cocktail... crabs... crayfish...

oh, wait, that's a totally different song.

Minotaur wrote:

Yup, I've not seen it at less than 481 for more than a year, and has been stuck at 500 for most of the year
And to be clear, there have been several exploits that for a short period made ADs almost worthless, and only during those periods would the real exchange rate have been ridiculous, I suspect with nothing to back this up that the real rate would fluctuate at 550-800 most of the time if it wasn't capped.
At one stage they cleared $130K worth of "have AD want zen" requests as the queue was just getting bigger and bigger.

Honstly, if your estimate is accurate, that would be more than sufficient of a disparity. Even "true price would be 550" is enough that buying at 500 is going to empty the shelves. Because there will be a way to exploit that on a secondary market where the price controls are not in place.

In real life, such secondary markets are usually "the Black Market," which is a constant in every human society that has any laws governing trade ever. In video games, it might be a black market (3rd party gold-seller sites are an example), or it might be a clever exploitation of the legitimate market (which it sounds like, in part, the AD/Zen/C-store Item sellers are enjoying).

If they removed the cap on AD prices, and it fluctuated up between 550 and 800 AD/Zen, it would correct itself pretty quickly. Its stable price might remain that high, but it would at least not result in empty shelves of Zen and gross exploits for profits by those who are fastest at snapping them up.

If they wanted to mainipulate the ratio downwards, what they'd have to do is decrease the supply of AD, somehow. Or increase the supply of Zen. The easiest way to do the former would be to change how AD are generated so it's harder to get them. The easiest way to do the latter would be to decrease the sale price of the Zen.

Whether either is something they want to do is a matter for their business strategists. But keeping the artificial cap on the price of Zen in AD is the culprit for the problem(s) you've been siting, Minotaur.

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They're not going to mess

They're not going to mess with the sale price of Zen, since that's constant across several games (and is about $0.01/Zen). So their only choice is to remove the caps or soak up the AD. With NPC agents in the market, they could create an amount of artificial demand that would soak up the AD supply; basically, the store will always sell Zen at 1 Zen per 500 AD, and the bought AD are eliminated. Congratulations, you've just reinvented stock buybacks.

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Oh, that would be a dreadful

Oh, that would be a dreadful idea. That would be creating Zen for which nobody paid real money. And doing so "on demand." It would very much be impacting the price of Zen - they'd be giving it away for free as long as ADs were common enough that people weren't selling Zen for less than 500 ADs. They'd see a massive hit to their bottom line.

They should just remove the ceiling and floor. Let them sell for as many or as few ADs as players will part with them.

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Segev wrote:
Segev wrote:

Oh, that would be a dreadful idea. That would be creating Zen for which nobody paid real money. And doing so "on demand." It would very much be impacting the price of Zen - they'd be giving it away for free as long as ADs were common enough that people weren't selling Zen for less than 500 ADs. They'd see a massive hit to their bottom line.
They should just remove the ceiling and floor. Let them sell for as many or as few ADs as players will part with them.

That's another thing that works fine when there are no exploits, the cap limits the effect of catastophes to large tonnages of conventional explosives, without it the nukes go off.

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I'm not sure I even see how

I'm not sure I even see how that's possible.

The cap creates the problem by squeezing pressure onto a system that cannot handle it. Remove that, and there's no detonation because the steam can't build in the pressure box.

...that's a bit of a mangled metaphor, sorry.

Perhaps I should ask, instead: what problems do you see the cap actually preventing?

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Segev wrote:
Segev wrote:

Perhaps I should ask, instead: what problems do you see the cap actually preventing?

The Bottom prevents players from doing secret timed deals on the market that act as trades. (One player tells the other "I'm about to post my 10,000 Stars for 1bronze, buy it in 13 seconds when it appears). This happens alot at low population times on the server in other games.

The Ceiling prevents exploiters from posting for exorbitant Amounts of Money and taking advantage of un-knowledgable players beyond the expected Limit.

Both Prevent players hacking the UI so that all the offers you see are actually for their sale and they optimize the Search Engine to block out fair trade.

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The cap is an equaliser. If

The cap is an equaliser. If you have billions of ADs when nobody playing legitimately has more than 10M, you just buy every last bit of Zen on the market because you're prepared to pay 10M ADs for 1000 Zen as your ADs are almost worthless to you, you can easily get more, and you want to cash in now. Then you buy some lockbox keys with the Zen and put all the really epic stuff up for auction at prices that people wouldn't contemplate paying when they could get Zen and their own lockboxes, but will now as you've bought up and relisted all the cheaper ones.

With the cap at 500, you will get most of the ADs that appear on the exchange, but other people who put a bid in for 500 apart from the occasion they nuked the queue did get served eventually, longest it ever took me was 2 days at 500 outside that time.

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So, now that those exploits

So, now that those exploits have existed, are there just permanently umpteen bazillion worthless ADs out there?

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Segev wrote:
Segev wrote:

So, now that those exploits have existed, are there just permanently umpteen bazillion worthless ADs out there?

I can't speak to this but you must understand that the model you're speaking of (PWE's Zen) is based on exploiting whales. I know that when I left Champions Online there were many players who had hoards of Zen who could manipulate the market to make themselves richer and keep other players poor.

It then created an atmosphere where if you wanted to "succeed" in the market you too would have to throw down hundreds of dollars.

I myself was guilty of buying over $300 in Zen to get my gear optimized, only to have them change the gear mechanic again after I left.

Their monetization model is exploiting those who have $ and then taking the value back out of what they just sold you. Something I expect MWM will never have the gall to do. MWM's model, as I understand it, is less Whale (Trickle Down Economics) based, and much more centered around the idea that everyone gives a little. Not that MWM is going to limit a whale player from buying to their hearts content, but the system is not built around it.

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I have to say that this AD<-

I have to say that this AD<->Zen thing sounds totally screwed up from the get-go the more I hear about it. I'm with Segev, they should have just eliminated the ceiling and floor and then did something else to make the market more fail safe against the exploits.

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...don't allow sale of zen

...don't allow sale of zen between players. cancel all auctions currently in effect for them. sure, it would suck....but it's either that or deal with the exploits that players WILL find.

