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rockkk52rockkk52 Member Posts: 19 Arc User
I have seen quite a lot of chat in game that criticizes many aspects of the new mod. I recognize that having an unplayable dungeon is not good as well as not being able to finish randoms daily. But I feel like i have to say some of the good experiences i have had in this mod as well as praise the devs for making such a move even if it wasnt executed perfectly from day one. MY friends and i toiled through a long elol that lasted about 30 mins. It was quite tough. Having to avoid the red as well as the fireballs. Not just face tanking. Clearing that dungeon was about the most fun i have had in the past 4 mods. My friends agree. I applaud making old content challenging again.
Perhaps I am more patient than most, but I don't expect perfection immediately. The changes to content are doable in most cases. 3 of us trio-ed the lonelywood BHE last week for the challenge campaign. Yes the content is slower but the challenge aspect makes it more rewarding in a sense of achievement. For those who seek fast dungeons and hate grind what i have said probably seems silly. But i play rpgs for the grind, the toughness, the achievement. If it is easy then its not worth doing.
I also think upping the ad zax is a good move. It stops ppl from easily flipping zen store purchases which makes content all the more important for making ad. It also makes it more worthwhile to buy zen and sell on the zax which should help the exchange stay far from the 35 mil range it used to be in. I eagerly await the new dungeon and the challenges it will bring.
All in all ty for the changes. Its a whole new game for me. One i think ill like much better.
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Comments

  • pitshadepitshade Member Posts: 5,665 Arc User
    Raising the ZAX makes it more profitable to flip items, not less.
    "We have always been at war with Dread Vault" ~ Little Brother
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  • krumple01krumple01 Member Posts: 755 Arc User
    rockkk52 said:

    I have seen quite a lot of chat in game that criticizes many aspects of the new mod. I recognize that having an unplayable dungeon is not good as well as not being able to finish randoms daily. But I feel like i have to say some of the good experiences i have had in this mod as well as praise the devs for making such a move even if it wasnt executed perfectly from day one. MY friends and i toiled through a long elol that lasted about 30 mins. It was quite tough. Having to avoid the red as well as the fireballs. Not just face tanking. Clearing that dungeon was about the most fun i have had in the past 4 mods. My friends agree. I applaud making old content challenging again.
    Perhaps I am more patient than most, but I don't expect perfection immediately. The changes to content are doable in most cases. 3 of us trio-ed the lonelywood BHE last week for the challenge campaign. Yes the content is slower but the challenge aspect makes it more rewarding in a sense of achievement. For those who seek fast dungeons and hate grind what i have said probably seems silly. But i play rpgs for the grind, the toughness, the achievement. If it is easy then its not worth doing.
    I also think upping the ad zax is a good move. It stops ppl from easily flipping zen store purchases which makes content all the more important for making ad. It also makes it more worthwhile to buy zen and sell on the zax which should help the exchange stay far from the 35 mil range it used to be in. I eagerly await the new dungeon and the challenges it will bring.
    All in all ty for the changes. Its a whole new game for me. One i think ill like much better.

    Some of that chat is just frustration coming out because players want the game to be good and fun but they are frustrated because of so many broken things.

    Your experience in LoL is great but if you ran Tong your experience might be far more negative. The second boss fight is so rough that it becomes clearly obvious that its not even a challenge but impossibly difficult.

    The mechanic where the boss grabs you in a illusionary hand that requires another party member to break you out or you die, caught me 3 times within 20 seconds. As soon as I was broken free, I was immediately grabbed again. All this time spent on trying to break me out means no damage going to the boss and also since I play cleric, all that time spent caught in a spammed boss attack means no one is getting healed while the red dots are spammed all over the place. It is as if they sped up the boss's attack rotations and drastically shortened its time frame. It is ridiculous.

    I don't mind at all about difficulty but if there is NO pay off for all the challenge, no one will run the dungeon.

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  • krumple01krumple01 Member Posts: 755 Arc User
    adinosii said:

    Raising the limit is the economics equivalence of attempting to combat hidden inflation by devaluing the currency, but it only has the effect of creating real inflation instead. There are ways to solve the issues, but this is not one of them.

    Ad exchanged for Zen does not destroy the AD but the Zen is destroyed if it is used in the store.

    The fact is, every day the total sum pool of AD grows with very little of it being destroyed. This doesn't happen in a real economy. There is a "static" amount of currency in circulation.

