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Not just custom Travel Powers. All Pool Powers.
Thanks.
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Custom enemies with Hasten, Challenge, Provoke, Grant Invisibility, or Teleport Foe? I'm not so sure this is a good idea. What if you're up against multiple enemies with Teleport Foe?
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Clearly, it would destroy the universe. -
Ideally, we should also be able to give custom enemies Self-Destruct powers and/or Self-Rez powers.
It seems like this should be obvious. -
Not just custom Travel Powers. All Pool Powers.
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I very much remember those statements in the past.
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Me too. -
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I don't play EVE. But... what with, for instance, people blowing up Dreadnaughts and whatnot, as reported in this thread, I'm not sure I follow the analogy with Purples.
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Fulmens and others like you, who know a lot about economics and markets, I highly encourage you NOT to play Eve if you value your free time. That game will suck you in, the economy is awesome. To an industrialist in Eve, PvP is just people blowing up ships so you can sell them more. Big space battles with hundred of dreads and carriers destroyed? *cha-ching!*
Too bad CCP lost their vision and is slowly but surely destroying the game as it was. They constantly cater to he whiners and that generally involves whipping out the nerfbat. Fortunately, that doesn't affect industry that much...unfortunately, piling up money is no fun if you can't spend it on shiny ships and go have fun blowing people up. They took out the fun part...what little there was.
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QFT, and that's why I no longer play it. -
It's not "more" seller-friendly.
It's just plain seller-friendly. Sellers in CoX can often expect to get far more currency than they list their items for. Sure, regular auctions can work that way too, but in an auction you know what the floor is as the buyer. In EVE you know exactly what you need to pay. In CoX, it's a guess. It's often an educated guess, but it's still a shot in the dark. As the buyer you can always overpay, because you don't know the list price.
That's not friendly to buyers, in my book anyway. It's friendly to sellers. -
If you added "poorly designed" to that description of CoX's economy, I would not be able to agree more with your final statement.
As for the ISK sinks in EVE, I grant you that they are there.
But we have purples. It's not exactly equivalent, but it's certainly analogous. -
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Sorry, three words will clue you into what I mean here:
"I played EVE."
I don't play it anymore, but their market prices have steadily dropped, with the exception of a major exploit that had wide-ranging effects on the game's economy, over a five-year period. Their secret? List every instance of an item for sale on the market, and show the price.
It's that simple. The prices went down. They still go down. I can't think of any reason they'd not go down, barring development-related catastrophes.
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I too played Eve, sir. But falling prices in Eve aren't the result of the transparency of the market. Their economy is much more robust and has many more influencing factors, not the least of which is that most industry has little to no barriers to entry. Competition is driving prices down over time in Eve, not any function of the market.
I definitely would love to see more price history in CoX, but that's not why prices are silly here. They're silly because there's SO MUCH INF in the system that people pay "high" prices and it doesn't make a dent. At least, that's one of the primary reasons. I'm sure others could clue you in to more.
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Are you trying to tell me there wasn't a huge amount of ISK in EVE? And what, exactly, is the barrier to industry in CoH/CoV? -
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Good sir, that's exactly...I mean -exactly- my point. It's unnecessarily cumbersome and favors the seller in a counter-intuitive way. This seems to only have been done to avoid Inf transfers via the market.
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I don't think you understand the market. Are you new here?
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LOL. That's all I can say to you that isn't a violation of the forum rules. -
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Good sir, that's exactly...I mean -exactly- my point. It's unnecessarily cumbersome and favors the seller in a counter-intuitive way. This seems to only have been done to avoid Inf transfers via the market.
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I dunno, I find the whole process kinda fun...it's the only thing about that market that makes me think of it in any way as a "minigame". It's so easy to not lose money doing it, though, that all complaints about something as immaterial as listing fees are mind-bottling (sic) to me.