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Segev wrote:
Segev wrote:

So, now that those exploits have existed, are there just permanently umpteen bazillion worthless ADs out there?

No, there were a lot of bans, a rollback (look up Caturday) and eventually they fixed the second major exploit and nuked the exchange queue and some accounts.

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Sounds like the better idea

Sounds like the better idea for Price Controls of the type that Minotaur is talking about that rather than setting a cap on the Value you'd instead want to set a cap on the Volume of trade that can be done within a specific span of time. So rather than capping price you cap the "size" of the Buy and Sell orders that can be placed, limiting the ability of single (market) players to dominate the entire market through sheer force of flooding.

So instead of using a Price Control you instead use Flood Control. Depending on where you set the Flood Control limits you ought to be able to nudge the market towards a dynamic equilibrium that benefits both buyers AND sellers.

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JayBezz wrote:
JayBezz wrote:

Their monetization model is exploiting those who have $ and then taking the value back out of what they just sold you. Something I expect MWM will never have the gall to do. MWM's model, as I understand it, is less Whale (Trickle Down Economics) based, and much more centered around the idea that everyone gives a little. Not that MWM is going to limit a whale player from buying to their hearts content, but the system is not built around it.

I believe the term you're looking for is [b]Trickle *ON* Economics[/b] ... with all of the urinary implications made clear right up front.

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Again, I'll repeat, I'm

Again, I'll repeat, I'm really not sure I'm all in favor of using Stars at all. I'd really rather MWM just take my actual money instead of me having to buy MWM money. I like the idea of having multiple ways to get things, just not a big fan of having multiple currencies to do it.

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oOStaticOo wrote:
oOStaticOo wrote:

Again, I'll repeat, I'm really not sure I'm all in favor of using Stars at all. I'd really rather MWM just take my actual money instead of me having to buy MWM money. I like the idea of having multiple ways to get things, just not a big fan of having multiple currencies to do it.

There are many things MWM as a company can offer you for a fictional currency that they cannot with real world currency.

The COULD charge you for services directly for "cash" but then there are many functions that it would have compliance issues dealing with not the least of which is customer service.

- -

I am going to point out that in another thread you didn't want re-stating of ideals that the devs have already decided against and yet in this thread you are doing as such. I say this not to start an argument but to simply state that, in any forum, trying to censor and cut off the conversation when it doesn't suit your argument is immature.

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I don't believe the devs have

I don't believe the devs have actually come out and said, "We WILL be using Stars." As far as I recall, it's only a possibility. It's still being discussed amongst themselves. However, a dev HAS come forward to say there will NOT be gear degredation.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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The possibility is for Stars

The possibility is for Stars to be sold on the auction house but can only be used for purchases in the cash shop not for anything in-game.
If this is the intent then the AH must be the only place Stars for IGC transactions can occur otherwise we run the danger of Stars overtaking the player economy.
With WoW looking to implement this very similar set up we will have some time to observe how well it operates before we try it.

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Redlynne wrote:
Redlynne wrote:

Sounds like the better idea for Price Controls of the type that Minotaur is talking about that rather than setting a cap on the Value you'd instead want to set a cap on the Volume of trade that can be done within a specific span of time. So rather than capping price you cap the "size" of the Buy and Sell orders that can be placed, limiting the ability of single (market) players to dominate the entire market through sheer force of flooding.
So instead of using a Price Control you instead use Flood Control. Depending on where you set the Flood Control limits you ought to be able to nudge the market towards a dynamic equilibrium that benefits both buyers AND sellers.

NW allows 5 bids of 5000 Zen at a time, so $250 equivalent at a time per account. The difference between them and us is that the goldspammers can have hundreds of completely free accounts, no B2P.

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So ... flood control problems

So ... flood control problems on account creation as well. Wonderful. :P

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to me, it appears that 'stars

to me, it appears that 'stars' is going to happen, but the question is how much of a role they will play. I would rather not have them at all personally, but given the direction they are going I really really hope they do not make them tradable in the AH...just thinking that things will go horribly wrong.

if MWM is dead set on making them available on the AH...then I say delay it....wait for a later patch/update/issue. let the larger companies field test it and work out the kinks of such a system. this would allow for more efforts to be put towards other aspects of the game with little fear of things going "south" from day one.

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Stars are no different than

Stars are no different than Zen or Paragon Points or Riot Points or any other c-store currency, at their core. There are a number of reasons c-store currencies are used in games with c-stores. Amongst them is a much easier time reimbursing for disputed purchases, and the ability to give "discounts" in the form of bonus c-store points, etc. In the end, it smooths a lot of issues that could arise from trying to price things strictly for cash.

We WILL be using a c-store currency of some sort. It is a tried and proven mechanism, and we would be foolish not to. It is probable we'll call it "Stars," but obviously, names can change in development.

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Okay, so now I see a Dev has

Okay, so now I see a Dev has actually come out and said that they WILL be using some form of Game Currency to be used instead of just taking cash. I will now stop trying to convince them to not do this and just take my real money instead.

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Oh, we'll take your real

Oh, we'll take your real money. It's how Stars are created! Somebody exchanges real money for them. :)

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Segev wrote:
Segev wrote:

Oh, we'll take your real money. It's how Stars are created! Somebody exchanges real money for them. :)

A Star is born!

As for the exact properties of the Star, I think someone (Segev?) mentioned that paying MWM real money will be the one and only way to create a Star, using Stars to buy stuff in the c-store will be the only way to destroy a Star, and it may be necessary to make the in-game auction house the ONLY place where Stars can be bought and sold for IGC by players. Also, Stars cannot be used to buy anything on the in-game auction house by players, they'd have to get some IGC to buy items, and when they sell items, all items sell for IGC.

One-item-for-a-different-item transactions essentially won't exist on the market. This is to prevent people from using Stars to buy Augments or whatever directly. People will presumably still be able to trade items and IGC person-to-person but not Stars, and in any event that functionality might be open to subscribers only.

This creates a fair open market for all buyers and sellers to ply their wares. The person who puts the Stars on the market for the lowest price in IGC will get their Stars moved to the buyer, the buyer will be the person who bid the highest amount for that bundle of Stars, just like CoX's Auction house, I assume, in that it has posting fees and the auction house takes a percentage cut of all IGC that changes hands.