    Ad is being devalued because the game lacks meaningful sinks that will destroy and preserve AD value.

    The value of AD has dropped. Zen is WORTH more than 500 ad per 1 zen and I have done the math, it is more likely around 1500 ad per 1 zen.

    Increasing this cap in NO WAY causes inflation because the AD is only moving around not being created.

    Each day the game technically introduces 100k new ad into the game per player and very very very little of it is being destroyed. Sure there is a 10% tax on the AH and there are a few ways players might destroy AD by companion upgrades and what not. Maybe even buying HAMSTER off the Bazaar or making constant transmuting.

    This alone has caused AD to drop in value making zen worth more. The cap needs to raise even more than 750.

  • highlyunstablehighlyunstable Member, NW M9 Playtest Posts: 343 Arc User
    rockkk52 said:

    I have seen quite a lot of chat in game that criticizes many aspects of the new mod. I recognize that having an unplayable dungeon is not good as well as not being able to finish randoms daily. But I feel like i have to say some of the good experiences i have had in this mod as well as praise the devs for making such a move even if it wasnt executed perfectly from day one. MY friends and i toiled through a long elol that lasted about 30 mins. It was quite tough. Having to avoid the red as well as the fireballs. Not just face tanking. Clearing that dungeon was about the most fun i have had in the past 4 mods. My friends agree. I applaud making old content challenging again.
    Perhaps I am more patient than most, but I don't expect perfection immediately. The changes to content are doable in most cases. 3 of us trio-ed the lonelywood BHE last week for the challenge campaign. Yes the content is slower but the challenge aspect makes it more rewarding in a sense of achievement. For those who seek fast dungeons and hate grind what i have said probably seems silly. But i play rpgs for the grind, the toughness, the achievement. If it is easy then its not worth doing.
    I also think upping the ad zax is a good move. It stops ppl from easily flipping zen store purchases which makes content all the more important for making ad. It also makes it more worthwhile to buy zen and sell on the zax which should help the exchange stay far from the 35 mil range it used to be in. I eagerly await the new dungeon and the challenges it will bring.
    All in all ty for the changes. Its a whole new game for me. One i think ill like much better.

    All you had to do to make it "challenging" again is:
    1. change gear to lower IL
    2. Remove some Enchants and replace with rank 7's
    3. Remove most Mount insignias
    4. disable Pets
    5. Enter LOL, eCC, ToS, TONG, etc. etc.

    Problem solved!!

    As someone with toons that never got above 12K IL, TRUST me, the "OLD CONTENT" was very hard AND challenging........ and I have been playing since MOD 1. Mod 16 is now, for me and a LOT of others... IMPOSSIBLE.
    Maybe this time, you should not get any new gear, do not level up any artifacts, keep your enchants to Level 7's, keep your mount insignias to Greens only and keep your character at IL of 12k -13K forever... and you will ALWAYS have a challenging time. Guaranteed
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    krumple01 said:

    The cap needs to raise even more than 750.

    No. In fact, raising it at all was a mistake. It is basically a misguided attempt to fix a problem by attacking the symptoms, not by fixing the underlying issue.

    All the raise to 750 has done is to increase the inflation, and push the "real" value of Zen to 850-1050 AD. There are ways to really fix the problems, but raising the cap is not one of them.

    Personally I would have attacked the underlying problems in two ways.

    First by making AD more valuable and get more of it out of circulation. This could be done by adding more worthwhile items in the Bazaar or by making more bound item drops unbound - give people a reason to farm gear and sell it - the 10% AH cut is an effective AD sink.

    Second, it is necessary to cut the Zen->items->AH->ZAX->Zen loop, by making it less profitable to flip items. This could for example be done by making Zen obtained through the exchange somehow less valuable than Zen bought with real $$$, One suggestion was to make items bought with "converted" zen BtA, but items bought with "bought" Zen would be unbound.

    Changes like that would encourage people to spend real money and convert Zen to AD directly, which would, allowi F2P players to get Zen for their own needs - they would just not be able to profit as much off others as those who spend real cash.
    Hoping for improvements...
  • artifleurartifleur Member Posts: 642 Arc User
    Or simply make all zen-shop items bound to account on pickup.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited May 2019
    artifleur said:

    Or simply make all zen-shop items bound to account on pickup.

    Then you would have less incentive to actually buy Zen for $$$. This is a business, and they have to get some income.

    The fact that they are selling a lot of sub-par items that nobody wants to buy, while not offering people assorted items many would be willing to pay for tells us they might not be very smart businessmen, though.

