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Posts
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To say nothing of the demons. Sorry, Infernal-Americans.
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Seeding the market is indeed an inf sink.
Seeding the market with vendor trash is a dumb inf sink, since it only increases supply of things that already have too much supply, drives down their price even further, and therefore doesn't sink much inf. -
There was actually a fairly intensive discussion of this possibility a while ago on Black Pebble's marketing thread. The results, as I recall them: Yes, it is possible to export character models from the game in a format that other programs can use. However, the character models are not in a form that can be easily translated into figurines:
- They include sheets of material that have zero thickness.
- They do not have any geometry for clothing - it would have to be painted on.
- They are rough and polygonal in shape, and would need sanding down to look good.
For these reasons, they would be considerably more difficult and expensive to create than WoW character figurines, which already are in the hundred-dollar range. Because of the high price and low volume, the work necessary to make it possible might not be economically viable.
If it were, though, I'd consider buying one. -
Quote:The blame, in part, lies with the psychology of level scalars. It would be possible to create a game without an artificial leveling curve, but people like to deal hundreds of times more damage and receive thousands of times more inf per defeat at 50 than at 1. Because the same currency is used at every level, this creates a situation where the dissipated level 50 "value" of currency is the canonical one. Prices that make sense at 1 are trivial at 50; prices that are in accord with level 50 earnings are absurd at 1. But this never really mattered before because the things you buy and sell at various levels are not usable at lower levels, nor are they valuable at higher levels.You're right, of course. It just gets a little irritating and/or silly looking at all those empty zeroes - insignificant digits. Prices almost too wide to fit in the window. This must be what it's like to live in a country with hyperinflation, where you need bills with denominations in the thousands to buy a loaf of bread.
Then the market came, and level 1 characters could obtain things that level 50 characters wanted, and hilarity ensued. -
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Quote:I'd like to remind you of the existence of 50 inf inspirations, and of level 1 enemies that drop significantly less than 100 inf per defeat.Personally, I'd kind of like to see 2 or 3 digits chopped off/rounded up. Prices, drops, bank balances, everything, across the board. Don't change or try to "fix" anything else yet; just make the numbers a little more sane so we aren't throwing around millions and billions.
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Mod08 is a smart person.
Another example in the same vein: when Demon Summoning hit, someone made a good sum on selling Bone, Dragon, and Burned Wing costume recipes. They wouldn't have been able to get as much as they did for these fairly common recipes if they hadn't suddenly come into high demand - as always, the buyers drive the price.
So, the question is, what will people be doing when GR hits?
- Rolling alts
- Playing the Mysterious End Game
- Switching sides
I can think of a few things one might want to buy now and sell later based on these likely activities. But the more important point here is that, as the market increases in size, individual sellers will have even less capacity to drive prices than they do now. Which means that the big winners will continue to be those who observe the practices of buyers rather than sellers.
There are essentially three time-tested ways to make money by buying and selling on the market, in order of risk:
1. Buy something for less than its guaranteed vendor value, then sell it to a vendor.
2. Buy components, create an item of higher value, and sell it.
3. Correctly predict that an item will increase in value, buy it cheaply, and sell it dearly.
The market merge, like any change to the game, will allow some money to be made through method 3, and may create a price discontinuity that affects method 2. -
Quote:I agree with this.Another way to reduce inflation is to increase the supply of the items being purchased.
Quote:Players can do this by simply placing on the market a larger percentage of the items that drop.
There is a solution that doesn't involve simply dialing up the reward rates, but it wouldn't go over well. -
I initially read the thread title as "Dating and Immorality in COH", and my immediate thought was "well, there's plenty of both..."
On the topic at hand - this has an interesting application to Kheldians. A Kheldian's host is not immortal, but the alien is, and the two together are more or less of one mind. The mortal host may not mind pledging "until death do us part", but the Kheld may have done so countless times and be less than enthusiastic about loving and losing once again. And what about when two Khelds who have been lovers meet again, but lifetimes later and in different hosts? Hilarious levels of awkwardness might ensue.
As for Marcus Cole: to me, he has always seemed to be the signature character with the greatest disconnect from humanity, and that's saying something when the roster also includes a fish and two dead women. He has no less than three twisted mirror images of himself to remind him what would happen if he ever deviates from his moral code, and several square miles of blasted city to remind him what happens when he forgets his own strength. Under those conditions, it's probably best if he doesn't form strong emotional connections with any one individual at the expense of his broader sense of duty to humanity.
In other words Statesman should date everyone.
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Quote:Not using only their own powers, certainly. It's not direct damage that Tankers lag noticeably on - it's debuffs, and particularly regeneration debuffs, which are disproportionately powerful against larger, harder targets. Although I think a sufficiently crazed Tanker with a portable crafting station and a large stack of Envenomed Dagger recipes might make a dent.What I was trying to get as is that there are blasters, controllers, and defenders that solo GMs. That's something no tank will do, I think.
Anyway, this is a sidetrack. I happen to enjoy fighting lots of enemies at the same time, and Tankers do that quite well. And while they can't solo hard targets, they make it a great deal easier for anyone else to pile on one. Soloing a GM is an expensive and challenging feat; teaming up with a Tanker and beating one is business as usual on SOs. -
A cursory examination of the rewards for various activities will show that it is nearly impossible to do anything without generating inf. Drops, especially certain highly valued drops, are not awarded nearly as universally. This is a particular problem redside, and after a certain point scarcity becomes a self-fulfilling prophecy.