This prevents anyone from giving anyone else Stars for nothing, so as to prevent black marketeers from trying to make real money on Stars, as one assumes that the buyer wanted them WITHOUT having to pay any IGC. And on the other hand, if you have Stars and want to get as much IGC for them as possible, the market would be the best place for that, one expects.

A person wanting to gift someone some Stars would probably have to sell them for IGC, then gift the IGC to the person, then that recipient would use the IGC now given to go buy Stars with. It's a little clunky, but it works.

So dad can now just give junior a big wad of IGC instead of Stars and then the kid can buy the Stars with that if he needs to. Since Stars are backed by real money, the Star <--> IGC going rates can be tracked to determine the approximate value of the IGC over time as well, providing a metric for the inflation rate, etc.

I'm fine with that system.

One thing I can see being a problem is that when you want to buy Stars for IGC, buying them one at a time like recipes in the CoX AH isn't fast enough for practical purposes. So you have to allow people to sell bundles of Stars in different quantities as if each bundle were an object in itself. This leads to people being able to put up, say "1337" Stars at like 7am Saturday morning to be able to move those to some black market buyer who's going to buy them for like nothing because there was a real money transaction that happened.

To combat that, you could have set "lot" sizes that Stars are sold in, 1,10,100,1000, etc. So a person could try to sell just 1 Star, or a lot of 10, or a lot of 100, but not 5 at a time. Then all such lot size categories would have their own buyer/seller queues and the game matches the highest buyer with the lowest seller and if there's a deal to be made there, it happens, like CoX's AH. Assuming these lots are such that each lot has a reasonable number of buyers and sellers in its queue basically all the time, that ought to work.

In my mind I wonder whether or not it might be good to have a set timer on all sales such that everyone has time to bid on everything before a quick sale goes through under the radar. Is that necessary, and if so, what kind of timer would that be? 24 hours? 12? 6? I don't know if you even want to do that at all, but if you did the number of buy/sell market slots a person has becomes very important and you may end up being able to sell or rent additional slots to players.

Admittedly, if it's not necessary for black market problems, this approach (timers), if it only serves to get people to buy/rent more market slots, may be too close to violating the Google directive of "Don't be evil." for even my comfort.

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To me, the reason for having

To me, the reason for having it always only be IGC <-> thing, so if you want to use Stars to buy a thing, you have to go Stars <-> IGC, then IGC <-> thing, is not to prevent exploits or anything. It's to simplify the market code.

If you could do IGC <-> thing or Stars <-> thing or thing <-> thing, it adds a huge layer of complication to setting buy and sell prices for things. Do you list your thing in IGC [i]and[/i] Stars? Just put it up for IGC [i]or[/i] put it up for Stars? How do you even do a bid when you price your thing in other things?

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Segev wrote:
Segev wrote:

If you could do IGC <-> thing or Stars <-> thing or thing <-> thing, it adds a huge layer of complication to setting buy and sell prices for things. Do you list your thing in IGC and Stars? Just put it up for IGC or put it up for Stars? How do you even do a bid when you price your thing in other things?

In other companies the RLC (real life currency) is only exchanged in an altogether different exchange than the IGC exchange (auction house). This is for a few reasons that come to mind:
1) Monitor the Currency exchange to reconcile against sales
2) Code can seek out hackers who insert their own code to try to get Currency outside of the Exchange
3) Prevent people from exchanging Stars for RLC outside of the game.

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Segev wrote:
Segev wrote:

To me, the reason for having it always only be IGC <-> thing, so if you want to use Stars to buy a thing, you have to go Stars <-> IGC, then IGC <-> thing, is not to prevent exploits or anything. It's to simplify the market code.
If you could do IGC <-> thing or Stars <-> thing or thing <-> thing, it adds a huge layer of complication to setting buy and sell prices for things. Do you list your thing in IGC and Stars? Just put it up for IGC or put it up for Stars? How do you even do a bid when you price your thing in other things?

This also has the advantage of only one item (the Star) that needs to be priced in various rl currencies.

Spurn all ye kindle.

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So... here's a couple of

So... here's a couple of probably-bad ideas that I'd like to run through more minds than my own to see if any gems fall out of the grit. Please consider them independently of each other; they both involve lockboxes, but I'm not thinking of them as actually two things to implement together so much as wanting to examine each in isolation.

1) What if lockboxes dropped, but keys were bought with IGC rather than Stars? They otherwise function as per normal.

2) What if lockboxes were only dropped in user-generated content, and were the ONLY thing that dropped in user-generated content?

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1. seems ok. it would

1. seems ok. it would provide another IGC sink.
2. depending on what was in said lockboxes, I could see people farming them. otherwise, I don't really have an issue with this as long as combined with 1.

in general, I would avoid lockboxes. the temptation will be there to monetize them at some point.

Dramatic Reinactment:
[i]"see, we already have them coded into the system...all we have to do is change over the method of payment for the keys! woohoo...big bucks here we come!"[/i]

:p

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1) Considering you are

1) Considering you are throwing the idea of stars for IGC, you are creating a middle man switch. If keys are placed at a high IGC level, you will get farmers, gold farmers and to a small extent people having to buy stars to turn into IGC to get the keys. (STO allows keys to be purchased on the AH and last time I saw a chat on them they were hovering around 2.1mil a key)

2) Only source would be ripe for farming and if only dropped in UGC would they be allowed to be sold on AH?

Throw one back at you Segev, Would the super packs not work better if the CoX model is followed? Not in your face like a loot drop and chances are increased to get something better then the last once you got one of the offered items. Example: You got the hat portion of the costume so now that is removed and your chances are increased for the jacket etc. etc.
You give the player better odds every time he "wins" something the next time he buys a pack. Which would lead to more of an incentive to buy another pack.

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In addition to going down

In addition to going down this road. I brought it up before, you have DCUO doing a hybrid style lockbox. Subs get to open for free (no key just click to open), F2P has to buy a key. What they also do is make the boxes dam near the ultra rare style loot drop.