    I mean, I would be willing to pay for something like:

    "Bigger belt" - adds one "potion" slot for consumables
    "Unbinder" - makes one BtC mount or companion BtA(BtC on equip)
    "More bags" - adds one more bag slot

    but no. Right now there is really nothing in the Zen store I need or want - I have 400 days of VIP remaining, piles of wards and all the companions and mounts I want. It's almost as if they don't want my money.
    Hoping for improvements...
  • artifleurartifleur Member Posts: 642 Arc User
    Why would there be less incentive to buy zen for real money?

    They would still be able to buy items from the zen shop for themselves or trade their zen for AD through the ZAX.

    The problem lies in the fact that buying an item on the zen-shop and selling it on the AH yields more AD than trading that same amount of zen directly on the ZAX. Remove this option and the problem is solved.

    People will still be able to trade their zen for an item they want on the zen-shop or for AD through the ZAX.

    But people with lots of AD won't be able to do the AD->zen->shop->AH->AD circle anymore so the ZAX won't be quite as congested as it is now.

    Of course I would also add more AD sinks and better items on the zen-shop but these are different problems.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    artifleur said:

    Why would there be less incentive to buy zen for real money?

    I may not have been clear, sorry ... English is not my primary language, What I mean is that from a business perspective, it is good to have some incentives to spending money, compared to obtaining Zen through trading. Basically, if you spend $$$, you get unbound items that you can sell (and get more AD than if you convert directly), which is the "additional incentive", but you cannot convert that AD back into Zen and repeat the process (thus cutting the loop which is the real issue). This approach would also ensure a steady if smaller) supply of zen store items on the AH.
    Hoping for improvements...
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  • strixblitz64#0785 strixblitz64 Member Posts: 17 Arc User
    edited May 2019
    > @"iamsmokingone#2455" said:

    > i've made this same comment before.....they didn't add any new mechanics, they just sped up all the enemies, nerfed everything and removed all our buffs, which does make the game more challenging, but not in a fun way
    >
    > from the limited amount of dungeons i've ran this increased attack and movement speed is across the board, the only dungeon i didn't experience it in was MSP

    there is one boss in blacklake that i see many people having trouble with because he is to fast (cant remember his name) but he basicly spams the barbie's spinning daily power and this is a level 10 -15 area.

    I think most of the bosses were never designed to be sped up or adjusted so drasticly Really they should have just released mod 16 as NW2 and left this game in maintenance mode.

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  • krumple01krumple01 Member Posts: 755 Arc User
    adinosii said:

    All the raise to 750 has done is to increase the inflation

    No! Another person who doesn't understand anything about economics.

    It cant cause inflation because all that is happening is AD is moving from one player and going to another player. NO new currency is being input into the total pool of AD in the game. Why is economics so difficult for so many people?

    The thing that causes inflation is each day the potential growth of AD into the game is 100k x active player base. Now not every player will get their refinement cap. But lets assume its 20% of the player base that gets their 100k every day.

    If you have 5000 active players and 20% of them are getting their 100k ad each day. That is 100 million new ad into the game each day. So the next day another 100 million new ad into the game. Every day the growth rate at this % is another new 100 million ad.

    There are no reasonable AD sinks in the game so that AD is being stock piled or dumped onto the ZAX.

    Lets use a really basic example here since you have a hard time understanding what inflation is.

    I'll use 3 players. Lets say there are ONLY 3 players in the game (yes i know that is silly) but I got to keep this simple so you get it.

    Day 1: the total potential of spendable AD in the game is 300k ad. (Because 3 players can refine 100k each)
    Day 2: the total potential of spendable AD in the game is 600k ad. (Because 3 players have a pool plus new)
    Day 3: the total potential of spendable AD in the game is 900k ad.
    Day 4: the total potential of spendable AD in the game is 1.2 million ad.
    Day 5: the total potential of spendable AD in the game is 1.5 million ad.
    ~ so on and on in this case.

    The more active players meeting their daily refinement cap the greater the inflation and devaluing of AD is. Every day AD is losing its value or purchasing power. There are no reasonable or meaningful AD sinks in the game. So all players end up doing is trading it back and forth through the Auction House which does have a very minor sales tax.

    Now that is the potential, what is the realistic number? Since any of those 3 players might not play every day. Or they might not play long enough to get their daily refinement rough ad cap met.

