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For some reason I got to an old version of the Paragon Wiki which still listed "Trillionaire" as 2,000,000,000 inf.
I'm going to go work some numbers on how much wealth someone with Leader "should" have and see if the squanderer badges should be reduced. My goal would be that if you have the top inf-made badge, somewhere around 1/4 of that total influence would go to the top inf-burnt badge. Let me clarify: when you go out and make "100 million inf" according to the badge, your net worth should go up by a lot more than that- you're getting vendor recipes, you're getting valuable rare recipes, you're potentially getting purples, etc.
Does that sound reasonable? High? Low?
EDITED: Looks like TopDoc, farming 50's, was making almost 20 inf profit for every actual inf dropped. Half of that was purples, which you probably aren't getting while doing badgery. If we assume half of the remainder was from aggressively marketing his stuff, the "Leader" badge should get you something like 2.5 billion inf.
So taking out the "Inf cap" badge and replacing it with something like "Big Spender" should work. -
I may have misstated... the idea was to have voluntary setups. "Tuesday night on Infinity is Baseline matches" or something.
Turns out to be a bad idea anyway... so no big deal. -
We, the ebil marketers, were trying to come up with ways to lure people into destroying their influence. There really aren't enough inf sinks in the game.
It occurred to someone that there are badges for MAKING inf, but no badges for SPENDING inf.
The suggestion (with my tweaks) was four badges: "ex-millionaire" (costs 1 million inf), "ex-multimillionaire" (30 million inf), "ex-billionaire" (costs a billion inf) and "inf cap" (costs 2 billion influence, comes with a costume piece.)
Given that the process of getting defeat badges, heal badges, damage badges, etc., produces a tremendous amount of level 50 play...
Given that there are badges for MAKING up to 2 billion influence, not counting recipe sales and whatnot...
would these badges cause an unwarranted financial burden on the badging community? Or would they be welcomed and celebrated, because MOAR BADGES ? -
Quote:This is brilliant. We might want to name them "Ex-millionaire" and so forth.
several badges that you purchase: millionaire (1 million), multi-millionaire (30 million), billionaire (1 billion)
I would add the "Inf Cap" badge (comes with a costume part!)
All it costs is 2 billion influence.
Optionally, adding a badge ("SG benefactor") for converting ... I don't know, 10 million inf into prestige? Back in issue 8, I could generate 10 million surplus playing the SO game to 50. It's hard to argue that it's an intolerable amount of inf to create.
I don't know how much screaming there would be from the badgers, though. Probably quite a lot. . . although farming enough badguys to get other badges creates large sums of inf ANYWAY. Is there still a badge for farming two billion inf? The wiki says "yes", but I don't know if that was one of the ones they lowered. -
I am probably the 100th non-PVP'er coming in and starting the 100th iteration of an old idea... but I had a thought for "starter" PVP. It may be a solution without a problem.
The alleged problem is "people with really expensive builds destroying new kids." The one time I tried arena PVP recently, there was a very helpful and expert PVP'er stomping me and my wife, both at once, with a permadom build. I'm quite certain they would have stomped me anyway, but we were just blatantly underpowered for the environment.
One of the problems with getting new PVPers, presumably, is the barriers to entry. Skill is a valid barrier- if I'm not good, I should lose- but having to accumulate a billion inf, invest strategically, and THEN learn the skills is a bit rough.
Obviously we can't set money limits, but we could have some limits that people could see and check.These are the ones I could come up with.
UNLIMITED: Current standard. Play what you like.
CLASS 49: Play what you like, as long as it's level 49 or less. This guarantees no purples.
BASELINE: Level 49 or less, no set bonuses at all.
Interesting idea? Stupid idea? Both? Neither? -
As far as "Destroying the level 53 bids":
Quote:I don't know if a lot of people are storing their cash this way- 0.1 % sounds right- but people tend to store cash by the billion that way. I don't bother putting up a level 53 bid for less than about 500 million. Doesn't come up THAT often, but I do run a Fake Money Transaction business exchanging currency, influence for infamy, and my clients tend to want to move inf by the billion. Sometimes the billions all end up on the same side and the same server.Are a lot of people really storing tons of cash this way? It's a great idea that I'd never thought of, but I also don't have any characters near the INF cap. Frankly it would probably only impact the wealthiest .1% of players, and even then it would be like fining Donald Trump $10,000 for something.
Here's the thing: There are people out there with ten or twenty or fifty billion inf each. Top .1% would make it a hundred of them or so. It's kind of a power series- the top 1000 players (1%) have a billion each, the top 100 have ten billion each, and the top 10 have 100 billion each. I don't know how high the stack goes, but I moved (over a few weeks, as people moved money back and freed up my working fluid) around six billion from someone and he said he had fifty billion heroside. I see no reason to doubt him. People have posted their 20-billion-inf screenshots.