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Segev wrote:
Segev wrote:

So... here's a couple of probably-bad ideas that I'd like to run through more minds than my own to see if any gems fall out of the grit. Please consider them independently of each other; they both involve lockboxes, but I'm not thinking of them as actually two things to implement together so much as wanting to examine each in isolation.
1) What if lockboxes dropped, but keys were bought with IGC rather than Stars? They otherwise function as per normal.
2) What if lockboxes were only dropped in user-generated content, and were the ONLY thing that dropped in user-generated content?

For the record I don't have a problem with 1 or 2, buit then I never did generate much UGC on CoX nor did I really do any, except stuff friends created.

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1) Lockboxes operate normally

1) Lockboxes operate normally, but keys cost IGC.

This would allow people to spend Stars to get them by buying IGC, but I was picturing keys either being fixed in price or being regularly auctioned (for IGC). All the arguments about gold farmers et al apply to anything being dropped in the game that could be bought on the market, I think.

2) Lockboxes operate normally, but are dropped only in UGC.

This IS farmable, but it means getting the farmed contents cost something extra and in proportion to how much you've farmed.

2a) Lockbox keys cost Stars.

There's a certain amount of "pay to win" in this, because now it is directly charging for in-game item access. However, if the items in the lockboxes are not inherently better than those won in non-UGC content, the "pay to win" becomes combined with a need to farm. I'm still not liking that there is a nutshell of "pay to win" with suitably efficient farms, but combine that with the random nature of what's in a lockbox...maybe it would work? I'm not sure.

2b) Lockbox keys cost IGC.

Essentialy, this would allow farms to produce a lot of random items, at the expense of sinking a lot of IGC out of the system. Could flood the market with lockbox items, but doing so also flushes IGC, which could lead to massive deflation - supply of IGC is dropping simultaneously with supply of "goods" increasing.

3) Superpacks.

These are functionally equivalent, to my mind, to lockboxes as they're done in other games; the lockbox is just an "ad" for the superpack, while the key IS the superpack. (There are some differences, but the end result is the same: spend real money for a random in-game item.)

3) could work similarly to lockboxes for 1)'s purpose, as an IGC flush: if you can buy superpacks for IGC, that's one more vendor, effectively. I think, in this case, where we want it to serve as an IGC sink, we're better off utilizing the psychological "push" of the lockbox. I feel little guilt about persuading people to sink IGC out of the system, whereas playing psychological games to talk them out of real money is shadier. (Not illegal and maybe not even unethical, but I prefer we aren't ever "gotcha"ing people with real money. Even on accident.)

In terms of 2), 3) is inapplicable.

The goal behind 2) is less sinking IGC (that's what 1) is about), and more about trying to reduce the efficacy of farms created via UGC. It can't be eliminated, but if it's a lockbox, it achieves two things:

A) The creator of the mission can't dictate specific items. At best, they can pick categories of lockboxes to drop.

B) It creates a cost aside from [i]just[/i] running the content to get the rewards. If we wanted to curb XP and IGC farming but still grant them, we could even have IGC and XP lockboxes drop in place of the usual IGC/XP rewards. The real cost, if measured in Stars, CAN lead to pay to win, as noted: run the farm, then pay Stars to get the items.

This still is a bit better than "farm to win;" at least the cap on rewards is set by how much somebody is willing to spend on it. Further, the random nature of the reward even after spending Stars on the key means that you're not guaranteed to get what you want. Moreover, if what you want is particularly rare, the trick of farming to get umpteen bazillion drops in a short time (and thus game the RNG to get teh ultra-rare 1-in-a-billion drop because you got far more than a billion drops, total) is barred by the fact that you'd have to pay Stars to unlock [i]each and every one[/i] of those lockboxes until you found what you were looking for.

Even if it's IGC-for-keys, you have to sink IGC out of the system prodigiously to open all those farmed lockboxes. As with crafting, sure, you could probably sell most of them for a net profit, but the IGC you gain in profit came from other players, not generation by the game; the game's IGC content is net lower from that transaction.

There are still issues with some of these. But that's my thought process behind what I think is desirable from them. Particularly 2), having the lockboxes be dropped in UGC and UGC being the only place they're used.

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Slippery slope is starting to

Slippery slope is starting to creep into my mind

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"Slippery Slope" is a fallacy

"Slippery Slope" is a fallacy if you ignore a bright line of "this far and no farther" to play "if you give a mouse a cookie."

It is not a fallacy, but is a valid warning, if you can demonstrate that there is no bright line or that the justifications for crossing what you're defining as the bright line are equally valid when applied to anybody else's bright line.

What do you believe is the case here which causes you to call this a slippery slope? What is the bottom of it you feel is bad to reach, and why is there no bright line that is valid to draw as where it stops short?

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I call it a slippery slope in

I call it a slippery slope in the form that the business manager is now discussing lockboxes being utilized. Nothing is set in stone nor stated will be done, but the business manager has placed it on the table. From my experience bright lines are the fallacy since they are only as bright as the enforcement of them. I need this but my bright line stops me, option 1 ignore said line this time and reestablish said line, option 2 push the line a little farther down to make what I need not cross the nice bright line. Human nature. If you are using the lockbox as a way to generate money, what will happen when you want more money? We need X amount of dollars to cover the next update but Starmart and subs aren't getting us there. I know lets add a random grand prize to the lockbox we just put out last week. Your bright line pushed one row down in the name of getting more funds for the next update. Well that grand prize was such a success in generating funds we should do another lockbox so we have the funds to give them 3 more power sets. You bright line pushed one more row in the name of power sets. With lockboxes there is no bad bottom to reach since ultimately there is no bottom to reach in that kind of money pit.

You can draw all the bright lines you want and say this far and no farther. And I will ask you this, is their nothing in this world that will make you cross it?

Two quotes hit me in reading your post. Desperate times call for desperate measures and In the time of war, the law falls silent.

I respect what you are trying to do. It's not always easy making something profitable. You have this thread showing you the full spectrum of opinion on lockboxes.
You asked for an opinion, I gave one. Here is hoping to a fun and profitable future to City of Titans filled with a huge player base.

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Segev wrote:
Segev wrote:

1) What if lockboxes dropped, but keys were bought with IGC rather than Stars? They otherwise function as per normal.
2) What if lockboxes were only dropped in user-generated content, and were the ONLY thing that dropped in user-generated content?