    Now lets discuss Zen in this situation above with the same 3 players.

    Player 1 purchases ZEN with cash and posts it on the ZAX
    Player 2 posts a bid on the ZAX for zen in trade for their AD.

    All that is happening is the AD available to player 2 is being transferred to player 1. NO NEW AD IS BEING CREATED by this process.

    Player 2 still had the potential to spend their stock pile of AD but instead they traded it to player 1.

    If you think that the ZAX causes inflation then you need to do your homework on what inflation is.

    Inflation is caused by the increase in the sum total of available currency in circulation. Because more of the currency available causes the purchasing power of the currency to drop. This is why ZEN is worth more than 750 ad per 1 zen. I have calculated it to be around 1500 ad per 1 zen. Give or take a 100 ad.




  • wintersmokewintersmoke Member Posts: 1,641 Arc User
    krumple01 said:

    adinosii said:

    Raising the limit is the economics equivalence of attempting to combat hidden inflation by devaluing the currency, but it only has the effect of creating real inflation instead. There are ways to solve the issues, but this is not one of them.

    Ad exchanged for Zen does not destroy the AD but the Zen is destroyed if it is used in the store.

    The fact is, every day the total sum pool of AD grows with very little of it being destroyed. This doesn't happen in a real economy. There is a "static" amount of currency in circulation.

    Ad is being devalued because the game lacks meaningful sinks that will destroy and preserve AD value.

    The value of AD has dropped. Zen is WORTH more than 500 ad per 1 zen and I have done the math, it is more likely around 1500 ad per 1 zen.

    Increasing this cap in NO WAY causes inflation because the AD is only moving around not being created.

    Each day the game technically introduces 100k new ad into the game per player and very very very little of it is being destroyed. Sure there is a 10% tax on the AH and there are a few ways players might destroy AD by companion upgrades and what not. Maybe even buying HAMSTER off the Bazaar or making constant transmuting.

    This alone has caused AD to drop in value making zen worth more. The cap needs to raise even more than 750.

    Show your work...
  • wintersmokewintersmoke Member Posts: 1,641 Arc User
    edited May 2019

    I don't use the zax. They can raise it or lower it all they want. Only when players with zen (leftovers) get AD for their zen will the backlog reduce. Good luck with doing anything else.

    The only real solution (repeating myself a dozen times here) remove AD from the Auction House and use gold as Star Trek and Champions do. Better yet, remove the Zax altogether and see how many play the game or just convert AD to zen all day for profit.

    Raise the cap and the backlog slowly floats to the surface... like that thing in the toilet bowl.

    LOL'd only because, "slowly"...
  • wintersmokewintersmoke Member Posts: 1,641 Arc User
    krumple01 said:

    adinosii said:

    All the raise to 750 has done is to increase the inflation

    No! Another person who doesn't understand anything about economics.

    It cant cause inflation because all that is happening is AD is moving from one player and going to another player. NO new currency is being input into the total pool of AD in the game. Why is economics so difficult for so many people?

    The thing that causes inflation is each day the potential growth of AD into the game is 100k x active player base. Now not every player will get their refinement cap. But lets assume its 20% of the player base that gets their 100k every day.

    If you have 5000 active players and 20% of them are getting their 100k ad each day. That is 100 million new ad into the game each day. So the next day another 100 million new ad into the game. Every day the growth rate at this % is another new 100 million ad.

    There are no reasonable AD sinks in the game so that AD is being stock piled or dumped onto the ZAX.

    Lets use a really basic example here since you have a hard time understanding what inflation is.

    I'll use 3 players. Lets say there are ONLY 3 players in the game (yes i know that is silly) but I got to keep this simple so you get it.

    Day 1: the total potential of spendable AD in the game is 300k ad. (Because 3 players can refine 100k each)
    Day 2: the total potential of spendable AD in the game is 600k ad. (Because 3 players have a pool plus new)
    Day 3: the total potential of spendable AD in the game is 900k ad.
    Day 4: the total potential of spendable AD in the game is 1.2 million ad.
    Day 5: the total potential of spendable AD in the game is 1.5 million ad.
    ~ so on and on in this case.

    The more active players meeting their daily refinement cap the greater the inflation and devaluing of AD is. Every day AD is losing its value or purchasing power. There are no reasonable or meaningful AD sinks in the game. So all players end up doing is trading it back and forth through the Auction House which does have a very minor sales tax.

