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Regarding Inventory Management

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Starhammer
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Regarding Inventory Management

Of all the things you *have* to do in MMORPGs, I think I hate inventory management most. Worst than grinding. Worse than being *forced* to team up with other players to complete a mission (Not talking about TFs or GMs, but like "There's three glowies in this mission that have to be clicked simultaneously, and you can't move on to the rest of the arc until you finish this, and it's 3:30 am and the only people on are the elitists who make fun of people for needing help with anything or the other people who are as anti-social as myself and turn off general chat." I get it, we're stuck with having loot. We're gonna be stuck with rifling through the pockets of the thugs and demons we defeat in order to collect enough loose change so simulate an economy, so that gold sellers have a market to harass us over.

So if we're gonna be shackled with an economy and inventory, can we at least make it as unintrusive and non-frustrating as possible? Whatever our "money" is, if it's going to be possible to transfer between players, can we keep track of it in a global "wallet" that all our alts have access to? If I'm playing a lowbie, and someone offers some "thing I must acquire" that I want for another character, I don't want to deal with the hassle of changing toons to do the deal. Yeah, some people may want to roleplay the transaction. That's fine, I want them to enjoy doing it. But I don't want to.

Then there's the loot itself. There seems to be two kinds of loot in most games. Meaningless junk that is only intended to fill up your inventory and frustrate you into traveling back to a vendor often, doing through and dropping items, slowed by a confirmation that you don't dare disable because it protects you from accidentally dropping a purple, and/or "buying" bigger bags/cargo holds/etc. Then there's the stuff that "I better hang on to until I know if I need this for this character, or an alt, or if it's rarer/more desirable than it's listed rarity implies and I should sell it to someone." that fills backpacks and base storage until you take an hour or two to sit down and sort your bags because you can't loot more stuff anymore.

If we must have money, fine, whatever, but please don't unload a ton of junk on us that has no purpose other than making us sell it. Just give us money instead.

As for the worthwhile loot, I'd like to look at the Collections subsystem in SWTOR. It's a tragedy that this isn't the entirety of their loot/inventory system. I would love if every item in the game (relevant to this, not "clues" or whatever) could be "collected" and then reclaimed as many times as needed after. If you need a money sink, put in a small charge for claiming instead of making us buy more bags, which still fill up. Give us an option to automatically sell new loot that we already have collected, or better yet, put it on a CoH style AH automatically... or at least optionally automatically.

I don't want to sit around sorting junk, but I don't want to be forced to play at a disadvantage because I ignore it either.

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As I recall, in the City,

As I recall, in the City, there were only a few types of 'loot'. Inf (money), Salvage, Enhancements, and Inspirations.

I think there's a trend on these forums to call the Titans money-equivalent 'IGC', which stands for something... or not, but means 'In Game Currency'.

If I understand correctly, 'inspirations' will be replaced by a sort of energy-credit called 'Reserves', which can be spent from a pool to achieve different effects.

Similarly, 'enhancements' are replaced by a simpler system of boosters.

That leaves 'salvage'... parts, things, leftovers. I don't have a solid grasp on the Devs' plans for this class of loot. The purpose of it is to assemble into useful items in the Crafting system. I believe, one reason why there's confusion is, that the Devs have not decided on the full parameters of how this system works.

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I would imagine a loot system

I would imagine a loot system will be one of the later factors to be hammered out (not last, by any means, but 'later'). Once you decide WHAT crafting system you will have have. What kind of economy you want to have. How you want to deal with it. What kind of storage there is going to be, how much you're going to provide.

See, as much as I hate 'gray loot', I love picking stuff up, giggling like a school girl, and seeing just how crappy my loot luck is.

I'd like some sort of...I dunno, auto-loot? If we have more than one big inventory slot (i.e. 'bags'), then let us designate what bag what type of loot goes into. Maybe Bag 1 gets all my gray 'crap' that I use just to put a little coin in my pocket. Maybe Bag 3 gets my enhancements automatically. Maybe Bag 4 gets my crafting materials.

I wouldn't mind seeing this follow through to any 'bank' space I can get. Let me label and designate what goes where, then maybe give me a button that transfers loot from my bags to my bank. If I want to sort it from there, a couple drop downs on a bank tab for sorting by name, level, type, whatever.

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A lot of people hated the

A lot of people hated the "Tetris system" of inventory management in Diablo 2 where the "shape" of the item in your inventory mattered. I always thought that was a rather clever bit of design, since it meant that rather than just counting the number of items, you also had to consider the "bulk" of the items in question too.
1x1: rings, amulets, jewels
2x1: belts
1x2: daggers
2x2: gloves, boots, helmets, small buckler shields, horadric cube
1x3: quivers, most 1h weapons
2x3: 2h weapons, torso armor

The design turned Inventory Management into a mini-game of its own, so naturally people hated it.

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BlckWatr wrote:
BlckWatr wrote:

I would imagine a loot system will be one of the later factors to be hammered out (not last, by any means, but 'later'). Once you decide WHAT crafting system you will have have. What kind of economy you want to have. How you want to deal with it. What kind of storage there is going to be, how much you're going to provide.
See, as much as I hate 'gray loot', I love picking stuff up, giggling like a school girl, and seeing just how crappy my loot luck is.

Oh agreed... it is always nice to receive *something*. And on the bonus side, there is the sense of "satisfaction" that you had such good (or bad) luck that you had to take (even a short) break and go back to base to do it. The thing that got me with CoX was that due to how the looting system worked, it *forced* you to keep your bags empty. If you didn't... well, granted you didn't know WHAT you missed out on loot wise, but you could make the assumption that you had missed out on SOMETHING[1].

Quote:

I'd like some sort of...I dunno, auto-loot? If we have more than one big inventory slot (i.e. 'bags'), then let us designate what bag what type of loot goes into. Maybe Bag 1 gets all my gray 'crap' that I use just to put a little coin in my pocket. Maybe Bag 3 gets my enhancements automatically. Maybe Bag 4 gets my crafting materials.
I wouldn't mind seeing this follow through to any 'bank' space I can get. Let me label and designate what goes where, then maybe give me a button that transfers loot from my bags to my bank. If I want to sort it from there, a couple drop downs on a bank tab for sorting by name, level, type, whatever.

I have no problem with Auto sorting inventories.. However, I do also tend to play "tetris" with my stuff, that screws around with the auto sorting (i like my stuff in the corners and tend to go "bottom up" rather than "top down" in terms of sorting stuff. That is just how my brain works. So "nice but not essential" (or at least, not compulsory). Hell Guild Wars 2 has special bags that do this already (and beyond) so depending on your bag, you can keep stuff in certain bags, hide it from the vendor (no accidental click and sell from the vendor window), force stuff to stay in play when you "auto sort" etc etc.

Not essential, more fluff than anything... but still useful (for me at least).

Hell, in Wildstar, I actually do use one of the inventory management addons, but that is so that I can create virtual bags that only display certain items in them ( that I specify). Disable the addon, the stuff is still in the main bag, but this virtual bag system made my life a lot easier when it came down to me sorting stuff out as I played (Stuff to keep, stuff to throw, stuff to salvage, stuff that I NEED for X situation etc etc)

The thing is, no matter how good your games inventory is, there is always room for improvement (even easier though if you allow addons like this, then you just need to make a satisfactory inventory management system... and then it is up to the player base to see *which* direction it wants to go in, and if it goes in a certain direction: can you as developers *add* that feature later on (and possibly in a better method)[1])

Redlynne wrote:

A lot of people hated the "Tetris system" of inventory management in Diablo 2 where the "shape" of the item in your inventory mattered. I always thought that was a rather clever bit of design, since it meant that rather than just counting the number of items, you also had to consider the "bulk" of the items in question too.
1x1: rings, amulets, jewels
2x1: belts
1x2: daggers
2x2: gloves, boots, helmets, small buckler shields, horadric cube
1x3: quivers, most 1h weapons
2x3: 2h weapons, torso armor
The design turned Inventory Management into a mini-game of its own, so naturally people hated it.

Oh agreed. Even with the reduced tetris of Diablo 3, it still bugs me. But at least in Diablo 3 it is just 1x1 or 1x2 in size, and that is it.

Still doesn't prevent the game from making me go "Do I keep this, or do I keep that?". Infact, just now I got so much loot that i actually stopped, cleared out what I didn't "need" (but had picked up because it was going to be salvaged in the end) and then went for the more high value stuff.

It didn't take me all that long, but it was something that gave me a break from the "click click click" (or in my case, thumb ache of holding down my mouse button) over a prolonged period of time.

[1] Cue SCT/Rogue Energy bar/Quest Tracker/Quest area addons. Stuff like this was implemented first by the player base, and then Blizzard took those and worked some of the more "core ones" into the main WoW experience (in their own style of course)

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Well, Gangrel, at least I'm

Well, Gangrel, at least I'm not the only one who's particular about how stuff gets stored. My stash tabs in Marvel Heros, my bank in TOR or WoW...they all have to be set up just the right way. So I get what you're saying in all levels, there.

Bag mods are some of my favorite mods...

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Radiac
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Redlynne wrote:
Redlynne wrote:

A lot of people hated the "Tetris system" of inventory management in Diablo 2 where the "shape" of the item in your inventory mattered. I always thought that was a rather clever bit of design, since it meant that rather than just counting the number of items, you also had to consider the "bulk" of the items in question too.
1x1: rings, amulets, jewels
2x1: belts
1x2: daggers
2x2: gloves, boots, helmets, small buckler shields, horadric cube
1x3: quivers, most 1h weapons
2x3: 2h weapons, torso armor
The design turned Inventory Management into a mini-game of its own, so naturally people hated it.

This kind of system gives the game more design space to work with too. It creates a set of rigid rules that you can then use to give some items advantages and disadvantages. One Augment might be really clunky to have to haul around, but REALLY good once slotted, giving people the desire to stop what they're doing and craft it and slot it right away. Another might be really small and take up very little space, etc.

This is the kind of thing that makes games more interesting to play, for the PVEers at least.

R.S.O. of Phoenix Rising

Little Red Ragnarok
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Personally, I think CoH's

Personally, I think CoH's inventory system was a step in right direction with the separate bins for Inspirations, Recipes, Enhancements and Salvage. Yes, it meant we had to destroy or sell the 'worthless' items to keep storage open. It took discipline to be willing to toss those Kinetic Weapon salvages and not no slow the team down. But, in my experience, it encouraged frequent use of inspirations when doing solo or paper missions and it prevented that hoard 'do I use the Mega-Elixir against Omega Weapon' mentality.