What if lockboxes were only bought using Tickets generated by purchasing them from the UGC Vendor NPC and the keys for them could be bought with IGC and both can be traded on the game's Market (meaning that Ebil Marketeer NPCs can also dwindle the supplies available to Players, as needed)?

Net result: lockboxes only enter the economy as a direct result of active Player choice(s), rather than being a random event (that happens A LOT) and now it's up to the Player to dispose of the "trash" drops. That way, rather than the onus being on the Player to get rid of the lockboxes (needlessly) clogging their inventory, instead the Player needs to go out of their way in order to affirmatively generate the lockbox(es) in the first place.

Half empty or half full?
It's not like I care. I've got a redundant glass over here.

Your move, Segev.

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Segev wrote:
Segev wrote:

So... here's a couple of probably-bad ideas that I'd like to run through more minds than my own to see if any gems fall out of the grit. Please consider them independently of each other; they both involve lockboxes, but I'm not thinking of them as actually two things to implement together so much as wanting to examine each in isolation.
1) What if lockboxes dropped, but keys were bought with IGC rather than Stars? They otherwise function as per normal.
2) What if lockboxes were only dropped in user-generated content, and were the ONLY thing that dropped in user-generated content?

#1 is a fine idea! It would preserve the moment of anticipation that so many people enjoy without putting them out of reach of ordinary players, including F2P players. For many players it will seem an inconvenience and a burden even when done this way, but some players will enjoy the moment immensely. Provided, of course, they are a rare item that contains rare salvage or Augments.

#2 Not liking this idea much. I prefer the tickets idea proposed by Redlynne.

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I don't care for tickets to

I don't care for tickets to buy lockboxes AND IGC to buy keys. That seems to be too many things to buy for the return. Even if the return is "good" for it, it's asking people to spend two different kinds of resources for a random drop.

What is probably niggling at me is the idea of the two-part item - the lockbox and the key - being both purchased. The reason "lockboxes" as they originally were conceived were a two-part item was to literally serve as an advertisement/incentive to spend money. The lockbox is something you got "for free" (or at least just through playing the game), while the key was actually purchasing the item. There seems little point to requiring both to be purchased. It's attempting to use the form without any of the useful function. It would be better to just have superpacks bought directly with tickets.

Idea 1) has the advantage of being an incentive to sink IGC out of the game. It is essentially an IGC tax for the drop you got. And, as with any crafting costs in IGC, even if you make a profit off of it, you do so by gaining IGC that already exists from other players, rather than by creating it ex nihilo.

Idea 2)'s advantage over tickets, to my mind, is that it retains the sense of "drops" from playing the content. Something just feels... off... to me about getting a specialized currency from UGC which is spent at a specialized vendor. Like UGC is more a visit to Chuck-E-Cheese's than participating in "real" plot arcs, and the process of trading tickets for generic items is too divorced from what the content is doing. An advantage of lockboxes - provided we did it this way - would be that you can have different kinds that represent different categories. This creates a more controlled nature of drops. Alternatively, lockboxes could literally just be wrappers put around what those enemies would drop normally, with varying numbers of keys to open them. In either event, lockboxes could be placed around IGC and exp in specific amounts.

Idea 2) can be combined with idea 1) (though at that point, IGC-boxes would be stupid), making it strictly serve as a sink.

The goal behind using idea 2) would primarily, from a gameplay and balance standpoint, be to put a cost on the stuff obtained from UGC that is directly related to the rewards it gives. So a "farm" for anything would still cost resources other than the vastly reduced time that makes it a farm. The random nature of the lockbox would also help curb the urge to transform a farm into an extra step on the way to "pay to win:" you can't be guaranteed the supercool item until you've already paid to open the box. XP lockboxes, if clearly marked as such, would not have this advantage, though, so an XP farm still could become a "pay to win" element. Farm the XP-boxes, then pay to open them, and you're "effectively" buying max level. That said, without the box around the XP, the XP farm is just farming to max level [i]anyway[/i].

I only played a little bit of AE content in CoX, and really didn't pay much attention to the rewards. How were tickets awarded? X per mission? X per time in mission? As drops from enemies in the missions? Were they something you could design an AE mission to "farm?"

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Segev wrote:
Segev wrote:

I only played a little bit of AE content in CoX, and really didn't pay much attention to the rewards. How were tickets awarded? X per mission? X per time in mission? As drops from enemies in the missions? Were they something you could design an AE mission to "farm?"

I don't recall right off hand. I think they were rewarded at the end of the mission rather than during the mission. I don't recall any rewards other than tickets. I thought the ticket system worked quite well. Once you amassed tickets, you went to an NPC and could choose an explicit reward or an RNG-based class-type reward (random recipe, random enhancement, random large inspiration, etc.). The ability to choose either an explicit reward or an opportunity to let the RNG choose your reward was a nice touch. Certain items could only be gotten through the RNG selections, but the price of the ticket for a random reward was slightly lower than a specific reward. For example, you could spend (example only, not genuine) 100 tickets on a Mu Vestment or 90 tickets on a random magic-based rare which might be the very same Mu Vestment, might be something spectacularly valuable, or might be something just as rare but not as highly valued.

I enjoyed the ticket system very much. Most of the rare items I needed for crafting were specific rewards, so I just paid the slightly higher ticket cost and got the item.

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Actually.

Actually.

Tickets were dropped in AE missions in replacement of salvage drops from defeated mobs. So you earned tickets throughout the mission as you defeated enemies. There was also a large ticket reward upon mission completion, with a multiplier added to it the more you did. However, there was also a limit to how many tickets you could earn from the mission, which was 1500 tickets. And you could only hold a maximum of 9999 tickets total.

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Hm. So it was farmable, if

Hm. So it was farmable, if you could design a mission with easy-to-kill mobs that dropped tickets rapidly and hop through it in a couple minutes, exiting with 1500 tickets each time?

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Yes, there were ticket farms

Yes, there were ticket farms and there were xp farms, which you could really do both pretty easily.