So let's make up some numbers. There are 10 people with 100 billion and 100 people with 10 billion. Half of that is stored in billion or 2-billion inf bids. That's a trillion inf. Let's say the devs get rid of the level 51-53 bids and let's say that 80% of the people get their money back. 20% despair or don't bother or don't notice or whatever.
You're getting rid of 200 billion influence, bam. And now people can't "safely" store their 2-billion-inf amounts. They can bet on weird stuff, like level 48 Intangibility DO's. But what they're probably going to do is buy and sell more stuff. So maybe half of 1.8 trillion is now sloshing around the system, losing 10% here and there as it goes.
(Interestingly, that power series puts the total inf in the system at around 3 or 4 trillion, which is roughly where it stood in I9. I may have to up my numbers of gazillionaires.)
Pretty soon you've got a lot less stored cash. Prices in the short term go up... I wonder if people will invest in tangibles, like respec recipes?
EDIT TO MAKE MY ORIGINAL POINT:
... I think that Going Rogue will only have a way to destroy inf if they can make people think it's cool or fun. The Devs seem to only care about the economy in terms of "can people get the stuff they want?" which is part of the global goal, "Only frustrate people with intentionally hard content." I think they maybe had TOO many giveaways in general, but I'm old and cranky. -
Quote:I may have sensed hostility where none was intended, and responded with hostility. Let me rephrase.Wow, this turned ugly suddenly.
Strange, I don't think I ever said that I felt I held anyone in contempt.
But it's pretty obvious you do because I sometimes have problems on 'heroic' settings.
Your argument seems to work like this:
There are two types of people: those who sometimes have problems on heroic, and those who beat +4/+8 settings. Obviously there aren't very many people who beat +4/+8, so their experiences are not relevant to the vast majority of people. Clearly, all your opponents are max-difficulty-beaters so you don't actually have to refute their arguments.
The problem here is that we ARE talking about how difficult the game, and certain enemies within it, are. I don't know, and I am pretty sure you don't know either, how good the "middle of the bell curve" players are. I think that high level content should be challenging in some way; the introduction of radio missions which let you skate by on Council and Thorns annoyed (and annoys) me. Do I think some of the mez is over the top? I do. Do I think the solution is to trivialize 80% of the mez in the game? I do not. -
Quote:Issue 9: I buy an Alchemical Silver for 30K. One week later, an alchemical silver drops from a mob and I sell it for 30K.
I'll admit it was slower here than in Zimbabwe. But the net effect of the excess ratio of inf to goods over the past couple issues was more or less exactly as you describe in the first paragraph quoted.
Issue 14: I buy an Alchemical silver for 55K. One week later, an alchemical silver drops from a mob and I sell it for 55K.
I don't see the problem here.
( It was, in fact, IMPOSSIBLE to sell a single alchemical silver for 30K at Wents in issue 14, if I recall; the flippers set the buy line at 40K or something like that. )
I'm happy to buy alchemical silvers at 55K, just as happy as I am to sell them at 55K. If it's 30K tomorrow, I'll do that too.
I can STILL outfit a level 33 character for under ten million inf, with IO's that are good from now till the servers go down, and nearly Hami-O levels of goodness.
I can STILL make that ten million by level 33, playing normally and slotting SO's just like I used to.
Let me back that statement up a little bit... I can still have the money for my first set of SO's five or ten levels before I need it, instead of five levels afterwards.
This is pretty much the Big Rock Candy Mountain, where the hens lay soft-boiled eggs and so forth. -
I had a great time with my Dark/Traps corruptor, but not because it was powerful... it was a fun, interesting playstyle. I had capped Defense, IF nothing went wrong on a moderately long list. (my force field drone didn't explode midfight, I hit people with both my cone AOE's and immobilized/debuffed them, etc.) If something did go wrong, I had active mitigation tools and a lot of them, so it was still quite a tough character... but I had to pay attention every fight while solo. On teams I added a lot, but not necessarily in an obvious fashion, so again I was paying attention and figuring out how to use my leverage.
Now I may very well be completely insane and wrong, because I didn't use the (since-closed) exploits where procs triggered up to ten times as much as they should have on this one power... or because I play Force Field defenders on purpose... or for a variety of other reasons. But it was fun for me, and it may be fun for you. -
Where, Futurias, is the line between "Game too hard" and "Player too incompetent?" I can't think of any objective criteria for that, or at least not any that I can get the numbers for.
We may have to agree to hold each other in contempt. -
It's not the little things that get rid of inf... it's the big ones. Doubling my 100,000 inf cost to craft a little thing isn't going to do SQUAT to a billionaire's net worth, but it will make a big freakin dent in the net worth of the new kid who's trying to figure out how things work. On the other hand, a 100-million-inf "+10 salvage bag", or lottery tickets for 10 million inf each, or something like that, would seriously increase the cost of private jets while not affecting the cost of ford foci.
I'm not even ripping inf out of the economy anymore these days. Occasionally i'll move a billion inf around for a currency exchange, then move it back, for a 200 million inf donation to Mr. Wentworth's. . .but not often. -
Quote:Buy a turkey the size of Tiny Tim, of course.