    Now that is the potential, what is the realistic number? Since any of those 3 players might not play every day. Or they might not play long enough to get their daily refinement rough ad cap met.

    Now lets discuss Zen in this situation above with the same 3 players.

    Player 1 purchases ZEN with cash and posts it on the ZAX
    Player 2 posts a bid on the ZAX for zen in trade for their AD.

    All that is happening is the AD available to player 2 is being transferred to player 1. NO NEW AD IS BEING CREATED by this process.

    Player 2 still had the potential to spend their stock pile of AD but instead they traded it to player 1.

    If you think that the ZAX causes inflation then you need to do your homework on what inflation is.

    Inflation is caused by the increase in the sum total of available currency in circulation. Because more of the currency available causes the purchasing power of the currency to drop. This is why ZEN is worth more than 750 ad per 1 zen. I have calculated it to be around 1500 ad per 1 zen. Give or take a 100 ad.




    1) First, you say that someone else doesn't understand economics...
    2) Then, you say that no new AD is being added to the game...
    3) Then, my keyboard becomes a coffee storage device

    Not cool, dude.
  • sandukutupusandukutupu Member Posts: 2,285 Arc User
    edited May 2019
    @krumple01 I do understand inflation, I happen to live in the USA. :smile: Here is your economics lesson for the day.

    Inflation is a sustained increase in the general price level of goods and services in an economy over a period of time. Look in the AH and you will see a huge change in prices already. For example; last month I could purchase rare Greater Stone of Health for 20K and the last I checked 100K AD that is quite the jump in price. It is not just this item either, I hate to brag but all my banks are making me AD rich at the moment. It has turned into a sellers market!

    Inflation reflects a reduction in the purchasing power per unit of money -- a loss of real value in the medium of exchange and unit of account within the economy. Meaning inflation in the US was awful back when I was a little girl. The US dollar was only worth 35 cents in the world market. Last month Zen = $ 0.01 per unit and the same this month and AD was 1 five hundredth of a Zen or $ 0.00002. This month the same AD is now worth $ 0.000013 in the game's global market. One needs more AD for their goods sold to make the difference of the deflated currency, so now inflation occurs, player charge more.

    The Hellfire mount and current items in the loot box, will drop in price, but this normal, due to supply and demand. But don't expect to see it drop like the Carpet of Flying, Dusk Unicorn, Deep Crow, Mist, and other epic mounts that sold at 130K back when I banked a ton of those puppies! Since the Hellfire isn't much more than a skin mount, I am hoping it does well, as I don't plan on buying much in this new economy.

    There is a serious psychological factor inflation has on the players. Uncertainty about future of inflation can discourage investment. If inflation is rapid enough, shortages of items as players start hoarding out of concern, that prices will increase in the near future. Items could disappear from the Auction House as players don't buy items in the zen store. At the moment some players have a long term investment of VIP and opening loot boxes keeps the items available. However many of my friends, with months of VIP remaining, say they already beat this module and log on just to pick up their daily key. Only one week into the module and I am asking strangers for help on quests again!

    As others have said, "There is nothing in the zen store I want.". I haven't done VIP in well over a year, there is nothing in the zen store someone with cash will flip for a profit. My buddy in the game, got that Tutor companion long ago with AD. People bought the pack he came in, sold the companion for AD and kept the other items. Eventually everything comes to the Auction House. This is why they now sell BoA items in Module 16, but no one wants something you can't flip for profit.

    Here ends the lesson.
    wb-cenders.gif
  • krumple01krumple01 Member Posts: 755 Arc User

    krumple01 said:

    adinosii said:

    All the raise to 750 has done is to increase the inflation

    No! Another person who doesn't understand anything about economics.

    It cant cause inflation because all that is happening is AD is moving from one player and going to another player. NO new currency is being input into the total pool of AD in the game. Why is economics so difficult for so many people?

    The thing that causes inflation is each day the potential growth of AD into the game is 100k x active player base. Now not every player will get their refinement cap. But lets assume its 20% of the player base that gets their 100k every day.

    If you have 5000 active players and 20% of them are getting their 100k ad each day. That is 100 million new ad into the game each day. So the next day another 100 million new ad into the game. Every day the growth rate at this % is another new 100 million ad.

    There are no reasonable AD sinks in the game so that AD is being stock piled or dumped onto the ZAX.

    Lets use a really basic example here since you have a hard time understanding what inflation is.

    I'll use 3 players. Lets say there are ONLY 3 players in the game (yes i know that is silly) but I got to keep this simple so you get it.