Also, I don't really get your point. Pretty much any market system that only lets you drive the price UP from the original asking price will favor the seller. This includes more conventional auction houses as well. This system incents sellers to price low so they sell fast, which lets buyers bid-creep to essentially get a lower price than the apparent "going rate". In addition, the listing fees disincent sellers from relisting if the going rate is rising. It's actually more buyer friendly than a regular auction if you ask me.
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Sorry, three words will clue you into what I mean here:
"I played EVE."
I don't play it anymore, but their market prices have steadily dropped, with the exception of a major exploit that had wide-ranging effects on the game's economy, over a five-year period. Their secret? List every instance of an item for sale on the market, and show the price.
It's that simple. The prices went down. They still go down. I can't think of any reason they'd not go down, barring development-related catastrophes. -
Good sir, that's exactly...I mean -exactly- my point. It's unnecessarily cumbersome and favors the seller in a counter-intuitive way. This seems to only have been done to avoid Inf transfers via the market.
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I just hate trying to build up my nest egg and seeing profit going *poof* because the game needs a money sink
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I'm sure you'd hate to see people Posting items for sale at Insane High Prices and nickel and diming their way down to the high bidder's price. Or maybe you wouldn't hate it - but it would still make bidders bid higher, effectively causing the seller to set the price, which they want to avoid.
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It appears to me that they want the seller to set the price. After all, you list items for a price. They just don't want the buyer to see that price. Thereby, making the buyer pay whatever he thinks is "reasonable" for the item, even if it VASTLY exceeds the list price.
The system is unnecessarily cumbersome. It's frought with glitches which are difficult to reproduce (and therefore difficult to fix) and worse, it turns Heroes and Villains alike into super-powered used car dealers.
Batman: "Hey Supes, how much for that nifty Kryptonian Genome?"
Superman: "I'm thinking of a number between 10 and 10k..."
Batman: "Just tell me what you want for it..."
Superman: "Naw, I could maybe make more money this way."
So we're stuck with listing fees so that sellers can maybe make more money than they wanted per-item. Incidentally, this also reinforced Jack's old idea of not allowing easy Inf transfers. Unfortunately for the devs (if it was in fact a design consideration), the players still found a way. -
I hate them too. I hate the entire premise of the market's functionality (blind consignment wtf?) though. But that's another story.
What I'm really here for is to say, "Nice Avatar, Amrat." -
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stop tossing terms like "Stupid" around like you do. It has no impact on me,
[/ QUOTE ] You say that, yet you continue to harp on that one word.
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I've been following it. The sum of all the posts in this thread (even when weighting the genuinely intelligent and on-topic posts appropriately) is stupid.
I know, let's argue about Oprah! Or let's argue about Howard Stern! No, wait, let's harp on each other about how much Carlos Mencia earns a year!
Pie is more successful at staying on-topic than most of the posters in this thread. Pie, people...
Ridiculous. -
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I think enough people complain about it that I don't really see the profit in continuing to argue with them over it.
And anyway, come on. How realistic is not being able to walk slower?
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When the game was made it was made binary. You move forward at X speed or you don't move. You can adjust your speed by turning on/off powers or getting buffs, but you can't have your cake and eat it too with the current system.
Not saying I agree with it - its just the way that it is.
I think there is a group of people out there that would want a "Walk" toggle 10x more than a speed cap slider.
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Welcome to the Suggestions and Ideas forum. Here, we talk about how the game is now, and ways we'd like to change it. Seriously, we know how it was when it was made. That's why there's a suggestion here to change it.
Your post doesn't address the merits (or drawbacks) of the suggestion. It just sort of wallows in its own air of assumed helplessness.
A walk toggle, to be quite frank, would fall under a different suggestion. -
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The magnitude of Speed Boost's speed enhancement is not only a benefit, it's also a balancing factor for the other benefits of Speed Boost.
So they're not likely to add something that would allow you to reduce the 'downside' while still getting the full Recharge and Recovery boosts.
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Can you show any proof of this, or are you just pulling tidbits from your um...hammer space? Citations for broad, sweeping comments claiming insights into the devs' balance decisions are sometimes helpful.