What can they do with a couple thousand inf? -
I personally roll at 33. I took a very unscientific poll and that was the most desired level (or was in the "most desired level range") for people who wanted sub-50 recipes. Hardly anyone slotted sub-30s except for, I presume, the "specialty" super high end stuff (miracle uniques, stealths, LoTGs, whatever.)
On the other hand, on the "1-50 in story based AE" team I needed to roll a couple times around 20 and 25, and I got very very good results.
I'd like to see the results if you roll every time you get 40 or more merits (2 rolls = less "I got a rock" experiences); so if you got 70 merits or 43, you'd still roll twice and keep the rest for "big roll" time. I'd even be willing to subsidize that by buying your crap recipes for 4 million each. -
Quote:It's been a while since I played with an average team, I guess. The top end of team performance that I have personally experienced was a 2-minute Dominatrix on one regular team, and several 60-second AV's on another regular team.So, 449-499 xp each on your big team vs. 1376 xp solo, or about 3 times less XP. That's about what I already said, but actually slightly better (I figured 3.2 times less XP).
So then the question, which I already posed, is can your team of 8 REALLY not plow through content a mere THREE TIMES faster than I can solo? It's a serious question, and from the two answers so far I'm starting to get the feeling that no, the average team can't, but that really frightens me.
I've seen a three person team drop a +2 freak tank in four seconds from the time it got back up. I don't know if that's fast or not. So that's kind of high-end performance.
I'm trying to think of "normal" perfomance. I've been on PuGs in the last 6 months that failed an STF and that failed an ITF (that one was just a perfect storm of people leaving, mostly melee left, and killing Rommy with the healer Nictus out of rez range.) I don't know how fast you solo, but even those teams went through normal enemies PDQ.
May not be"pure PUG" because it's usually me and the Amazon, so that's 2 out of 8 high-end players at least. -
It is also possible that legions of people who are "+0/+1" players can deal with the mez just fine. Perhaps my imaginary examples and your imaginary examples can get together and hammer this out?
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Someone told me Ill/Rad was FOTM in, like, 2006. . .
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QuiJon said
Quote:Good thing you don't have to, huh?The question becomes do i want to have toplay this way every night to outfit a toon. Which is no, i dont. -
It hasn't come up that often in my life (alas) but when I do things like this I'm ridiculously paranoid. I have like a 500M bid on an Aegis level 51 and another 500 M bid on a Detonation level 53 and so forth.
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Heraclea said:
Quote:There are two disagreements I have with your statements.Given my play style and priorities, I find it easier to accumulate 250 merits on a character than 250 million inf. So if I want a LotG recharge, that's the way to go. What doesn't sit well with me is the implication that those who don't convert their drops and rolls to inf are irrational or undeserving. No character of mine is going to have enough inf to acquire the costliest set IOs on the market. Random rolls are too risky for me; you could always end up with an Edict of the Master.
1) " You could always end up with an Edict of the Master." Anecdote is not proof, but when my last character hit 33, I had 250-300 merits and rolled 'em. I got three very, very good recipes (two LoTG,one Numina) which I turned into a quarter billion inf. They really HAVE weighted the drop tables. I understand that 240 merits into 1 recipe gives you exactly what you want, at the level you want it, as if there were no market; however, I think that 240 merits into 12 recipes provides BOTH more good things for other people AND more good things for you- whether that be "more things you can use" or "more things you can trade for things you can use."
2) There is a considerable difference between using inf for long-term wealth storage and using inf as an intermediate step in short-term trading. If, say, you got nine things you didn't want, that nobody wants, you could turn them into inf and then buy something tangible to store in your base- or could buy something tangible to slot on your character. If, on the other hand, you have some issue with the actual act of buying and selling, that should be the basis of your argument. -
Yeah, Invince started (if I recall) at something like 10% per badguy. (I don't know hwo got that number or how.) Unslotted. For a Scrapper. Tanks would be higher.
... I remember Dr. Anvil saying "Yeah, I noticed that the damage I was taking went down from 200 guys to about 10 or so, then it would sometimes go back up a little." -
OP asks: Where does the money go for went-fees, and why?
OP does not ask: Where does the money come from when they defeat a badguy, and why? -
*cough* I could move a billion or two over for ya. It's a start.
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Of course, you realize if they bought all ten, I'd have to destroy 90% of the money to collect it... another eighteen BILLION down.
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This is villainside, right?
Bring four other guys to beat her in the parking lot when she's not looking. (is it six people that gets you guaranteed AV, even at lowest difficulty? I don't even know. Dang people, changing everything...)
never mind. "Defender." -
Problem is, anyone who's not lazy can make their own damn money and keep 100% of it. I would be up for crackpot ideas like "making other people money" except I burnt out on marketeering on my LAST crackpot idea.
I found Laev's investment fund and they started with a million inf per investor and turned it into a billion in about a month. After that all the growth went into dividends.