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Quote:But if the ability to earn influence is not diminished, then deflation does not happen in the first place. The only way that more available influence can translate to greater buying power is if an infinite supply of items is always available at a fixed price - which is exactly what the vendors provide, and indeed the average player's buying power with respect to fixed price vendors has increased.Your ability to earn influence would not be diminished so you could earn the amount you need to buy item X faster if it's cheaper. Not from marketeering obviously, but from normal play.
The only way to reduce inflation driven prices is to reduce the money supply. This can be done by directly reducing earning power, or by creating additional sinks for money that are at least as attractive as pursuing IOs (yet, unlike IOs, do not confer a permanent boost to earning power), but either way each player's "available money" must decrease or there will be no deflation. -
In a word: confidence. A tanker moves forward without trepidation. A scrapper or brute does also, but they ride the razor's edge alone; the tanker's certainty extends to their team.
A side note on damage. Tankers do have a lower performance peak than some other ATs, but their performance band is also pretty consistent - and the damage they have, particularly AoE damage, they can usefully leverage against more and harder foes with less investment. I'm sure you know this already, but I did want to point out that calling Tankers "the least damaging AT" ignores the breadth of possible performance within ATs and the capability to use that damage freely. Will a Rad/Son Defender outdamage a Stone/Ice Tanker? Probably. Will a FF/Elec Defender outdamage a Shield/SS Tanker? Perhaps not so much. -
My predictions:
In the short term, there will be a period of normalization. Items with a moderate supply disparity (Luck Charms) will see a rise from their low price and a fall from their high price. Items with a high supply disparity (Pool C/D special-use recipes) will see a considerable price spike as the existing supply becomes available to a pool of highly motivated buyers.
In the long term, with a higher supply base, prices will be more stable over time. The periodic supply droughts (mostly natural, occasionally artificial) that drive price spikes on common items will be more rare and less severe. With the ability to migrate freely and without the powerful motivator of market disparities, more players may end up redside. More frequent play of SFs, particularly by less experienced players, may drive up the median completion time, ameliorating the vicious cycle of decreasing merit rewards driving decreased median completion times (this is, perhaps, excessively optimistic).
In the final accounting, the market merger will not be sufficient to deal with the pinched supply of Pool C/D recipes brought about by the peculiarities of the Merit system. But most other items will probably end up more broadly available at more consistent prices. What those prices will be depends on what measures are taken with regards to the inf supply, but one thing is certain: they will have an extremely tenuous relationship at most with the fixed prices offered by vendors. -
On a personal note, this news means I can stop trying to divest myself of infamy, and start actively trading again on redside. That's pleasant.
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With regard to schedule slip: The first 90% of the work takes 90% of the available time. The remaining 10% also takes 90% of the available time.
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Why making one bid across multiple levels is better than making multiple bids across multiple levels:
1. You use fewer market slots.
2. If the item is expensive, you may not have the inf to make multiple bids.
3. If you make multiple bids, you have a chance of buying multiple items when you really only wanted one.
Point 1 is more relevant to heavy market users; points 2 and 3 are more relevant to casual market users (and in fact, point 3 was the first one I thought of). -
Never going to happen (in this game): Raising the level cap. Not only would it be painful for the engine to accommodate such a change, it would be bad design. Right now, due to SSK and Ouroboros, the developers can add or improve content at any level they want and it benefits all existing characters. Raising the level cap means adding a bunch of new content that reduces the value of existing content - rather self-defeating.
PS. Yay market merge. -
See link in signature. I should probably add the hotness ranking algorithm somewhere in there.
Edit: And done. -
You must have a level 20 hero to create a Peacebringer or Warshade.
You must have a level 20 villain to create a Widow or Soldier. -
The buffs are nothing particularly remarkable. However, they last for 20 full minutes, while the Monkey lasts for 1 and then immediately recharges the power. If you use it sensibly, it's not a death sentence - at worst it's one minute of standing around looking like a monkey. Take some silly screenshots, manage your inventory, chat with your teammates, and recast in 60 seconds.
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I like Fortunatas a lot, but I would not recommend them as a "beginner" AT. They present many more options than any of the standard ATs, and while their peak performance is very, very nice, it takes considerable knowledge to fine-tune them into that performance. Although the level requirement for unlocking SoAs and Khelds has been lowered, I would still recommend leveling a non-epic AT before taking either one on.
If you want a character that starts strong and stays strong, with interesting powers unlocking at virtually every level, I would recommend a Fire/Radiation controller. They introduce you to a lot of interesting mechanics, including mez, buffs, debuffs, and pets, and they're strong solo and useful on teams. They're less robust in the face of mistakes than Scrappers or Brutes, though - they rely much more on tactical application of active defenses, rather than the automatic protection of armor powers. -
Clearly I was hasty in removing the link to the article on the network effect from my signature. The short version is that a system whose value depends on the number of connections between participants becomes more valuable as the number of participants increases. If the markets had not been de jure merged, then post-GR a de facto merge would have occurred anyway as anyone who cared to use the market at all would change faction until they had access to the hero market. This would have had a profound negative impact on the tangible benefits of the GR expansion.
Of course, that is only my opinion. However, it happens to be backed with reason and evidence, while yours is based on assertions that are provably false. We could argue about this all day if you like, but the fact of the matter is that the developers have already taken a position I agree with and I don't need to convince anyone else. -