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I've already said I'm fine

I've already said I'm fine with the ideas Segev has mentioned. Whatever the mechanics are for how the rewards get implemented, as long as there's no way to abuse it for massive gains in IGC over and above what you could get by doing regular missions, I'm satisfied and I don't really care about any slippery slopes or bright lines. Even if it turns out to be the best way to powerlevel a toon to the cap, your toon is then practically broke by the time you get there, so that's a GOOD thing, to me, because it generates need for IGC without generating any IGC to fill that need. I'm all for randomized lockboxes if they can be opened using just IGC, and if the odds are such that you're not going to turn a net profit off of the lockboxes in the long run. Even the ability to trade Stars for IGC on the auction house doesn't bother me in this regard. UGC is basically optional and if the rewards from it are also totally optional "pay IGC to open your lockbox, or trade it to someone else" type proposition, that's fine. It sounds like the least abusable way to handle UGC rewards, to me.

On the subject of immersion and what the mechanics "evoke" in terms of "what represents what", I'm okay with the UGC system being presented in-game as some form of Chuck E. Cheese type place where you go for entertainment. Movie theater, holodeck, whatever. Even if your complaint as a player and maker of UGC is "NO!! I want my story to become part of the REAL game world, not some fake part of it!" then you're going to be disappointed no matter what. The devs are going to have to retain some amount of control over any type of backstory or whatever that the game has. We, as players, can't kill off Anthem and then replace her with our own character, etc, so making all the UGC be "fake" in that sense is probably the best way to really handle that in the first place.

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"I'm all for randomized

"I'm all for randomized lockboxes if they can be opened using just IGC, and if the odds are such that you're not going to turn a net profit off of the lockboxes in the long run."

There has to be some kind of net reward for doing this. The incentive is to use the money to open something and get something in return. If players don't feel like the net is worth the effort, then they won't do it. So there should be some kind of a net profit return, just not so big that it becomes the defacto way of gaining that profit. Again, you are trying to figure out ways to keep things from people instead of trying to reward people. If you keep trying to make the game punishing people will not play it. As I said in a different thread, inflation will happen and people will find a way to generate IGC as fast as they can. That is human nature. The best you can do is try to control that pace as much as you can without making it a negative experience on the player.

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Yup. That's an AE farm

Yup. That's an AE farm mission. The most common way to achieve that goal was to choose a huge map so there would be hordes of Foes to defeat and crank up the number of Ambushes to ratchet up the quantity of Foes even further. Some maps even used Freakshow as the Foe Of Choice because Freakshow could self-rez, which then allowed you to earn the rewards for defeating them TWICE, enhancing the ticket gain for running the map even more.

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oOStaticOo wrote:
oOStaticOo wrote:

"I'm all for randomized lockboxes if they can be opened using just IGC, and if the odds are such that you're not going to turn a net profit off of the lockboxes in the long run."
There has to be some kind of net reward for doing this. The incentive is to use the money to open something and get something in return. If players don't feel like the net is worth the effort, then they won't do it. So there should be some kind of a net profit return, just not so big that it becomes the defacto way of gaining that profit. Again, you are trying to figure out ways to keep things from people instead of trying to reward people. If you keep trying to make the game punishing people will not play it. As I said in a different thread, inflation will happen and people will find a way to generate IGC as fast as they can. That is human nature. The best you can do is try to control that pace as much as you can without making it a negative experience on the player.

Every casino in the world operates on this principle: the house wins in the long run. Any ONE lockbox can be a winner to the point where you randomly get a purple or something, but so many of them will be "worthless crap" that over many, many lockboxes, the IGC spent to open them outweighs the total IGC value of stuff payed out by them if you add it all up in total. That said, there may still be some winners, like the lottery. And like the lottery, you can't win if you don't play.

If you think that system won't work, all I can say is the town of Las Vegas, Nevada would not exist if it didn't.

Now, as to whether or not the UGC SHOULD be able to produce any net profit for the players of UGC content, I personally don't think it really needs to. People still want to tell their own stories, and people still want to do freshly made content. Taking away the ability of people to create abusable XP or ticket farms and so forth to the point where nobody tries to do that is a good thing, in my opinion, because then the UGC system is doing what it was intended to do, giving creative people an outlet to write and create their own stories to share with others.

In my opinion, the ability to generate some form of randomized lockbox reward, if it's there, is a good enough reward for doing UGC, even if its not net-profitable for the players of that content in the long run. Even if you run it at "break even" reward levels that's okay with me. In fact, you could probably run the reward/cost structure such that people CAN make a small profit over a long time, and as long as it's still less profitable over time than doing regular missions, the profiteers will still not bother farming it, so even that is okay. Just make sure it's not the most abusable or most profitable thing there is, and it will not get leveraged as such by the farmers, I believe.

The important thing, to me, is that we remove the perverse incentive for people to design and run farms using the UGC system. If the UGC system is basically not profitable, that mission is accomplished and those powerlevelers and gold farmers will go do something else, which is fine by me.

I do not believe there is any sense in incentivizing people to do good, creatively made UGC if the UGC itself isn't doing that all by itself. I can see letting people advertize their UGC that they wrote, but IGC and other reward drops are unnecessary, I believe.

There are going to be players who simply don't care about that type of content and/or don't have any appreciation for it in and of itself. If they don't care about it they're going to ignore it. If it isn't the most rewarding thing, the power gamers will largely ignore it and go do whatever get's them levels and IGC drops fastest instead. Those same people ignored all the REAL UGC that CoX ever had too, they just did farms. So you're not losing anyone out of the UGC player audience, because you never had those players' attention in the first place. You're not going to get anybody to do any UGC if they just don't care about UGC in the first place, you will at best get them to do farms for rewards, if that's the most efficient way to level up or to get stuff. Take away the farms and the potential for obscene profits, and the farmers will move on to greener pastures and leave the creative people enough space to create, that's what I want.

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Which is why I keep going

Which is why I keep going back to making UGC XP only. Yes, people will XP farm, but that is all they will get out of it. That, and the experience of a new story if they choose an actual story instead of a farm. I am not in favor of making UGC a "seamless part" of the overall game. UGC, in my opinion, should be treated as a holodeck simulation. I also am not in favor of lockboxes.

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oOStaticOo wrote:
oOStaticOo wrote:

Which is why I keep going back to making UGC XP only. Yes, people will XP farm, but that is all they will get out of it. That, and the experience of a new story if they choose an actual story instead of a farm.