I wasn't a fan of the Diablo 2 tetris myself, but I understand that some storage limitation is needed for these games. Although, I don't see the CoT needing 3x2 chest armor and 2x1 daggers. At least in those games, you can see what's being dropped and decide whether or not to pick it up.

What I hate is the gray junk. I don't mean the level 30 Range Dual Enhancement or the Turtle Snare recipe. In practice, they're junk but technically, they do have in the game and can be used to upgrade a character. The junk that I hate is the wolf fangs or bandit token that can only be sold for 3 coppers.

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Perhaps the solution will be

Perhaps the solution will be an electronic market place. You can buy and sell without having to quit the mission.
We have EBay in real life. free up that inventory space. It would be nice to buy some greens on the fly as well.

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Cyclops wrote:
Cyclops wrote:

Perhaps the solution will be an electronic market place. You can buy and sell without having to quit the mission.
We have EBay in real life. free up that inventory space. It would be nice to buy some greens on the fly as well.

I think an option to sell junk items instantly is a good idea. I recall Star Trek Online and Rifts having that ability. It lets you remove your worthless items without too much of a fuss.

However, being able to buy health potions instantly, in the middle of a mission... I'm not sure. Since inspirations are dirt cheap, that can skew the game's balance rather quickly.

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Little Red Ragnarok wrote:
Little Red Ragnarok wrote:

Cyclops wrote:
Perhaps the solution will be an electronic market place. You can buy and sell without having to quit the mission.
We have EBay in real life. free up that inventory space. It would be nice to buy some greens on the fly as well.

I think an option to sell junk items instantly is a good idea. I recall Star Trek Online and Rifts having that ability. It lets you remove your worthless items without too much of a fuss.
However, being able to buy health potions instantly, in the middle of a mission... I'm not sure. Since inspirations are dirt cheap, that can skew the game's balance rather quickly.

I have no problem with being able to sell stuff remotely (or at least "junk stuff"), but getting resources BACK remotely can completely skew the difficulty of stuff. It would be akin to having an infinite mail box there for you full of inspirations at hand.....

Part of the reasoning for "forcing" people back to home base as it were is to actually make sure that the player base interacts. You get these small hubs around X/Y/Z location. Some will be busy, some will be quiet. But it helps keep the world alive. Even just seeing other people at the same hub can spring up up temporary teams... You see the guy there, you KNOW roughly what content he will be doing, you could both be heading in the same direction, or you could be just about to leave. But there is someone there who might well need your help.

Removing this accidental meeting makes it harder for stuff like this to spring up. I have helped numerous players in Wildstar just by being in the area and offering my help if they were in the same area as me. I might well have been doing something different (gathering mats) but that they were in the same area as me made it easier for me to know who MIGHT well be in need of help (especially if there are a couple of hard missions in the area)

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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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Little Red Ragnarok wrote:
Little Red Ragnarok wrote:

Cyclops wrote:
Perhaps the solution will be an electronic market place. You can buy and sell without having to quit the mission.
We have EBay in real life. free up that inventory space. It would be nice to buy some greens on the fly as well.

I think an option to sell junk items instantly is a good idea. I recall Star Trek Online and Rifts having that ability. It lets you remove your worthless items without too much of a fuss.
However, being able to buy health potions instantly, in the middle of a mission... I'm not sure. Since inspirations are dirt cheap, that can skew the game's balance rather quickly.

OK I can see your point. Downloading items into the market is OK, uploading healing stuff breaks the game...and besides healing stuff isn't an item, its an enhancement. more of an ethereal item.

is it generally accepted that downloads are OK? at least with minor items?

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It's been said before that

It's been said before that they don't want to make this game a simple gear acquisition chase, so Diablo-style (Diabolic?) inventory tetris might not happen for the sake of that. I don't have a problem with that really, but I would also point out that inventory systems and so forth are generally designed to NOT be as efficient as is technically possible. The game designer is designing that part of the game (the inventory game within the game) to have some "meatyness" to it, in and of itself so as to engage the players and force them to play the inventory sub game by making meaningful decisions withing the framework of what is allowed.

Complaining about that, to me, is tantamount to saying "I like chess, but wouldn't it be BETTER(TM) if we could move the Rook in the same way as the Knight, in addition to his normal move modes?" My answer to that is "No, it wouldn't be better, it would make the game rules less restrictive, but that's not the same thing as making the game better." A "better' game is one that's more engaging and interesting to play, and thus one with more detailed rules, not a game with less restrictions and more freedom. Added freedom and power only feels good for as long as it takes to become the new norm (a week, two tops), at which point it only adds boredom to the game, ultimately.

Of course, we all have parts of the game we enjoy and parts we think are a bunch of drudgery. PVPers just want to get to the level cap and get the best gear on the best build of the best class so they can dominate in PVP, and as such all other parts of the game that they have to participate in to make that happen are "work" while the satisfaction that comes from being unbeatable in PVP matches is "the fun part". I'm not inclined to make all of the PVE a total Easy Button just because that segment of the game population wants it. This isn't Doom, Quake, or Unreal Tournament. If you want total parity and no need to build a toon over time, go play one of those games. I like the RPG aspects of the PVE game, that's what I play for, and frankly making it all a lot simpler only makes me more bored with the game faster.

Edit: As far as I'm concerned, just give people a limited inventory to the point the it's often an excruciating decision to have to decide what to drop and what to keep, then offer added storage space to people for money somehow. In the "low space" default deal, people might actually swap stuff back and forth among eachother when space get's tight.

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Another thing that probably

Another thing that probably won't happen because of the "not a gear grind" movement, items like Augments and Refinements probably won't be things you could drop on the ground and pick up. Like CoX, it will all probably be dropped directly into your inventory, if there's space, etc

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Personally - I'd prefer the

Personally - I'd prefer the inventory system to be as simple as possible. Auto pick-up, no "looting corpses", and I'd rather not play the Diablo inventory jigsaw game - just give me x number of slots with one item per slot. Clean, simple.

As for selling the stuff - I think we should have to go to actual in-game stores/markets to "sell" or trade. Tossing something out of your inventory for no benefit is one thing, but I think stores and markets would become natural player hubs - which are good for MMOs.

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I agree on the simple

I agree on the simple inventory and no stopping to pick up loot. I also agree that players should have to visit the market to play the market. However, I'd like to add one innovation - the ATM - where one could drop off the loot for storage. I suppose one could have a locker at the bus-station... Nah, it's gotta be Tubes. Pneumatic tubes that shoot your loot off to the bank... um, unless we have worm-holes... or teleporters.

mumble-mumble...

Be Well!
Fireheart

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" I get it, we're stuck with

" I get it, we're stuck with having loot. We're gonna be stuck with rifling through the pockets of the thugs and demons we defeat in order to collect enough loose change so simulate an economy, so that gold sellers have a market to harass us over.

So if we're gonna be shackled with an economy and inventory, can we at least make it as unintrusive and non-frustrating as possible? "

Hey Starhammer...I think you're holding back. Tell us how you REALLY feel! ;)

I agree that I want a simple inventory system. To me, counting my stuff is NOT part of the game. Efforts to make it so will make Comicsluvr angry... I don't care how much cheese you put on my asparagus...I still don't like asparagus

I can appreciate if the inventory gets expanded later via Accolades or whatever. I'm sure that some of this is ripe for microtransactions and I'm OK with that as long as the base inventory isn't so small that I feel I HAVE to have the expansions just to play.

I see nothing wrong with autoloot. I also see nothing wrong with having a small bag/belt/thing with 4 slots in it. Anything you put into these 4 slots that drops later is automatically sold and the proceeds go to you. For example: I know I already have a suitcase full of Pistons back at base. I put a Piston in one of the belt slots. Well now I'm fighting Androids and they drop Gears and I know I have a ton of those too. Gears go into the next belt slot etc.

In this way I still have to accumulate loot because I'm limited to 3-4 things to autosell and in an hour I might see 20 different kinds of loot. So I'll still be encouraged to interact with others at the Market, the Vendor etc. However I can also juggle the autsell as necessary if I start REALLY piling up 1-2 common things that I don't need

I won't mind if the Crafting system itself is a bit intricate. Hell, crafting SHOULD be intricate. However when my friends and I are rolling through a TF the LAST thing I want to worry about is missing prize loot because I forgot to empty my pockets last mission.

I remember when Star Wars was cool...a long, long time ago...

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Comicsluvr, I don't care WHAT

Comicsluvr, I don't care WHAT game you're playing ... Players hate to miss out on Phat Lewts because they were too busy playing the game to notice they'd run out of Inventory space for yet more loot. That's because trips to the Vendor to Sell (and clear space in Inventory) aren't ... exciting.

So ... what do you do when Instant Gratification [i]isn't fast enough?[/i]

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It might be helpful if the

It might be helpful if the rewards come more from accomplishing missions at the end than from dropping the mobs during. I think that's been floated as an idea, not sure how it would work specifically or what the relative percentages of XP/IGC from mobs versus from mission completion would be though.

But if that is the deal, it might be as simple as "let's not start the next mission until I get to the vendor NPC/auction house to sell stuff off" so instead of getting overfilled during a mission, you'd have to just maybe be careful right before one's about the be completed/started.

In CoX, it seemed to me that the vast majority of "good" items did not come from mobs dropping them. While it was true that Purples were the exception to that rule, they happened only very infrequently and the VAST majority of stuff that dropped from mobs was crap. It was crap you could sell off at a vendor for over-inflated prices (especially generic IO recipes), but crap nonetheless.

It COULD be the case that in CoT, you get only XP and IGC drops from mobs when you defeat them (which cuts down on the inventory worries) and then at the end of the completed mission you get a randomized drop of something that might be "good" (in addition to maybe more IGC and XP bonuses). It could also be true that there aren't nearly so many totally useless, but high resale-value items to have to schlep to the vendors too.

Making the vendors "smarter" in the sense that they won't offer artificially high IGC rates for crap that can be generated in high volume (like Generic IOs in CoX) is another idea that has been mentioned. This probably means less items dropping overall (so maybe just at the end of completed missions) and if the vast majority of items that do drop are valuable enough that they would need to be sold on the auction house to fully exploit them (or else get crafted and used) then I think people will be far more willing to stop and figure their inventory out when they need to, and I think the times when they need to will crop up less frequently in mid-mission anyway.

Of course, this is all just theoretical.