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/signed. A million times, signed.
I've suggested this before. I've supported this before. I'll always support this. It may not be considered a "problem" by some, but adding the extra option hurts those people no more than the current situation does, so their lack of support falls on deaf ears.
Please, do this SOON TM! -
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But organizing the rewards into "year" pools
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Does nothing but shift the focus of complaints.
We have people whining because they can't have what they want "RITE NAO!1!!11!one1ELEVENTYMILLION1".
Change the reward structure and people will whine because they got what they wanted early and have nothing left but the stuff they didn't want, at which point they start kvetching about how much the vet reward system sucks and needs to be changed and "DEV'S NED 2 MAEK NEW RWRDS RITE NAO!1!!11!one1ELEVENTYMILLION1".
Give it up. The vet reward entitlement horse is dead. The system in place was made to work the way it does for reasons, it's not going to be changed and you're only going to make yourself upset if you pursue it.
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This. There is no way to get around the fact that not every reward in every tier would be appealing to everybody. -
Yes, this has been suggested before. Ad-nauseum, to be frank.
The problem is, if you give people the choice to get exactly what they want right now the "dangling carrot" effect disappears. I'm not implying that people only pay their subscriptions for the vet rewards, but it really is a good motivator to stay subscribed.
If you take that away, you're probably taking away some revenue from PlayNC (or Paragon Studios now, I guess).
The bottom line, for me, has always been this: The people who have been playing the game since its inception for over 60 months now had to wait for every reward they've gotten. Why is it fair to allow people who've paid PlsyNC considerably less money in their gaming career for City of Heroes/City of Villains to suddenly start choosing?
It's not. -
It's intuitively obvious to the most casual reader: You meant that some people don't understand economics. I'm assuming you're referring to the devs, in this case.
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As for rare Recipes, Uniques and Purples and their prices, that's just supply and demand. The demand is high, the supply is low, hence the prices are going to be high. Nothing you can do about that.
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Sure there is. You can not design game mechanics that virtually eliminate the influx of those recipes and the salvage needed to produce them. In essence, the devs have actually quite heavy-handedly changed our economy not once, but at least twice. Arguably, both times were "for the worst." -
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Purples and the PvP recipes are a small volume part of the overall market.
They are the high priced end, and if there is one thing that history does tell us, the 'premium goods' like these will inflate faster than the baseline.
I don't have an issue with this.
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Have a look at Common IO's, then.
You can be as snide as you like, but last time I went shopping there were few of them and they were far between. The prices for what was there were ridiculous. Why? Common and Uncommon Salvage both took supply hits too.
I have an issue with that.
[Edit: Common IO's and Common and Uncommon salvage represent the bulk of the market's volume. Any game design that compromises their production is a serious issue. That's incontrovertible.] -
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but for some reason the dev's think that you would get borred after you get 1 toon to 50 and deck it out. it is this thinking that is actually causing more problems then it is solutions.
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I can't help it. I had to QFT this.
It's almost like Jack still calls the shots... -
But not the drop rates for purples. In fact, I'd say those just took a big hit. As did the drop rates for a lot of common and uncommon salvage.
In other words, while the OP's suggestion may be overboard, the devs' planning for this issue's impact on the market was probably, overall, flawed. -
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Flipping will be nearly impossible, of course...
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Flipping right then will be nearly impossible, of course...
Buying low and waiting to sell high at a more prudent time (a rainy-day economy) will continue as always.
The problem that causes inflation isn't flipping, anyway. It's less good production coupled with more money production.
Imagine if you owned your own money printing press what you would be willing to pay for a snow cone. Anything, that's what, because you could just print more.
Purple and Pool C/D recipes aren't snow cones. They're much shinier and far more long-lasting, too. That makes their demand considerably higher than snow cones (at least for the purposes of this discussion), and farmers can print all the money they want. As can anybody who's ever bought money from an RMT'er.
To fix inflation, simply increase the drop rates.
That's it.