    Day 1: the total potential of spendable AD in the game is 300k ad. (Because 3 players can refine 100k each)
    Day 2: the total potential of spendable AD in the game is 600k ad. (Because 3 players have a pool plus new)
    Day 3: the total potential of spendable AD in the game is 900k ad.
    Day 4: the total potential of spendable AD in the game is 1.2 million ad.
    Day 5: the total potential of spendable AD in the game is 1.5 million ad.
    ~ so on and on in this case.

    The more active players meeting their daily refinement cap the greater the inflation and devaluing of AD is. Every day AD is losing its value or purchasing power. There are no reasonable or meaningful AD sinks in the game. So all players end up doing is trading it back and forth through the Auction House which does have a very minor sales tax.

    Now that is the potential, what is the realistic number? Since any of those 3 players might not play every day. Or they might not play long enough to get their daily refinement rough ad cap met.

    Now lets discuss Zen in this situation above with the same 3 players.

    Player 1 purchases ZEN with cash and posts it on the ZAX
    Player 2 posts a bid on the ZAX for zen in trade for their AD.

    All that is happening is the AD available to player 2 is being transferred to player 1. NO NEW AD IS BEING CREATED by this process.

    Player 2 still had the potential to spend their stock pile of AD but instead they traded it to player 1.

    If you think that the ZAX causes inflation then you need to do your homework on what inflation is.

    Inflation is caused by the increase in the sum total of available currency in circulation. Because more of the currency available causes the purchasing power of the currency to drop. This is why ZEN is worth more than 750 ad per 1 zen. I have calculated it to be around 1500 ad per 1 zen. Give or take a 100 ad.




    1) First, you say that someone else doesn't understand economics...
    2) Then, you say that no new AD is being added to the game...
    3) Then, my keyboard becomes a coffee storage device

    Not cool, dude.
    When the ZAX is used no ad is being created. This is true. Its only being transferred between players.



  • krumple01krumple01 Member Posts: 755 Arc User

    @krumple01 I do understand inflation, I happen to live in the USA. :smile: Here is your economics lesson for the day.

    Inflation is a sustained increase in the general price level of goods and services in an economy over a period of time. Look in the AH and you will see a huge change in prices already. For example; last month I could purchase rare Greater Stone of Health for 20K and the last I checked 100K AD that is quite the jump in price. It is not just this item either, I hate to brag but all my banks are making me AD rich at the moment. It has turned into a sellers market!

    Inflation reflects a reduction in the purchasing power per unit of money -- a loss of real value in the medium of exchange and unit of account within the economy. Meaning inflation in the US was awful back when I was a little girl. The US dollar was only worth 35 cents in the world market. Last month Zen = $ 0.01 per unit and the same this month and AD was 1 five hundredth of a Zen or $ 0.00002. This month the same AD is now worth $ 0.000013 in the game's global market. One needs more AD for their goods sold to make the difference of the deflated currency, so now inflation occurs, player charge more.

    The Hellfire mount and current items in the loot box, will drop in price, but this normal, due to supply and demand. But don't expect to see it drop like the Carpet of Flying, Dusk Unicorn, Deep Crow, Mist, and other epic mounts that sold at 130K back when I banked a ton of those puppies! Since the Hellfire isn't much more than a skin mount, I am hoping it does well, as I don't plan on buying much in this new economy.

    There is a serious psychological factor inflation has on the players. Uncertainty about future of inflation can discourage investment. If inflation is rapid enough, shortages of items as players start hoarding out of concern, that prices will increase in the near future. Items could disappear from the Auction House as players don't buy items in the zen store. At the moment some players have a long term investment of VIP and opening loot boxes keeps the items available. However many of my friends, with months of VIP remaining, say they already beat this module and log on just to pick up their daily key. Only one week into the module and I am asking strangers for help on quests again!

    As others have said, "There is nothing in the zen store I want.". I haven't done VIP in well over a year, there is nothing in the zen store someone with cash will flip for a profit. My buddy in the game, got that Tutor companion long ago with AD. People bought the pack he came in, sold the companion for AD and kept the other items. Eventually everything comes to the Auction House. This is why they now sell BoA items in Module 16, but no one wants something you can't flip for profit.

    Here ends the lesson.

    All of this you stated is a symptom of AD flooding into the game. The more AD added being created via players running content that awards AD is "creating" new ad into circulation that didn't exist piror. The only road block for this is the account cap of a daily refinement amount set to 100k per account.