R.S.O. of Phoenix Rising

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I occurrrs to me that in CoX

I occurrrs to me that in CoX there were liek 3 tiers of items:

1. Very common stuff that dropped frequently and was pretty cheap, but got you over-inflated returns from "pound-foolish" vendors all the original stuff, SOs, DOs, TOs, and Generic IOs)

2. Fairly uncommon stuff that was somewhat more useful and thus a trade-able commodity on the market (Rare/uncommon set recipes, useful salvage of all rarities)

3. Purples and PVP recipes that were ultra rare and a valuable asset to have.

I think you could make a case that the very common stuff could have been eliminated as a drop (that is, it would still exist but just never drop from mobs at all) in favor of a system whereby you'd get IGC to drop instead, then you could just use that to buy such items from vendors. Vendors which sell SOs for example might sell them for some price and then buy them back for half that, maybe. But the point is people aren't generating unwanted crap swag ad nauseam anymore, and that stuff was what caused most of the inventory problems in the first place, I think.

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In most other games I've

In most other games I've tried, there is also tier 0: Things that have literally no use in the game other than to take up inventory space until you can sell it to a vendor. If CoX didn't have that, I see no reason to add it. If it did, I think not having it should be considered.

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I always wondered why there

I always wondered why there wasn't a way to summon a NPC type of character thats looks like a Mini floating Crafting Table. Of course, its like the Auction House, but... its a middleman solution offered by 3rd parties/NPCs in game.

So, even if you're in the middle of a TF (or whatever), you can sell off stuff, but for Much Much less than if you were doing it directly to the Wenworth's Auction House. i.e: so a slash Command like: /PortyPawn. ;D

So, even though, it wont make everyone ecstatic, at least almost* everyone will be Content.

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Foradain wrote:
Foradain wrote:

In most other games I've tried, there is also tier 0: Things that have literally no use in the game other than to take up inventory space until you can sell it to a vendor. If CoX didn't have that, I see no reason to add it. If it did, I think not having it should be considered.

That's commonly known as "vendor trash", and CoX didn't have it since it didn't have a traditional inventory or equipment system.

Vendor trash can add a "fun" touch to the game depending on how it's implemented, though then we have the games who implement it purely for the sake of having vendor trash.

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It could be argued that,

It could be argued that, depending on character level, a lot of what dropped in CoX circa 2011 was vendor trash, or at least that's how it behaved. When you were level 50 (and getting there didn't take that long), you got a lot of level 50 Single Origin Enhancements to drop, and they were basically not useful other than as a thing to sell to foolish NPC vendors for 50,000 INF a pop. You might have had one slotted in Brawl, but there was no need to replace the ones you had ever (they were everlasting). What was even MORE lucrative were the common Invention Origin recipes, which were almost as useless as the SOs, but sold for like 100k to vendors.

I remember soloing with my Demon Mastermind a lot. I would do a Dark Astoria daily to get some tips to drop, then maybe another one, then I'd do 5 tips plus the alignment mission, if there was one. After doing my allotment of tips for the day (and the mission or two it took to get them to drop for me) I would generally sell off my unwanted junk (Sos, recipes, and salvage) for like 5million INF per day, and that wasn't even counting the ~1 Purple per month I got doing that, OR the occasional Rare stuff I kept or sold at auction for prices in the ~1-50million range.

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And I would vehemently

And I would vehemently disagree with such argumentation.

By that argument then effectively all common items (usually white) in effectively every other game with a gearing system would also be vendor trash, since they are almost never used. There is a difference between items whose design purpose is purely to be sold to a vendor (and sometimes give you a chuckle) and items who have "dipped" below a usability criteria but are still technically usable.

To take that argument to its logical conclusion one is effectively stating that unless an item is an upgrade (regardless of if it's for one self or someone else) then it's "vendor trash".

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I only have experience with

I only have experience with CoX and a small amount of time spent playing one or two other games for very brief periods. As such I've never been exposed to the concept of having items that drop for no reason except to make you have to take them to a vendor to sell them. I don't want to start or participate in a philosophical argument about what is and is not definable as vendor trash per se, so I'll concede that I don't know as much about it as everyone else.

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Radiac wrote:
Radiac wrote:

I only have experience with CoX and a small amount of time spent playing one or two other games for very brief periods. As such I've never been exposed to the concept of having items that drop for no reason except to make you have to take them to a vendor to sell them. I don't want to start or participate in a philosophical argument about what is and is not definable as vendor trash per se, so I'll concede that I don't know as much about it as everyone else.

Whilst in most games there is *some form* of "vendor trash", it typically stacked up to pretty high levels compared to "normal" loot so it took up less space in comparison.

However, for most other games, depending on how their loot system worked it could be viewed as *anything* that you couldn't directly use (either because it was a downgrade to what you had OR because it was actually unusable for you), or quite literally as "stuff that drops instead of currency"

So for City of Heroes, an example of Vendor trash could be any SO that was NOT your own origin. It could be salvage that you have no need for *at that point in time*.

But remember the saying "One man's trash is another man's treasure". What you might not find useful another player could find a use for it. (ie for CoX, I would trash IO schematics for set recipes that I couldn't slot... or I could just sell them to the vendor. Not exactly *smart* to do that, but there was nothing stopping me from doing that.. .damn pacing of the turtle drops...)

So as blacke4dawn said, there is a logical conclusion that you could take it to. I am the type who would have taken it to the logical conclusion (ie anything that I got that i couldn't use, I would normally sell/salvage it).

Sometimes I Just don't have the time (or the inclination) to actually put up a lot of what dropped for me on the AH.

Sometimes there would be so much of it up on the AH that it would just take a long time to shift (and depending on the game market, you might as well just vendor sell some loot because the market is flooded so much that the only price you could get for it would be less than the vendor price).

But this all changes from game to game, and even moment to moment.

Of course, vendor trash all ties into the drop/salvage/loot mechanics (in various ways) as well as on a personal level where what might be trash for me one day, I suddenly have a need for on the next day (for whatever reason).

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Little Red Ragnarok wrote:
Little Red Ragnarok wrote:

What I hate is the gray junk. I don't mean the level 30 Range Dual Enhancement or the Turtle Snare recipe. In practice, they're junk but technically, they do have in the game and can be used to upgrade a character. The junk that I hate is the wolf fangs or bandit token that can only be sold for 3 coppers.

From a design point of view those play an important role.
The biggest problem with an MMO economy is the hyperinflation, which makes money increasingly useless over time AND greatly disadvantages low level character and new players in particular. (e.g. towards the end some players in CoH had a billion influence, while shop prices were geared towards a couple of thousand for he most expensive SO enhancements). This gets even more problematic as, for a variety of technical reasons, the value of the rewards have to be on at least a linear scale (but far more often an accelerating scale). This means that the higher level the easier it is to earn a lot of money in the game, and as the game matures the percentage of high level characters outnumber the low level ones. They can afford to toss away a million credits for a luxury that a starting player can not even dream of earning. This in particularly upsets any crafting marketplace.

The loot drops are one of two ways that 'money' is created every time an enemy is defeated. Players expect this money and tend to get rather testy if they spend 30 seconds to defeat an enemy and are rewarded with ... nothing. The advantage of having grey loot is that it helps out starting players who need every credit they can get, but the higher the level the less interest there is in picking it up and convert the item into actual credits. Less money enters the economy than would be expected purely on the basis of the number of enemies defeated per second. But at the same time the 'reward' is there, and the primitive part of the brain that measures 'effort versus reward' is largely satisfied. As long as you skinnerbox actually valuable loot in at irregular intervals.

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Redlynne wrote:
Redlynne wrote:

Comicsluvr, I don't care WHAT game you're playing ... Players hate to miss out on Phat Lewts because they were too busy playing the game to notice they'd run out of Inventory space for yet more loot. That's because trips to the Vendor to Sell (and clear space in Inventory) aren't ... exciting.
So ... what do you do when Instant Gratification isn't fast enough?

The problem is running out of inventory space in battle, right?

Then why not have loot drop to somehwere else? What you carry into battle should be what is immediately useful to your character, loot can drop to whatever the crafting location would be. You can bash enemies all you want, and then when it's time to log off, you can go collect. Not unlike the tickets in the Mission Architect in CoH. Maybe have it so you unlock the ability to make rare rolls by completing certain tasks, or just over time.

That way we also won't have superheroes frisking the defeated thugs, but instead come back to home base and upgrade their stuff. Batman doesn't loot a guard dog for Bracers of Bite Protection. He notices that dogs are going to be an issue next mission, so he upgrades he Bat-bracers with a layer of bite-proof material and makes it taste awful to dogs in the Batcave. Iron Man builds new armors all the time, at home, and it's such a martial arts story cliche to have the hero train in a new ultimate technique between fights. Even Superman has his Fortress of Solitude for downtime research.

I will admit this is not entirely thought through, and it does bear some similarities with the merits system on CoH, like Vanguard Merits off Rikti for cool stuff (which I really liked), but food for thought. Why DO we get stuff off defeated enemies when it's more of a genre convention to get loot in downtime parts of the "story"?

Of course, there could be exceptions that drop directly to you as part of a story, but those could have their own key item space in the inventory so it will always drop if the plot demands it to.

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One thing that you could do

One thing that you could do in the vein that McNum is talking about is to have missions given by contacts and then the contact gives the hero a random item drop after the mission is completed, while the mobs in the mision only drop in game currency and XP. You might have to go back and click on the contact to get the item, if you want to make it totally immersive and not just email it or have it "drop" in that case.

In the case of missions acquired NOT by NPC contacts, this poses a problem though. I suppose you could write it into those missions that someone somewhere gives you a random item at the end based on what the mission was. So if you pull a cat out of a tree, the owner gives you the item, etc. you might even have a whole chain of missions that you end up doing and then you get one or more drops at the end from the "ultimate" NPC at the end.

And it's true that hyperinflation is a problem in MMORPGs and that it hurts newbies more than anyone else. I was NOT good at manipulating the market in CoX at all and still had like 2 billion INF at one point. soloing a Mastermind will do that.

People from MWM have mentioned that CoT isn't CoX and will hopefully not have the same amount of hyperinflation that game had, for various reasons. I think one of the big ones is "smarter" NPCs not paying a set price for an item which has diminishing real value over time. NPCs operating in the open market (auction house) was also mentioned.

So if you took CoX and just eliminated the random SO drops after characters reach level , say, 20, that would have helped with the inventory problem, at least in terms of the 10 tray slots you had for Enhancements. Salvage and recipes were another problem.

One of the things you lose when you eliminate the random dropping of unwanted crap though is the "OOOH I got a shiny!" feeling we all liked when stuff would drop at random. One way to replace that would be to just have each mob drop a randomly generated amount of IGC upon defeat. So like sometimes you drop a Carnie and get 500 INF, other times (and rarley) you get like 50000 INF for the same Carnie.