Yes. I'm with you.

oOStaticOo wrote:

UGC, in my opinion, should be treated as a holodeck simulation. I also am not in favor of lockboxes.

No, I rather have User Generated Content (Arc missions built using the Mission Builder) Extend/Continue from where the MWM Team left off with NPC Stories/Lore.

To me, this can really cement CoT for many years, even when MWM doesn't / can't make Updates to the game on a regular basis, because almost everyone left because of personal issues that happened to coincide all in the span of a month('ish). :{

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And it still can Izzy, it

And it still can Izzy, it just won't have the added benefit of loot drops and IGC. People can still write stories that can expand upon the CoT universe.

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Actually, if your profit from

Actually, if your profit from the lockbox is on the market, but your cost to open it was IGC that is destroyed by buying the key, then it still combats inflation while allowing the player to make his profit. And regardless, you spent IGC for an item, so you did get something for it.

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How does everyone feel about

How does everyone feel about the idea of allowing players to rent billboard space in the CoT city environment for IGC just to advertize their UGC missions/arcs?

I think you'd have to make it a thing that get's auctioned off, and how much time you get and which times etc, but I think it might work.

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If the lockboxes were

If the lockboxes were transparent, such that we could see what was in them before paying to unlock them, then making the price in IGC mitigates some of the problem I have with them.

However, if they were opaque, I wouldn't pay any type of currency to unlock them. I don't find gambling enjoyable, even with pretend currency.

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If we knew what was in them,

If we knew what was in them, I think we'd have a lot of them just sitting there never being opened :p

I do prefer knowing what I'm buying though. New costume item? I like it? I'll just buy it!

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The only reason to have

The only reason to have lockboxes at all is to [s]needlessly clog up inventory[/s] act as an advertisement. It would simply be so much easier if the Random Reward was simply something you bought, rather than a "present" you either have to open or figure out some way to get it out of your (now clogged up) inventory.

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Radiac wrote:
Radiac wrote:

How does everyone feel about the idea of allowing players to rent billboard space in the CoT city environment for IGC just to advertize their UGC missions/arcs?
I think you'd have to make it a thing that get's auctioned off, and how much time you get and which times etc, but I think it might work.

Let's go a step further and charge Stars for billboard rental to advertise your business or services.

*or Super Groups

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I've been mulling this idea

I've been mulling this idea of lock boxes, the cost of IGC for the keys, pay going toward the UGC creator, and all and personally have several concerns.
UCG being made viable for all levels of play means that the costing for the what the player can spend at various levels in made within what is expected for a typical player character to have on hand to spend in the first place. However, it is not out of bounds to expect the typical player at earlier levels to not go out of their way to spend their currency on UCG for soemthing that might help them and instead play the game's main content to earn what they need for their build.

Further more, if creator's got paid a portion of the IGC and the costings are set up to be on par with what is expected to be available for the typical player it incentivizes players to make higher level content in order to get paid more. This may or may not be a bad thing per se simply due to players may naturally gravitate toward creating and playing higher end content, but the more the game encourages that through earning power, the less varied the type of UCG will exist. And of course play of higher UCG will also most likely have lockboxes in par with the type of rewards you would expect at that level and this again encourages "going for the good stuff" leaving the other stuff behind because it is simply better to always get toward the higher end content for the higher end stuff [i]especially if you as the player are paying to access it with your character's IGC[/i].

The idea of lock boxes and keys also does not take into account how else we may set up earning rewards throughout the game as a whole, which could have incorporated the UCG which takes into account how to set up reward rates for a player economy, how to allow players to play toward the type of rewards they want which also includes the possibility of losing out on IGC for favored rolls on types of items (like what lockboxes represent).

Another thing about lockboxes being part of UGC is that it automatically distinguishes the UCG as a separate thing from the game world where as the concept for UGC is to allow players to incorporate their stories into the game world. What's worse to me, thus far it sounds as if paying to play UCG is still a gamble on earning what you could normally earn at any particular level of the game without the loss of IGC. Even more so, playing through the regular content not only can allow to earn the things you need but also possibly net you the ICG you want.

If there is even a chance that you effectively end up worse off for playing UGC than when you play through regular content, players will either set it up for their own personal use or not use it at all. Given that the system as a whole is most likely to be something that players will purchase with Stars or the (micro)subscription to access in the first place, if the player base on average won't use it, chances are players won't bother purchasing it either.

Its why I feel the reward system for UGC should mirror reward systems for the regular content, making the reward for play through as similar as possible for playing regular content, providing incentive for players to want to play UCG just as much as regular content.

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Tannim222 wrote:
Tannim222 wrote:

Its why I feel the reward system for UGC should mirror reward systems for the regular content, making the reward for play through as similar as possible for playing regular content, providing incentive for players to want to play UCG just as much as regular content.

+1

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Then the problem arises of

Then the problem arises of will players play UGC more than regular game content? You don't want to take away from all the hard work the Devs themselves have put in to creating a game and it's environment. So rewards shouldn't be equal. Somewhat close, maybe.

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UGC * 0.85 = Developer

UGC * 0.85 = Developer produced game content

At a 85% rate you're getting almost but not quite as much per {insert parameter} ... and are essentially paying a "convenience discount" for not having to *go* hither and yon to play your content.

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oOStaticOo wrote:
oOStaticOo wrote:

Then the problem arises of will players play UGC more than regular game content? You don't want to take away from all the hard work the Devs themselves have put in to creating a game and it's environment. So rewards shouldn't be equal. Somewhat close, maybe.

True, but things like rare kinds of Rewards that TF's give, cant be given in a User Generated Content mission.

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oOStaticOo wrote:
oOStaticOo wrote:

Then the problem arises of will players play UGC more than regular game content? You don't want to take away from all the hard work the Devs themselves have put in to creating a game and it's environment. So rewards shouldn't be equal. Somewhat close, maybe.

That actually isn't so much of a problem at all, because as long as people are playing the game, they've most likely paid to access the game in the first place and they longer they play the more likely they are to pay something toward the game in the future. As long as players are playing the game, the company has earning potential. In addition, makers of UGC are most likely to be people who have a (micro)sub, paid for the initial access, or possibly a license for some time (depending on how things are set up).