    As more AD floods into the game with little to no sinks players are aware that there is more "available" AD in the game so they charge more for items on the AH because they want their hands on it. Inflation is directly linked to the total pool of available currency. The easier it is to obtain currency is the cause behind inflation.

    You guys keep talking about the symptoms not the cause. But you think you are talking about the cause. You make the same mistake that the US government tries to push because they are attempting to misinform the public so they can lie about inflation rates.

    Quantitative Easing its called when the government goes to banks and changes the amount of currency in circulation. In the past they use to be required to print new dollar bills and even at one point the USD was backed by gold. The ONLY way they could print new dollar bills was if they had the gold to back it with.

    Since the Dollar was removed off the gold standard backing, the US government began printing new bills with reckless abandonment which devalued the dollar. They do this because increasing the total amount of dollars in circulation is actually a tax on the public as a whole since after printing they control the distribution of the new currency being added into the economy.

    The reason the prices of goods and services increases is directly linked to the total pool of available currency in circulation. So as this argument stands yes you guys don't understand inflation. You have bought into the US nonsense so they can use another metric to disguise this form of taxation from the public.

  • krumple01krumple01 Member Posts: 755 Arc User

    krumple01 said:

    adinosii said:

    Raising the limit is the economics equivalence of attempting to combat hidden inflation by devaluing the currency, but it only has the effect of creating real inflation instead. There are ways to solve the issues, but this is not one of them.

    Ad exchanged for Zen does not destroy the AD but the Zen is destroyed if it is used in the store.

    The fact is, every day the total sum pool of AD grows with very little of it being destroyed. This doesn't happen in a real economy. There is a "static" amount of currency in circulation.

    Ad is being devalued because the game lacks meaningful sinks that will destroy and preserve AD value.

    The value of AD has dropped. Zen is WORTH more than 500 ad per 1 zen and I have done the math, it is more likely around 1500 ad per 1 zen.

    Increasing this cap in NO WAY causes inflation because the AD is only moving around not being created.

    Each day the game technically introduces 100k new ad into the game per player and very very very little of it is being destroyed. Sure there is a 10% tax on the AH and there are a few ways players might destroy AD by companion upgrades and what not. Maybe even buying HAMSTER off the Bazaar or making constant transmuting.

    This alone has caused AD to drop in value making zen worth more. The cap needs to raise even more than 750.

    Show your work...
    Ive already shown it.

    Lets say there are 5000 active players each day. I don't know the actual number of active players on average. Or this would be easier to calculate so I have to make an assumption here. But lets just say 5000 for argument sake.

    Each account has a daily refinement cap for ad set at 100k. This is the active potential of AD being ADDed to the game. It's being created when a player completes content that awards them with AD.

    Lets just say for argument that all 5000 players meet their daily cap each day.

    5000 x 100k = 500m ad being added into the game each day. However I know this is an unrealistic number because not every player is able to meet their 100k cap each day. Some players don't play every day. Others aren't able to meet it because of difficulty, not sure how, ect, ect.

    I can assume that probably its 20% of the active player base meets their 100k cap each day. Perhaps you might think 20% is too high, so lets reduce it to 10% which is 500 players out of 5000 meet their daily cap each day.

    500 x 100k = 50,000,000 ad being added into the game economy every day.

    So if you were to start today counting this..

    day 1: 50m ad in the game.
    day 2: 100m ad in the game.
    day 3: 150m ad in the game.
    day 4: 200m ad in the game.
    day 5: 250m ad in the game.

    You can see this stacking amount of available AD being pumped into the game at 10% rate of cap. It doesn't even factor in those players who "almost" meet their daily refinement cap or players who make half or a quarter of their cap. Just 10% of 5000 active players.

    If the active number of players is higher than 5000 this number above gets worse.



  • wintersmokewintersmoke Member Posts: 1,641 Arc User
    krumple01 said:

    krumple01 said:

    adinosii said:

    Raising the limit is the economics equivalence of attempting to combat hidden inflation by devaluing the currency, but it only has the effect of creating real inflation instead. There are ways to solve the issues, but this is not one of them.

    Ad exchanged for Zen does not destroy the AD but the Zen is destroyed if it is used in the store.

    The fact is, every day the total sum pool of AD grows with very little of it being destroyed. This doesn't happen in a real economy. There is a "static" amount of currency in circulation.