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But one of the reasons for

But one of the reasons for 'material' rewards, rather than just IGC, is that those don't inflate the economy as much. They don't inflate the 'floating cash supply' at all, unless they are sold to a vendor and the vendors never give full value in the exchange. So, 'stuff' is a safer reward than 'cash'.

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I would like to see a system

I would like to see a system where things that were useful in combat dropped during combat, (I think we're calling them 'boosts' now?) and were immediately accessible. The equivalent of inspirations from CoH. Then, at the end of the mission we were presented with a list of items that we could drag and drop into our character inventory, or not.

So you could decide not to take the trash at all if you were full up, thereby missing any IGC you might gain selling it. But you could also decide to drop things from your inventory in exchange for what is presented in the new list. You get no IGC for that either, but you at least had the choice.

And I think everybody in the mission should see essentially the same list of choices. I hate "rolling for loot" and its the exact opposite of heroic.

I think this would maintain the importance of inventory management, but would be less likely to hold up play for the familiar cry of "gotta go sell"

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Fireheart wrote:
Fireheart wrote:

They don't inflate the 'floating cash supply' at all, unless they are sold to a vendor and the vendors never give full value in the exchange. So, 'stuff' is a safer reward than 'cash'.
Be Well!
Fireheart

As long as the stuff is potentially useful for something besides selling for cash, this is true. But when you add in stuff that can only be sold for cash, it doesn't even slow inflation down as much as a sleeping policeman.

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Fireheart wrote:
Fireheart wrote:

But one of the reasons for 'material' rewards, rather than just IGC, is that those don't inflate the economy as much. They don't inflate the 'floating cash supply' at all, unless they are sold to a vendor and the vendors never give full value in the exchange. So, 'stuff' is a safer reward than 'cash'.
Be Well!
Fireheart

I suppose if more Circuit Boards drop, the street price of Circuit Boards goes down, so I can see your point there. In CoX items like that were one of the main causes of inflation due to foolish vendor syndrome. So I don't know, hopefully the devs can get it figured out by the time the game starts.

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I like the idea that a stack

I like the idea that a stack of widgets could be converted to a 'super-widget'. Of course, if none of them are useful anyway, then there'd be no reason to collect them.

What if such widgets could be broken down into some base, common, currency-like stuff... call it 'technology', or 'magic', or 'aether', which one could store mass quantities of, and use to acquire, or in place of, some Specific item needed in a crafting recipe? "Hmm, I don't have any chubnuts, but I do have 20 units of aether, so I'll use that instead."

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I'm not particularly fond of

I'm not particularly fond of the "total liquidity" option you're talking about. For one thing that's what selling the item on the market is supposed to be for, and if people can just liquidate stuff for "aether" instead, you've got that currency competing against the IGC market, which I don't like. I think there should definitely be a benefit to upgrading raw materials, but there should always be a market price for whatever is being upgraded and whatever it's being upgraded to. That said, you might still decide "I only have ONE lowest-grade-widget, but like a dozen lowest-grade-gems, so I'll just combine the gems into a better gem, then sell that, then my inventory is mostly clear for now." then later on you need to trash the widget to make room for more gems maybe, whatever. I wouldn't think the system were "broken" in that case. Whatever low value thing you might have, if it's worth very little IGC, then you ought to get very little "aether" for it, so either way it's virtually trash to you, thus I would not introduce the "aether" at all as it doesn't solve that problem, and it's hard to justify in flavor text terms (game story immersion), and it creates a competing market.

Having items you don't need and would prefer not to haul around should prompt people to sell those items as a first-blush reaction or else stockpile them for future sale or use. Maybe trash the thing if it's definitely very plentiful and not worth much IGC. Any system where trashing the thing for free gives you some artificially inflated value back in return is problematic, to me, because it serves the same purpose and hass the same ultimate effect as the "foolish vendor" problem that CoX had.

In CoX you took your unwanted items to a vendor and dumped off the crap for ridiculously good return rates in INF (at least for the crap, the return rates for rares were terrible, but nobody sold those to vendors, so it didn't matter) and that caused inflation. With "aether", you're accomplishing the same thing except what you're doing is dumping off the crap by converting it to aether, then using THAT to make stuff you want, thus saving IGC in the process. The old CoX way you were getting free INF, this way you're saving IGC that never get's generated or used, but the effect is the same, i.e. that the value of IGC is reduced in the process and the street prices of things go up since IGC is losing value to people over time.

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100% in musing mode. This is

100% in musing mode. This is not, to my knowledge, related to extant plans. What if you didn't get "drops" at all, but just got a "counter" of foes (divided by type) you've defeated (whether that means "killed," "arrested," or whatever)? For game mechanical discussion, let's model this as gaining a "token" for each foe you defeat, and that token identifies what that foe was.

These wouldn't have a cap; you could keep track of as many of these as you wanted.

When you go to a vendor, that vendor offers you IGC and/or "drops" for each token you want to cash in with him. In essence, you're selling the tokens, but the fluff is more along the lines of the vendor being so impressed with your exploits or the faction or whatever that he represents having gotten some cool stuff from their job of cleaning up after your fight (e.g. if Tyrosine cleaned up a fight you'd had with the MechanoMonster from Mars) and offering you something "interesting" they found there. Heck, take the token to a different vendor with a different set of interests and you might get a different slate of possible "drops."

Now, you don't have as much immediate inventory management, but to get "stuff" from the fights you go to an NPC. I think this also cleans up the "but I don't want HeroDude to rifle through thugs' pockets" issue, because it's NPCs who're doing the rifling. The NPCs just offer you a cut of it. Or, if you're a hero, think of it as the NPCs offering you something in gratitude for your help defeating that foe.

Repeating for emphasis: this has no dev backing. I am musing out loud, here.

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Segev, that turns things into

Segev, that turns things into a "currency by Foe type" situation.

Defeat Warriors to get Blue Rocks.
Defeat Outcasts to get Purple Rocks.
Defeat Knives of Artemis to get Green Rocks.
... and so on.

The notion does have merit, but that's what it boils down to in terms of "permission slips" for Defeating Foes.

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How is that different than

How is that different than "Defeat warriors, and they drop blue rocks?"

The question is not rhetorical; I'm interested in the analysis others will provide.

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This is sort of another

This is sort of another question that comes up in loot systems, you can either have named, individual salvage items like CoX had where there is no substitute for a Positronic Matrix, and only a Positronic Matrix will make a Posi Blast Energy Damage Proc, or you can have items and raw materials that are more generic, you just have to gather up enough of them to be able to make the thing you want.

I don't know which is better. I feel like the CoX system had the random rewards that are fun for the players (Skinner box that it was, you did get a thrill when you got a purple or something to drop) and as such I think _I_ prefer that, but then that's really all I know from games, having not played a lot of other ones. I should also admit I liked the Hero Merits and the tips as a way to circumvent that and just get what I wanted for having done some missions. I also liked doing TFs for "better reward table" drops and/or Merits. But the purples are one thing I would definitely like to keep, just for the "I WON!" moment you got from them.

In the case of CoX's system, the irreplaceable nature of the salvage components needed for any one recipe was the cause of a lot of people doing a lot of farming just to try to get one specific thing to drop, or else to get enough other stuff to sell to get that thing. In a system where all salvage is more generic (tokens) then it SOUNDS like things will come easier and with less of that grinding, but depending on the numbers, it might take MORE grinding. It's worth noting that in CoX, INF used to drop too, and as such you'd eventually have been able to BUY a Positronic Matrix with INF that had been grinded for, so in a way that system had the "grind enough and you'll definitely get it, eventually" factor built in.

Another REALLY interesting (to me) idea that crossed my mind was this: don't charge real world money for subscriptions, don't force people to pay any real world money for anything, just don't have IGC drop or be created ex nihilo, ever. Make people have to pay real money to fund their characters in IGC. Pay $10, get X amount of IGC. In other words, just run EVERYTHING on Stars basically. Augments and craftables and salvage and recipes or whatever would still drop, but you'd have to either sell the stuff you got on the market for Stars to raise capital to buy the stuff you want or else just dump some real cash into the game to get your toons some Stars to buy Augments etc with.

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Radiac wrote:
Radiac wrote:

Another REALLY interesting (to me) idea that crossed my mind was this: don't charge real world money for subscriptions, don't force people to pay any real world money for anything, just don't have IGC drop or be created ex nihilo, ever. Make people have to pay real money to fund their characters in IGC. Pay $10, get X amount of IGC. In other words, just run EVERYTHING on Stars basically. Augments and craftables and salvage and recipes or whatever would still drop, but you'd have to either sell the stuff you got on the market for Stars to raise capital to buy the stuff you want or else just dump some real cash into the game to get your toons some Stars to buy Augments etc with.

No, please no.

I don't want RL wealth to directly reflect ones potential for in-game wealth.

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I can confidently say we are

I can confidently say we are not going to ever generate IGC for Stars. If there is an exchange rate between them, it will be player-to-player (and designed, in part, to cut "gold sellers" out of the market).

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I'm fully expecting that

I'm fully expecting that there will be IGC that drops or is generated ex nihilo, but nonetheless the thought had crossed my mind, and I still find it interesting to think about here.

If the only in-game currency is Stars, and Stars are generated by paying real money, it would SEEM like people are going to have to pay a lot of real money to make their toons "good" quickly and that one could just back up the money truck and dump money on a character in order to become really well-built in a hurry. That said, in theory that still requires the items bought to have been generated ex-nihilo by some person somewhere who got that random drop and sold it on the auction house. Therefore, the people who spend a lot of TIME grinding for random drops could generate enough "income" from selling their swag to the "rich kids" who have a lot of MONEY (and not time) to keep their own toons in good shape as well. In a way the rich would be playing in such a way as to subsidize the poor. The rich in this case would then be able to win more in PVP and or do more high-end content, which will likely have rewards of its own though, and that's a bit of a problem.

I think everyone, rich and poor will eventually reach a point where their toons are more or less done and they don't need $12 worth of stuff for them every month and they keep generating swag by playing for free. At that point everyone just plays for free, more or less, but for the cosmetic stuff they might buy. So I feel like in the long-term (and the long term might be like three months after roll-out) that system doesn't make money except on the newbies that come in, so you're dependent on having a constant influx of newbies. Also, swag starts to pile up with nobody there to pay Stars for it. So newbies are not just the only ones apt to play real money to "buy in" but they're also the only "customers" for the veterans that have lots of Augments etc to sell. The question becomes, why does the veteran who has lots of Augments lying around even want to sell them to the newbie for Stars, unless he can get real money (or something else he wants) for Stars somehow, and then the black marketeers come in.