Get them playing, keep them playing, somehow someone is paying.

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Then why bother making any

Then why bother making any content at all? Just make a mission creator and let the players have at it!

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oOStaticOo wrote:
oOStaticOo wrote:

Then why bother making any content at all? Just make a mission creator and let the players have at it!

Yea. Thats what i've been saying since Way back. :D

Well, Not for Special Missions like TF based stuff.
MWM will still need to do those, and in year 4 to 8, get 3rd Party Guests of some note variety involved and charge for those new TFs. Or whatever they become getting called. :)

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Having a simple fraction

Having a simple fraction applied to UGC's rewards compared to what dev-made rewards will be doesn't actually change that the abuse lies in UGC designed to be farmed. If a farm would "normally" provide 200x the resources and rewards that developer content would due to its farm structure, multiplying that by 0.85 just means it's "merely" providing 170x as much as dev-built content.

Tannim's right in that having lockboxes be exclusive to UGC would mark it as distinct. So, though, would any other method of attempting to prevent farms from providing vastly more resources than anything else.

This does bring us around to the question, again, of: Do we care about farms?

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oOStaticOo wrote:
oOStaticOo wrote:

Then why bother making any content at all? Just make a mission creator and let the players have at it!

I for one am already very keen on the story and contend the developers have planned for this game and would be very disappointed if there was only a mission creator there at launch. Something like that is nice to have, but for me, a game without any contend would feel lazy, cheap and lifeless.

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Segev wrote:
Segev wrote:

Having a simple fraction applied to UGC's rewards compared to what dev-made rewards will be doesn't actually change that the abuse lies in UGC designed to be farmed. If a farm would "normally" provide 200x the resources and rewards that developer content would due to its farm structure, multiplying that by 0.85 just means it's "merely" providing 170x as much as dev-built content.
Tannim's right in that having lockboxes be exclusive to UGC would mark it as distinct. So, though, would any other method of attempting to prevent farms from providing vastly more resources than anything else.
This does bring us around to the question, again, of: Do we care about farms?

Personally?

I really don't care. I have used farms and I have used the Market to get whatever I needed to get. I also played the regular content and have leveled from regular content as well. It just depends on the mood I'm in. If I feel like Power Leveling my character with XP farms, then I will. If I feel like ticket farming to get some phat lewt to put up on the market real quick to make some quick money, then I will. If my teammates want to run regular missions and TF's to level up and I want to join them, then I will. So either way, I'm good.

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If you could, instead of

If you could, instead of using a farm to power-level, just spend IGC to auto-level, would that feel any "worse" than using the farm? If so, why?

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Toward Segev's question "Do

Toward Segev's question "Do we care about farms?"

Yes we do, with the caveat that farming isn't considered a negative behavior. At least this is the attitude we have during our gameplay discussions.
Players will find ways to farm regardless. As long as its not an exploit we should design reward metrics in a way that encourages playing through and completing missions.
Weight rewards toward completion vs. the cumulative over time which encourages play through or at least can provide some parity of reward over time between speed efficiency and those that play for greater achievement and challenges. A top of this, put in place diminishing returns for mission reentry and completion.

None of this prevents farming itself and here will always be someway to do it, but when you take the entirety of the system it elevates those who play through content earning achievements more on an even playing field with farming.

More importantly is providing a wide variety of sinks which are in line with the type of gameplay and world building of the game so that those who are high earners have plenty to do with their IGC. Include the NPC marketeers, a way to earn rewards that affect how IGC is earned, and a way for players to earn their desired type of reward and I believe we will have a solid foundation for a healthy game economy.

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I disagree with the idea that

I disagree with the idea that UGC content has to have the same rewards as dev-generated content in order to incentivize people to run those missions. I largely ignored a lot of CoX content including signature story arcs, a lot of the low-level missions from contacts, Aeon stuff, etc, because I just wanted to level my toon while playing in a large group with some chatter and fun and get some decent rewards in the process. This, to me, meant doing lots of Task Forces and not a whole lot else.

I personally avoided powerleveling and farming for the most part, (I didn't even do a lot of Katie Hannon TFs when they were en vogue) because they took too much of the fun out of it and felt like repetitive work. I did milk a few missions for as many Carnie illusionists as I could just to get an Accolade and to help some other people get the same, but that was the exception for me, not the rule.

My point is that if UGC is abusable and is the easiest way to get leveled and/or get IGC and rewards, some people will abuse the heck out of it to get that stuff and as such nobody's really doing the "good" UGC that anyone is writing anyway, so the "good" UGC system is being unused, for the most part, in that case. On the flip side, if you take away the rewards for doing UGC content, those same people that were ignoring the "good" UGC before will still ignore it now. In BOTH cases, you never got the powerlevelers or farmers to do the "good" content, so they're really the same in that regard. If the exploits are there, they get used, if not people go do whatever is the fastest path to leveling and swag. In both cases, "good" UGC get's mostly ignored by the self-interested min/maxers.

So any attempt at making "good" UGC just as rewarding as dev-generated content is doomed no matter what, as I see it. That leaves you with two options:
1. Leave in the UGC rewards and, with them, the perverse incentive to write easily farmed missions.
2. Take those incentives away and leave the UGC controls to the people who want to write creative missions and tell their stories.

With 1 you're basically saying "We want your money, and in exchange for it we will give you exploitable UGC controls so as to powerlevel and farm to your heart's content, as long as you pay for a microsub to be able to do all of that". Which is a choice you could legitimately make, as far as I care, but it doesn't in any way encourage or reward people for doing "good" UGC content, so let's not pretend it does or that it's a reason for taking option 1.

With 2, even if the UGC system doesn't generate a lot of cash for the company, it does have the same advantage as letting people play without paying a subscription, that is, it creates a more deep, interesting, immersive, rich game for the paying customers to enjoy.

People have stated they want to be able to make UGC, and for the most part I don't think they mean farms and powerleveling exploits. Personally I never even built my own SG base in CoX and would probably not design many missions either. I'm personally not likely to use any UGC system you make, abusable or unabusable. So from my point of view, you may as well not even devote any development time on UGC at all, but that's just me, and I'm only one guy.

R.S.O. of Phoenix Rising

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