In a system like that, I think there would need to be a Star sink capable of getting the veterans who have everything they need to continue to pay real money (maybe $5-10 per month, on average) for Stars just to buy some consumable item or other with, thus giving them a reason to want to sell that stuff to others for Stars. Besides, the auction house doesn't destroy Stars, so something else would have to in that scenario.

In think in an economy like that, if there were no Star sink and augments keep dropping ex nihilo, the street prices of augments will start out high and then monotonically decrease over the long term as the population's demand for more augments tails off and the supply rate of them continues to remain the same (rate being how many augments, on average, are generated per day). Thus, for that to work the Augments themselves would have to expire or erode or something over time so as to create a replacement economy for them.

This is essentially the same as Magic online. They let you play for free, but getting and keeping the cards you need to play in tournaments is going to cost money. So no subscription, just a lot of small transactions where you have to keep getting new things to replace the old, unusable things you had paid for previously.

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Magic Online is a very

Magic Online is a very successful game, money wise, but then in that game there IS a chance of making your money back on the exchange of Online "cards" for the real equivalent, assuming they're still doing that.

World of Warcraft is/was also very successful, money wise, and was a subscription based game.

Very few other games have replicated the success of those two though...

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So to summarize the "No IGC

So to summarize the "No IGC drops" or "Magic Online style" model, it would probably have work something like this: People play for free, which play generates randomized drops of salvage and recipes (a la CoX). People can create Stars by paying real world money in the cash shop. The randomly generated salvage and stuff can be either crafted to make useful Enhancements, which process destroys Stars (cost to craft), or it can be sold on the market for Stars (with an auction house cut of all transactions, a la CoX), or you can craft the thing and then try to sell the ready-made Enhancer for Stars at a profit somehow if you want. Each enhancement, once crafted, would then have a limited life time in the game, measured in either real time, logged-on time, or actual number of uses of the power the Enhancer is in. Then, when the Enhancer expires, you discard it (or it simply disappears) and you have to get a replacement.

Thus the continual play and continual payment of real money create a constant stream of random items and a constant stream of Stars which eventually find each other via the market and combine to make useful Enhancers, which eventually burn out and disappear, creating a vacuum and a market demand for more random drops and more Stars. If you can keep the generation and erosion rates under control somehow (crafting costs, auction transaction costs, rate of Enhancer erosion), you've got a decent chance at maintaining a reasonably stable economy, I would expect.

But CoT will never be that game, as they've already said they don't want it to be a constant gear grind or make it too "all about tha phat lootz", like WoW, ironically is, despite being the subscription model prototype.

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Segev wrote:
Segev wrote:

100% in musing mode. This is not, to my knowledge, related to extant plans. What if you didn't get "drops" at all, but just got a "counter" of foes (divided by type) you've defeated (whether that means "killed," "arrested," or whatever)? For game mechanical discussion, let's model this as gaining a "token" for each foe you defeat, and that token identifies what that foe was.
These wouldn't have a cap; you could keep track of as many of these as you wanted.
When you go to a vendor, that vendor offers you IGC and/or "drops" for each token you want to cash in with him. In essence, you're selling the tokens, but the fluff is more along the lines of the vendor being so impressed with your exploits or the faction or whatever that he represents having gotten some cool stuff from their job of cleaning up after your fight (e.g. if Tyrosine cleaned up a fight you'd had with the MechanoMonster from Mars) and offering you something "interesting" they found there. Heck, take the token to a different vendor with a different set of interests and you might get a different slate of possible "drops."
Now, you don't have as much immediate inventory management, but to get "stuff" from the fights you go to an NPC. I think this also cleans up the "but I don't want HeroDude to rifle through thugs' pockets" issue, because it's NPCs who're doing the rifling. The NPCs just offer you a cut of it. Or, if you're a hero, think of it as the NPCs offering you something in gratitude for your help defeating that foe.
Repeating for emphasis: this has no dev backing. I am musing out loud, here.

Yeah, sure, I'll advocate for Musing Mode here. Let's see...

1) I love the idea of cleaning up the looting hero thing. On the other hand, there are bound to be "heroic" types who don't mind stealing/looting from the bad guys. In terms of alignments, think of the act as chaotic rather than evil.

As such, what if you incorporate this with the Enhancement-equivalent system? Like, have each power pool come with an attack power that, when enhanced a certain way (and only with that booster attached), comes with a chance for stealing an item from mobs. Otherwise, the same drop would have to be gained through other means.

Someone may point out that the downside to this is that only the thieves would outweigh everyone else in terms of the desired amount of loot or money. Hold that thought.

2) Introducing a musing idea of mine that I shall call the Merit Log for the purpose of this post. It goes in a way with your thought of rewarding players for beating up enough of certain mobs. Not so much that it would take ages of excruciating grinding to fill it out, but not so easy that the whole thing can be knocked out in one or two afternoons.

With the Merit Log, a player would enter an instance or area where the necessary mobs can be found close enough to the player character's own level. Then the entry for that mob just has to be filled out with an X number of kills, and once it's filled the character can go to a participating vendor to have it redeemed for in-game currency or the item of choice.

This log would reset either daily or weekly, or mixed depending on the entries (higher rewards for longer reset timers maybe?). This way, people have an opportunity to work for that extra money as much as they like, but it's not mandatory to do everything.

Remember how I mentioned the thieving system before? Incorporate it into the Merit Log as well. Reach an X number of successful steals for the day or week, and it will disqualify you for an equal reward at the vendor (which is I'm sure the trickiest part of the whole thing if you go this way). I'm not sure if you'd even WANT to try the thieving thing I suggested, but this is something.

This way, people who work for higher rewards will have a chance to get it, and people who do minimal work will still be rewarded. This way, nobody's conscience will be tested because they received an awesome drop they want for whatever reason even though they're out doing whatever.

At the same time, people's inventory won't become stuffed with unwanted drops while they're trying to get the things they do want.

Segev wrote:

I can confidently say we are not going to ever generate IGC for Stars. If there is an exchange rate between them, it will be player-to-player (and designed, in part, to cut "gold sellers" out of the market).

I have a thought on this after playing so many MMORPGs.

Unlock trade and whispers at an early level (like 2 or 3, but no higher). This won't please every last player, but it will probably stop the vast majority of sellers. It shouldn't take much effort at all to level up to 2 or 3, but it'll will be more effort than the vast majority of "gold sellers" are willing to put into making a character just to advertise their business or trade money to players. Additionally, a brand new toon at level 1 shouldn't need millions of [I forgot what we're calling our currency], and really neither should anyone before long.

If a player wants to transfer money to a lowbie toon to help them out, great, they still can once the lowbie toon gets over the hurdle that amounts to a tree branch on the ground. Sometimes the simplest of things can be a cookie fixer, as my father used to call it.

I have never seen sellers or traders go beyond level 1, largely because they constantly having to make new characters. Farmers yes, and I'm sure y'all have plans for them already just in case it becomes necessary, but if a gold seller's business can't get its service out to players with ease, then they're less likely to step into the market.

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Radiac wrote:
Radiac wrote:

I'm not particularly fond of the "total liquidity" option you're talking about. For one thing that's what selling the item on the market is supposed to be for, and if people can just liquidate stuff for "aether" instead, you've got that currency competing against the IGC market, which I don't like.

Alright, but my point would be that 'aether' would be a non-tradeable commodity. So, any item you convert to 'aether' is no longer available for sale on the market and can Only be used in Crafting. So, instead of throwing away excess widgets, or destroying them, you'd render them down for 'aether'.

Alternately, of course, we could have some method of selling/marketing inventory in the field and/or dumping items into your Garage so you can deal with them later. Gods, my garage is Full of stuff I was going to deal with later...

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Nadira wrote:
Nadira wrote:

From a design point of view those play an important role.
The biggest problem with an MMO economy is the hyperinflation, which makes money increasingly useless over time AND greatly disadvantages low level character and new players in particular. (e.g. towards the end some players in CoH had a billion influence, while shop prices were geared towards a couple of thousand for he most expensive SO enhancements). This gets even more problematic as, for a variety of technical reasons, the value of the rewards have to be on at least a linear scale (but far more often an accelerating scale). This means that the higher level the easier it is to earn a lot of money in the game, and as the game matures the percentage of high level characters outnumber the low level ones. They can afford to toss away a million credits for a luxury that a starting player can not even dream of earning. This in particularly upsets any crafting marketplace.
The loot drops are one of two ways that 'money' is created every time an enemy is defeated. Players expect this money and tend to get rather testy if they spend 30 seconds to defeat an enemy and are rewarded with ... nothing. The advantage of having grey loot is that it helps out starting players who need every credit they can get, but the higher the level the less interest there is in picking it up and convert the item into actual credits. Less money enters the economy than would be expected purely on the basis of the number of enemies defeated per second. But at the same time the 'reward' is there, and the primitive part of the brain that measures 'effort versus reward' is largely satisfied. As long as you skinnerbox actually valuable loot in at irregular intervals.

I did not consider grey salvage being used that way. I guess it doesn't make more sense if you think of it like that. Thank you for the enlightenment.

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Segev wrote:
Segev wrote:

How is that different than "Defeat warriors, and they drop blue rocks?"
The question is not rhetorical; I'm interested in the analysis others will provide.

Just pointing out that the circumstances you describe amount to creating different currencies for each potential Foe Group. The net result winds up being a multitude of currencies that all function as "permission slips" to exchange for STUFF™ at the appropriate NPC Commerce Point.

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Perhaps. The thought behind

Perhaps. The thought behind it is more, "does it matter if you get the inventory items at the moment you defeat the foe rather than next time you go talk to a vendor?" The goal being to reduce the inventory-cluttering nature of things and let you deal with item-shuffling only when you're already back at the vendor you want to work with.

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I think the best way to

I think the best way to handle it would be to have the NPC that gives you the mission tally (with a number visible to you) the number of minions, lts, and bosses you defeat during the mission, and then when you complete it and return to talk to them, they then generate a randomized set of loot for you (like the proverbial treasure chest at the end of the dungeon) and say "Here's some stuff you can just HAVE, anything you don't take delivery of right now will be kept and sold at auction, proceeds going to ME, the NPC." And then if you have a personal lair or SG base with storage, you can maybe grind for enough clout with that NPC that they'll deliver stuff to your lair, assuming it has a "loading dock" with enough storage space to be of use.

Edit: If every NPC is going to have an "attitude" toward you that is kept track of in some sense (like in DnD, attitude adjustments affect ability to persuade NPC to do stuff for you, etc) then maybe letting them keep a lot of the loot will improve their attitude towards you in most cases (especially street-level criminal villain NPC contacts). Not that they'd necessarily give you harder missions, just like you better, maybe let you call them on the cell phone instead of hoof it back to have a face to face, etc.

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I wonder if some of the NPC

I wonder if some of the NPC contacts will be informants, snitches, etc.. that you can Bribe or Threaten even?
This might have been covered some time ago, i just dont recall where we left it. :<

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Izzy wrote:
Izzy wrote:

I wonder if some of the NPC contacts will be informants, snitches, etc.. that you can Bribe or Threaten even?
This might have been covered some time ago, i just dont recall where we left it. :<

It's amazing how many different kinds of attitudes can be adjusted with a large wrench. ^_^

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Radiac wrote:
Radiac wrote:

So to summarize the "No IGC drops" or "Magic Online style" model, it would probably have work something like this: People play for free, which play generates randomized drops of salvage and recipes (a la CoX). People can create Stars by paying real world money in the cash shop. The randomly generated salvage and stuff can be either crafted to make useful Enhancements, which process destroys Stars (cost to craft), or it can be sold on the market for Stars (with an auction house cut of all transactions, a la CoX), or you can craft the thing and then try to sell the ready-made Enhancer for Stars at a profit somehow if you want. Each enhancement, once crafted, would then have a limited life time in the game, measured in either real time, logged-on time, or actual number of uses of the power the Enhancer is in. Then, when the Enhancer expires, you discard it (or it simply disappears) and you have to get a replacement.
Thus the continual play and continual payment of real money create a constant stream of random items and a constant stream of Stars which eventually find each other via the market and combine to make useful Enhancers, which eventually burn out and disappear, creating a vacuum and a market demand for more random drops and more Stars. If you can keep the generation and erosion rates under control somehow (crafting costs, auction transaction costs, rate of Enhancer erosion), you've got a decent chance at maintaining a reasonably stable economy, I would expect.
But CoT will never be that game, as they've already said they don't want it to be a constant gear grind or make it too "all about tha phat lootz", like WoW, ironically is, despite being the subscription model prototype.

I can only speak about myself but such a system would make me feel like I needed to pay to progress, which would turn me completely off of the game.

To address a major point that I don't think you have completely thought through.
I do not believe that there would be enough high-rollers (players that buy lots of Stars) to "compensate" for all the low-rollers (players who never or hardly buys any Stars). For it to function in the long term and for both to get up and stay at the effectively same "power level" the split would have to essentially be 50/50. The more the ratio skews towards low-rollers the less amount of Stars they will be competing for (proportionally speaking), and not only having lower sell prices (higher supply) but also lower amount of sells (more people selling). This means that it can get so bad that for the low-rollers to be able to even keep up with the decay rate they would have to play the market more than they play the game.

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I understand your argument,

I understand your argument, but I think ultimately the low rollers having LOTS of items and there being SO few Stars creates a market pressure on Stars that would prompt people to cash in and create Stars because of the HUGE amounts of items you can get for SO FEW Stars in that market. You'd expect the going exchange rate there to be "tons of great items for one Star" which makes Stars VERY valuable as they can buy you a LOT of randomly generated stuff that other people have that YOU need. So you pay for some Stars and use them to get items. If your saying "what about people who plan on NEVER EVER paying money to make even a single Star?" I expect there might not be so many of those people as you might think when the value of Stars get's to that point. Also, those people are playing for free, so there is that. The game devs, theoretically, have almost no fiduciary responsibility to ensure that they're having as much fun as they possibly can. In fact, offering them MORE fun if they pay for Stars is the transaction that keeps the game running.

If, in the player's mind, the idea that they might have to keep paying money to keep playing the game is so horrible, then that person expects a free ride, and worse they demand that the ride be no less fun than those paying money for rides, and that's just fundamentally so wrong I don't think anyone can reasonably expect it. I think everyone knows free rides suck compared to the ones at, say, Disney World. But you have to pay money to get into Disney world. Paying a subscription is the same deal, you pay money to play the game. In this system you only pay as much as you want to keep your toons well-equipped and you can play as much as you want without spending any money if you don't want to. Or maybe you can grind 24/7 for items and sell them to people who have no patience or free time and get your Stars that way.

Remember it's not like the randomized items themselves can actually DO anything, you still need to craft them, and that costs Stars too. So all players need both items and Stars to enhance powers.

Also, remember it's entirely possible that based on the actual prices and burn rates you might end up only spending like $5 per month to play the game at a pretty competitive level in the long term. That's a better deal than $15 a month. It's like infinity percent more than "free" but I don't think any game company should have to maintain a game infrastructure that includes updates, new content, people troubleshooting your technical problems, etc just to make zero money on it.

At the end of the day, you probably end up paying some kind of monthly subscription to get some amount of Stars every month. Maybe you get bonus Stars for hooking up a year by year sub instead of going month to month, etc.

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Radiac wrote:
Radiac wrote:

I understand your argument, but I think ultimately the low rollers having LOTS of items and there being SO few Stars creates a market pressure on Stars that would prompt people to cash in and create Stars because of the HUGE amounts of items you can get for SO FEW Stars in that market. You'd expect the going exchange rate there to be "tons of great items for one Star" which makes Stars VERY valuable as they can buy you a LOT of randomly generated stuff that other people have that YOU need. So you pay for some Stars and use them to get items. If your saying "what about people who plan on NEVER EVER paying money to make even a single Star?" I expect there might not be so many of those people as you might think when the value of Stars get's to that point. Also, those people are playing for free, so there is that. The game devs, theoretically, have almost no fiduciary responsibility to ensure that they're having as much fun as they possibly can. In fact, offering them MORE fun if they pay for Stars is the transaction that keeps the game running.

If one doesn't find it fun to begin with then why would they spend money on it so it could potentially become fun?
Depending on the conversion ratios, degradation rate and how much it costs to craft it could mean that one needs to sell a couple of hundred items or even a couple of thousands for ones monthly "upkeep" if you only get 1 Star per sold item. On the flip side if you only need like 3 Stars for crafting then buying the items could cost significantly more than the actual crafting, even at only 1 Star per item, meaning that many people would save their Stars for crafting. Hitting that balancing point, or getting close enough since it will most likely shift a bit in relation to supply/demand, will be very hard.

Quote:

If, in the player's mind, the idea that they might have to keep paying money to keep playing the game is so horrible, then that person expects a free ride, and worse they demand that the ride be no less fun than those paying money for rides, and that's just fundamentally so wrong I don't think anyone can reasonably expect it. I think everyone knows free rides suck compared to the ones at, say, Disney World. But you have to pay money to get into Disney world. Paying a subscription is the same deal, you pay money to play the game. In this system you only pay as much as you want to keep your toons well-equipped and you can play as much as you want without spending any money if you don't want to. Or maybe you can grind 24/7 for items and sell them to people who have no patience or free time and get your Stars that way.

No no, I said PROGRESS, not play. Those two are significantly different to me since you can't progress (as whole at least) without playing but you can play without progressing.
Even if you play completely for free it shouldn't feel like a job just to stay adequate in your build. However, your assertion that anyone can pay whatever they want and still stay well-equipped you are assuming a minimum level of income through sales.

Quote:

Remember it's not like the randomized items themselves can actually DO anything, you still need to craft them, and that costs Stars too. So all players need both items and Stars to enhance powers.
Also, remember it's entirely possible that based on the actual prices and burn rates you might end up only spending like $5 per month to play the game at a pretty competitive level in the long term. That's a better deal than $15 a month. It's like infinity percent more than "free" but I don't think any game company should have to maintain a game infrastructure that includes updates, new content, people troubleshooting your technical problems, etc just to make zero money on it.
At the end of the day, you probably end up paying some kind of monthly subscription to get some amount of Stars every month. Maybe you get bonus Stars for hooking up a year by year sub instead of going month to month, etc.

Only having a premium currency (premium traditionally being currencies bought with RL money) would to many (including me) give a feeling of being nickeled & dimed even if it actually is cheaper compared to a "traditional" subscription, and through it cause resentment.

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Segev wrote:
Segev wrote:

Perhaps. The thought behind it is more, "does it matter if you get the inventory items at the moment you defeat the foe rather than next time you go talk to a vendor?" The goal being to reduce the inventory-cluttering nature of things and let you deal with item-shuffling only when you're already back at the vendor you want to work with.

That essentially converts the (entire?) Inventory System into being the equivalent of multiple streams of AE Tickets, with the practical upshot of Choose Your Own Drops as a result (again, using the Ticket System model).

On the upside, that would certainly take care of the problem of needing to manage Inventory DURING adventure time, and also deal with the problem of what to do with Drops when your Inventory is full. Simple ... there are no "drops" that take up Inventory space that result from defeating Foes.

Which loops back to a question I posed a while ago ... [url=http://cityoftitans.com/forum/what-if-foes-simply-dont-drop-loot]What if Foes simply DON'T DROP LOOT?[/url]

So ... been there, asked that?

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Redlynne wrote:
Redlynne wrote:

Segev wrote:
Perhaps. The thought behind it is more, "does it matter if you get the inventory items at the moment you defeat the foe rather than next time you go talk to a vendor?" The goal being to reduce the inventory-cluttering nature of things and let you deal with item-shuffling only when you're already back at the vendor you want to work with.

That essentially converts the (entire?) Inventory System into being the equivalent of multiple streams of AE Tickets, with the practical upshot of Choose Your Own Drops as a result (again, using the Ticket System model).
On the upside, that would certainly take care of the problem of needing to manage Inventory DURING adventure time, and also deal with the problem of what to do with Drops when your Inventory is full. Simple ... there are no "drops" that take up Inventory space that result from defeating Foes.
Which loops back to a question I posed a while ago ... What if Foes simply DON'T DROP LOOT?
So ... been there, asked that?

An extension of this is that the only things that will be in the AH is what people actively choose as a reward but don't have a use for them self, which I suspect won't be very much since most won't pick out items for this unless they want/need a bit more IGC.

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(I realize my theoretical no

(I realize my theoretical no-IGC utopia/distopia has derailed the main thread, and for that I apologize, if you don't care about that particular tangent, you should probably stop reading this post now)

In the game as I'm envisioning it, you'd probably be able to survive on the cheap (basically free) if you set your difficulty to "low" and are content with having like Double Origin Enhancement type gear in all of your powers, all the while knowing that you're in a world where a lot of other people choose to use Invention Origin stuff that is way better. I'm also assuming that the purchase price of the game will include a lot of up-front Stars to get people started.

Also, the definition of "adequately competitive" is a relative one. People who PVP want to win and as such will want the best available gear, or else try to create "low gear level leagues" where you can't bring good gear, etc, which I'm fine with. People who solo PVE a lot might be fine with low end gear as a permanent solution too. But people who want to "pwn" shouldn't be surprised to find that they're going to have to invest some real world money in that. Even then, you might only push money in once in a while when you have it to spend, play, dominate PVP, do all sorts of fun PVE stuff at high difficulty, etc, then when the gravy train runs out of steam, you decide to just bum around doing cheaper, lower difficulty stuff again for a while, like leveling up new alts, etc. There's be an ebb and flow. The fact that you're not paying a monthly sub (though I'd still offer one for those of us who just want to support the game and play like high rollers all the time) means you can spend or save money at will,on the fly, you just have to adjust your expectations or play style accordingly.

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Eh, it wouldn't be "choose

Eh, it wouldn't be "choose your own loot," at least not quite to the level that you literally pick what you get.

It's more deferring the "drop" until you go to a vendor. Turn in the 4 Rookie tokens you picked up from beating up low-grade Rook recruits, and you get the random items you would have gotten over the course of your defeating each of those 4 Rookies individually if the game did standard "drops."

So if, in a standard version of a drop system, you would have gotten for Rookie 1 items A, B, and C, and 10 IGC, for Rookie 2 items B and D and 5 IGC, for Rookie 3 items C and D and 8 IGC, and for Rookie 4 items A, B, and D and 4 IGC...

...in this alternate version, for turning in those 4 Rookie tokens, you would get: 2 of item A, 3 of item B, 2 of item C, 2 of item D, and 27 IGC.

Only if different vendors have different random drop tables for the same tokens would you be able to "shop" for them, and even then, it would still be random. Just random and weighted. (Maybe Vendor Joe really hates Rooks and gives +25% IGC for their tokens, while Vendor Bob doesn't have anything personal against them but is good at picking the good bits out of their haphazard weaponry and thus offers more of Item A (for "attack up"), so has a higher chance of giving you more item A than otherwise.)

In case it needs repetition: I am not speaking with any authority or knowledge of how the system will work.

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So drawing on the parallel of

So drawing on the parallel of AE Tickets again (because that's familiar to a lot of people reading these forums), it would be a lot like using the [url=http://paragonwiki.com/wiki/Ticket_Vendor]Ticket Vendor[/url] to redeem Tickets. Limit things to random results, instead of Choose Your Own, and the whole system works as a Delayed Gratification means for Inventory Management. You still "get your drops" ... you just get them "later" when you can guarantee you have room to receive them into your Inventory.

Structurally speaking, it's not a bad idea.

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There should probably be a

There should probably be a cap on how many waiting drops you can have, but it can be somewhat huge. Like 100 or something, and have the UI want you when it's over 50 and 80.

The main problem with tickets in CoH wasn't that the system didn't work, it worked very well for what it did. The problem was an overabundance of tickets due to excessive farming. I kind of want to see the ticket system revived, but with the farming trouble heavily minimized. Not having it tied to an infinitely repeatable player-made mission would help a lot on that part.

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Interestingly enough, we

Interestingly enough, we already have a system that would allow players to decide when they get drops, during combat or when they complete challenges earning an achievement. This includes obtaining specific rewards instead of random drop rolls.

The dual concerns of inventory and salvage are already addressed in how the crafting system has been designed. Most of the suggestions have danced all around the system.

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I have mixed emotions about

I have mixed emotions about offering people a way to get the exact thing they want in a non-randomized way. On one hand, I worry that giving people a "do this content and you can pick your reward, anything you want" type deal will make the market kind of obsolete. In CoX, in 2011-2012, I used to do a lot of tip missions as a way to get recipes I wanted (at precise enhancement levels) instead of having to bid on stuff on the market. For one thing it was sometimes faster and for another it was almost always cheaper than paying going rates for that stuff. In many cases it was the only reliable way to actually get the thing you wanted at the level you wanted it at without resorting to AE shenanigans.

The in-game market exists, I think, you give people a common ground for them to buy what they want from others who actually have it. To bring buyers and sellers together to create commerce so that everyone can try to satisfy their needs and wants via interaction with everyone else. Giving players a way to privately "mine" stuff they want directly out of the game without having to use the public market seems like it would cause the market to be used less often, which could be bad.

On the other hand, people might be less inclined to farm for swag if they can surgically get the precise swag they want from doing some content instead, and maybe that's a good thing. I don't know.

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Radiac wrote:
Radiac wrote:

I have mixed emotions about offering people a way to get the exact thing they want in a non-randomized way. On one hand, I worry that giving people a "do this content and you can pick your reward, anything you want" type deal will make the market kind of obsolete.

+1

CoT shouldn't Require casual players to craft a single thing. But those that want to treat crafting as a separate game, shouldn't be able to get materials so fast and easy. It should be a few steps, and it becomes a more satisfying experience* for the player when they finally succeed.

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'Refining' your materials

'Refining' your materials from base elements should not be required in CoT, but I do think it would be good to be [u]Able[/u] to 'craft' salvage items from lower-grade salvage.

I think it ought to be possible to take the bucket of junk parts and process it into something better.

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Izzy wrote:
Izzy wrote:

Radiac wrote:
I have mixed emotions about offering people a way to get the exact thing they want in a non-randomized way. On one hand, I worry that giving people a "do this content and you can pick your reward, anything you want" type deal will make the market kind of obsolete.
+1
CoT shouldn't Require* casual players to craft a single thing. But those that want to treat crafting as a separate game, shouldn't be able to get materials so fast and easy. It should be a few steps, and it becomes a more satisfying for the player when they finally succeed.

While there is room for clarity in explaining every nuance of a system, there is a time and place for such. While the system we're looking at which allows players to determine when they earn rewards and what type of rewards they earn, including up to getting specific "things", does not mean "all things" and does not rule out that getting "a specific thing" would take longer / have more investment involved due to not getting other "things".

Just becuase (and this is a loose example) that players were able to get certain rare recipies using alignment tokens did not make the market obsolete. It offered a way for people to get what they wanted without having to necessarily rely on a drop or deal with the market. The system we're may implement does things similarly but is much more involved in standard play and comes at its own "price" to earn specific rewards, namely time, and not utilizing as much of a resource to get other rewards. Everything has a trade off.

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Segev wrote:
Segev wrote:

Perhaps. The thought behind it is more, "does it matter if you get the inventory items at the moment you defeat the foe rather than next time you go talk to a vendor?" The goal being to reduce the inventory-cluttering nature of things and let you deal with item-shuffling only when you're already back at the vendor you want to work with.

If Augs and Refs are to be 'dropped' by mobs, I would not want these drops to be deferred till later, because it precludes the ability for me to slot them during the mission. Crafting materials that I couldn't use till I visited a crafting station wouldn't matter so much if they were deferred. Unless one could somehow acquire a portable crafting table (a la CoX), in which case I'd want the items as I proceeded with the mission. I have no problem with mission or arc completion rewards being deferred, but in general I would want regular random mob stuff to be 'drop as you go.'

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Cinnder wrote:
Cinnder wrote:

Segev wrote:
Perhaps. The thought behind it is more, "does it matter if you get the inventory items at the moment you defeat the foe rather than next time you go talk to a vendor?" The goal being to reduce the inventory-cluttering nature of things and let you deal with item-shuffling only when you're already back at the vendor you want to work with.

If Augs and Refs are to be 'dropped' by mobs, I would not want these drops to be deferred till later, because it precludes the ability for me to slot them during the mission. Crafting materials that I couldn't use till I visited a crafting station wouldn't matter so much if they were deferred. Unless one could somehow acquire a portable crafting table (a la CoX), in which case I'd want the items as I proceeded with the mission. I have no problem with mission or arc completion rewards being deferred, but in general I would want regular random mob stuff to be 'drop as you go.'

I understand the desire to be able to craft or start using drops immediately, but I personally feel that the actual chances that you'd be able to use stuff that drops are fairly low. For one thing, players will likely be running around with mostly "full" slots most of the time, so you might likely have your powers fully slotted with very good stuff already, which lowers the odds that what dropped would help you right away, and for another, a lot of what drops might be stuff that your powers simply cannot slot at all. Where that is a concern would be when leveling low level toons without the help of a "sugar daddy toon" to pay for cheap stuff for the new toon.

On a separate note, what are we really trying to represent in the role play immersion sense with these drops? I know CoX had them, but I think it's more likely that my hero character is getting that stuff from his NPC contact friends in support of his cause or as thanks for his actions, and as such it makes sense that you'd go to to the NPC to collect the stuff, or maybe talk to them on the cell phone and ask them to deliver what you want to a location of your choosing. I think that could apply equally well to villains doing jobs for NPC bosses.

Now, I have no problem with the dropping of objects vital to the story inside the mission, like when you click on the computer you get a drop called "data disk" which you'll need when you do the next mission, etc. If that takes the form of things that are viable swag, like Augments and IGC, fine, but I would prefer that it happen only in stories where it moves the plot forward, not just be an ingrained part of the reward mechanics.

So maybe at the end of the arc you stop Dr. Evil from constructing his Doomsday Device and when you click on it to defuse it you get a drop that's a piece of very rare salvage, or something. you could pepper stuff like that in there in places.

Of course, trying to justify how your altruistic hero character is earning tangible in game currency from defeating badguys is still somewhat sketchy.

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Radiac wrote:
Radiac wrote:

Of course, trying to justify how your altruistic hero character is earning tangible in game currency from defeating badguys is still somewhat sketchy.

Alright, but IS IGC 'tangible'?

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IGC is a difficult thing to

IGC is a difficult thing to incorporate into a superheroic story without it feeling like an intrusion of game mechanics onto the narrative. I've so far found only one way that satisfies me, and it is... a hard sell.

Due to the difficulty of making IGC into anything that fits, fluff-wise, into the world without making the world feel like it has been shaped and molded to include it, I tend to think it's probably best to acknowledge that it's a game construct, and leave it unaddressed in setting-fluff. But that's me; I am still not speaking with any dev authority.

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So, we acknowledge IGC as a

So, we acknowledge IGC as a mechanic and not as something 'real' in-game, so it goes alongside Experience points, Hit points, Momentum, and a bunch of other numbers that don't exist. That might work well.

Characters pay Dollars for their hamburger, fries and a coke, and (hopefully) never question where the money came from, while IGC rolls around underground, supporting the virtual economy. Is that what you're thinking?

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My own opinion is that if it

My own opinion is that if it is used as currency: that is used to purchase "items", access a convenience capability, trading, and is the main driver of the economy in that it must not only be managed in how it is generated but also removed from the game world, then it is currency no matter what it is called. So, might as well call it a form of currency. The most generic term I've referred to is Resource, a more specific term I've used is Affluence (though I'm applying a broad use of the term as in little Affluence, or much Affluence).

My personal favorate as suggested here on the boards is to literally call it IGC. I believe it was Izzy that coined the phrase (pun intended) Interchangeable Global Currency for a "game world" use. I rather like that it came from the players on these boards. Again, this is my own personal opinion, and while I vocalize it when we discuss the topic internally, it does not necessarily reflect the final approach.

*edited to correct the term given for IGC (interchangeable global curency)

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if the lore could have some

if the lore could have some NPC groups show some form of dissatisfaction with the adoption of IGC, like the Euro maybe, it might be nice to see for Role playing types in game?!?

Side note:
I know its been said that Greek Mythology was* going to be avoided, but I liked the idea of MWM creating Story Arcs in collaboration with Academic Instructors for elementary students to play in history class, ethics, psyc 101, etc...

...this way, once their class is complete, maybe those students might stay with the game for allot longer. ;)

I guess UGC, user created/generated content, might fit the bill... depending on what they want to teach. :)

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I like calling it IGC too,

I like calling it IGC too, but I prefer the name "Intentionally Generic Currency", which someone (not me) suggested way back when.
I also agree that just making it an unexplained thing, like XP and hit points, etc, is probably good enough.

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Internet Gold Coin

Internet Gold Coin

Yeah, just use IGC and don't sweat the details. It "quacks like a duck" and all that.

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Insidious Global Corporation?

Insidious Global Corporation?

Wait.

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I'd just be satisfied with

I'd be satisfied with the IGC just being a nebulous game mechanic - a conglomeration of favour/respect/reputation/infamy/wealth - because such a thing can be tied closely to a character's origin story.

By acting in the world (for good or ill), turning in evidence or donating (or selling for the more mercenary) material or info, you accumulate the IGC. When you "buy" something, you could be calling in favours or "IOUs", using your influence or reputation or the good will of others to have things provided to you (or intimidate it out of them), or if you are playing a wealthy character, you could be outright buying stuff.

Basically - leave exactly what the IGC is vague and up to the player to decide what it is, just like a character's origin. Reputation, Prestige or Renown are pretty wide terms that can cover a lot of territory - I'd be quite happy with something like that.

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The thing is we already have

The thing is we already have a reputation mechanic for character interactions with npcs. Trying to both cover something like "favors" for those who want their character to be helped or help others without use of currency and also prove a currency for those who want to be someone for hire or earn a currency (legitimately or otherwise) is why I originally offered Resource. It leaves things open enough to interpretation what the source of the character's ability to help, be helped, currency, or literally any other form of material or otherwise type of source. But there are those who do not like such nebulous terms for what basically amounts to what the mechanic is literally being used for, it is a form of currency in every way.

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Tying it to a literal

Tying it to a literal currency impacts character narrative. Bruce Wayne is a multi-billionaire; Clark Kent has a reporter's salary. Bruce STARTED with that wealth, before he ever became a vigilante. Batman's ability to "trade" on any kind of superheroic "market" stems entirely from things other than Bruce Wayne's enormous wealth. If it were literal in-setting wealth, IGC would force people to play Peter Parker rather than Bruce Wayne, and further would make Peter Parker's lifestyle and personal financial difficulties less believable as Spider-Man earned more IGC.

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To be honest, there are a lot

To be honest, there are a lot of plot holes in comics involving money. I mean, Peter Parker rarely complains about having enough money to keep his webshooters functional, but he never has money to go on a date with the girlfriend, whomever it is at the time. Also, regardless of age, he appears to always have the time to to fight badguys and still manages to make enough money to make rent every month.

Also, nobody really enjoys playing a "broke" toon if that means not being able to put Augments in powers etc and thus being badly nerfed on your DPS or resistances or whatever. It's not like Spiderman's punches or spider-sense work any less well based on how much money he has, or how good/bad his reputation is, etc.

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Radiac wrote:
Radiac wrote:

Also, nobody really enjoys playing a "broke" toon if that means not being able to put Augments in powers etc and thus being badly nerfed on your DPS or resistances or whatever. It's not like Spiderman's punches or spider-sense work any less well based on how much money he has, or how good/bad his reputation is, etc.

You mean like what could happen in CoX... and actually did in the early life of the game if you didn't scrimp *everything* and kill far too many mobs. I remember having to do this around the I3 era just for my SO's, because they all expired at the same time.

Course, this was my first character and was still learning the game etc etc etc.

Probably explains why I no longer have cash issues in other games that I play, as I now tend to go hog wild and go for *everything* that I can in a zone before I move on/upwards just to make sure I am not caught short for the "essentials" later on.

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Tannim222 wrote:
Tannim222 wrote:

The thing is we already have a reputation mechanic for character interactions with npcs. Trying to both cover something like "favors" for those who want their character to be helped or help others without use of currency and also prove a currency for those who want to be someone for hire or earn a currency (legitimately or otherwise) is why I originally offered Resource. It leaves things open enough to interpretation what the source of the character's ability to help, be helped, currency, or literally any other form of material or otherwise type of source.

"Resources" works as well - ambiguous enough to represent a wide variety of interactions.

Quote:

But there are those who do not like such nebulous terms for what basically amounts to what the mechanic is literally being used for, it is a form of currency in every way.

Ultimately it IS a currency, yes, but thematically, portraying it as straight up cash just doesn't work in the supers genre - as Segev just said a couple posts up. Best to leave it general and open to interpretation by the character in my opinion.

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Segev wrote:
Segev wrote:

Tying it to a literal currency impacts character narrative. Bruce Wayne is a multi-billionaire; Clark Kent has a reporter's salary. Bruce STARTED with that wealth, before he ever became a vigilante. Batman's ability to "trade" on any kind of superheroic "market" stems entirely from things other than Bruce Wayne's enormous wealth. If it were literal in-setting wealth, IGC would force people to play Peter Parker rather than Bruce Wayne, and further would make Peter Parker's lifestyle and personal financial difficulties less believable as Spider-Man earned more IGC.

This is just my opinion...but the idea that we have to support such a dichotomy from the start of the game for possible "back ground / character concepts" is foolish. My personal view is that trying to avoid the use of "currency" in the game so players can have "billionaire" or "poor person" is simply a hamstringing ourselves. This is due to multiple systems in the game such as the possibility of personal housing and base sizes which both can act as very good IGC sinks for the economy if set up properly.

If we do provide personal housing, we are either having to leave it completely open so one player can literally make mansion sized housing and a personal base of comparitive size all the way down to a one room apartment.

Another factor is that no matter what we call "currency" it will function as currency. If we have to support concepts from the start of the game of "billionaire" and "studend" then we are again hamstrung into providing the mechancal system of such a dichotomy. This means that in order to suppor the conceptialization no matter the "resource" we would have to support it. The alternative is selling base size / personal housing plots on the cash shop which can affect the game economy by removing a considerable economic sink off to the cash shop.

And truthfully, no one is going to create a brand new character (barring time down the road where players access any global wallet / bank or e-mail to self of "currency"), with the capability of a "billionaire" in capability of what the "currency mechanic" will provide in the game. That is everyone starts with 0 of what ever this resource is and will end up earning it through play.

Some examples. Let's call the "currency" Fame. My character is a famous person well known in the world for doing being a fashion model and designer. He has decided to use his fashion sense and friend with technical know-how to create amazing looking outfits that provide super abilities and is showing off his concepts by literally go out and prototyping them for the world.

Yet when I enter my character in the game is fame is 0. No one knows him. His faction rep is set based on current alignment standing, no different than any other starting character. The game does not support my concept.

Let's call it Cash. I make billionaire playboy with a penchant for technology. I create my armored character and start with 0 cash. The game does not support my concept.

See where this is going? No matter what we call it, the game mechanics for whatever the economic terminology used cannot possible support every possible background. At some point we must diviorce ourselves of the responsiblity of supporting every possible background and character concept, recognize the limitations certain mechanics enforce, recognize what the mechanic's function is, and provide the most adequate terminology that is acceptable.

Again this is why I first suggested Resource. It has quite a number of possible uses as a term here are some examples:

Something that is available for use or that can be used for support or help

A source of economic wealth, esp of a country (mineral, land, labour, etc) or business enterprise (capital, equipment, personnel, etc)

Supply or source of aid or support; something resorted to in time of need

A means of doing something; expedient

Resource can be literal cash, it can be people to call upon for favors, it can be another material or substance of worth or value.

At the same time, the truth of the matter is, that no matter the term, the mechanic will function as "a currency" in an economic system. As such I can also understand why people would prefer to call it for what it is.

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I personally enjoyed the idea

I personally enjoyed the idea of Influence, but even that might not make sense unless used correctly and you've stated that actual "influence" will be something similar to faction rep in other games.

"Resource" IS a much more flexible term, however personally I think it's a term used to death in so many other games (especially RTS).

I really like the term "Assets". It, like "Resources", has a lot of flexibility. An asset could be something of monetary value, a contact that is extremely helpful in procuring information or items, etc.

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Lord Nightmare wrote:
Lord Nightmare wrote:

I personally enjoyed the idea of Influence, but even that might not make sense unless used correctly and you've stated that actual "influence" will be something similar to faction rep in other games.
"Resource" IS a much more flexible term, however personally I think it's a term used to death in so many other games (especially RTS).
I really like the term "Assets". It, like "Resources", has a lot of flexibility. An asset could be something of monetary value, a contact that is extremely helpful in procuring information or items, etc.

RTS?

Is that short for Resource Trading System.. like a Market? ;D

I wonder why we called it the Stock Exchange? Why did they decide to to use the word Stock? Was it because of the words alternate meanings? :[

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I don't think it's

I don't think it's hamstringing ourselves to leave IGC as a pure game construct, no more a part of the setting than hp or level. I agree; we won't be able to grant every PC the ability to choose to have a mansion on the outskirts of town at the start of the game to support their "billionaire playboy" backstory, but that doesn't mean we have to chain an in-setting money to their in-setting net worth, either.

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RTS is a type of game: real

RTS is a type of game: real time strategy. Assets is not so good when players tend to shortern terminology into a single syllable word, Influence became Inf. Assetss becomes...

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Tannim222 wrote:
Tannim222 wrote:

Assets is not so good when players tend to shortern terminology into a single syllable word, Influence became Inf. Assetss becomes...

Bottoms? ;)

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Who wouldn't want to ask for

Who wouldn't want to ask for 10kA? ;P

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"That villain, Lord Nightmare

"That villain, Lord Nightmare, crashed into my base and took my A..." "... he burned my A...!" "I lost my A... at the Arena."

IGC as a game mechanic and currency surrogate makes sense. Let it be (officially) undefined and people will auto-fill the acronym.

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