    Ad is being devalued because the game lacks meaningful sinks that will destroy and preserve AD value.

    The value of AD has dropped. Zen is WORTH more than 500 ad per 1 zen and I have done the math, it is more likely around 1500 ad per 1 zen.

    Increasing this cap in NO WAY causes inflation because the AD is only moving around not being created.

    Each day the game technically introduces 100k new ad into the game per player and very very very little of it is being destroyed. Sure there is a 10% tax on the AH and there are a few ways players might destroy AD by companion upgrades and what not. Maybe even buying HAMSTER off the Bazaar or making constant transmuting.

    This alone has caused AD to drop in value making zen worth more. The cap needs to raise even more than 750.

    Show your work...
    Ive already shown it.

    Lets say there are 5000 active players each day. I don't know the actual number of active players on average. Or this would be easier to calculate so I have to make an assumption here. But lets just say 5000 for argument sake.

    Each account has a daily refinement cap for ad set at 100k. This is the active potential of AD being ADDed to the game. It's being created when a player completes content that awards them with AD.

    Lets just say for argument that all 5000 players meet their daily cap each day.

    5000 x 100k = 500m ad being added into the game each day. However I know this is an unrealistic number because not every player is able to meet their 100k cap each day. Some players don't play every day. Others aren't able to meet it because of difficulty, not sure how, ect, ect.

    I can assume that probably its 20% of the active player base meets their 100k cap each day. Perhaps you might think 20% is too high, so lets reduce it to 10% which is 500 players out of 5000 meet their daily cap each day.

    500 x 100k = 50,000,000 ad being added into the game economy every day.

    So if you were to start today counting this..

    day 1: 50m ad in the game.
    day 2: 100m ad in the game.
    day 3: 150m ad in the game.
    day 4: 200m ad in the game.
    day 5: 250m ad in the game.

    You can see this stacking amount of available AD being pumped into the game at 10% rate of cap. It doesn't even factor in those players who "almost" meet their daily refinement cap or players who make half or a quarter of their cap. Just 10% of 5000 active players.

    If the active number of players is higher than 5000 this number above gets worse.



    That's great. But when is said show your work, I meant show your proofs that Zen is worth more than 500 AD.
  • sandukutupusandukutupu Member Posts: 2,285 Arc User
    I have to ask everyone here, why even have this a "competitive market"? Why not just state a flat rate? It would be the same thing, because you know with the cap at 750, not one player will bother selling you zen for 500 or 740 for that matter. For example; 1 zen = 1¢ = 750 AD.

    I tend to believe the AD is worth more than zen, but that is just me. I use AD to purchase items from the Auction House here on NW. I also play on Champions Online with gold (global currency) and I can get a loot box key for 100 gold. I have also purchased some great vehicles on that game. With my AD (questionite) I get snazzy new powers and gear I even purchased the Penthouse and currently saving up for that Moonbase. Hard to believe the same company made both games.

    wb-cenders.gif
  • krumple01krumple01 Member Posts: 755 Arc User

    I have to ask everyone here, why even have this a "competitive market"? Why not just state a flat rate? It would be the same thing, because you know with the cap at 750, not one player will bother selling you zen for 500 or 740 for that matter. For example; 1 zen = 1¢ = 750 AD.

    No offense at all for any response to you and especially when I say, see this is why you don't understand the system. Now you are suggesting a static price fix on ZEN. That is a TERRIBLE idea.

    When the ZAX is healthy it can free float its trade. Tell you wbat, you go onto twitch and you look at the console streamers and you look at the XBox ZAX and see that it is trading at a healthy rate. Even though it's cap is also 750 zen is actually trading for less than 750.

    There have been times in the past on PC where Zen would trade actively below the cap. So to sound like the same repeating record its due to the fact that AD's value has plummeted due to no reasonable AD sinks in the game. So more and more AD is pumped into the economy every day and being traded around through the AH. Very very little is being destroyed (traded to NPCs).

  • sandukutupusandukutupu Member Posts: 2,285 Arc User
    Okay then @krumple01 explain to me the reason behind our "trade house" in Neverwinter being the only one using the AD? Star Trek and Champions are linked to the gold standard. I can only get the gold from actual game play, when something I killed drops it.
    • My first and foremost suggestion, is to remove AD from the AH and set it up to using gold as the other 2 games do.
    • My secondary suggestion would be to make an AD market items can be purchased only, not resold in the AH.
    • My final suggestion to do away with any Zax issues, is to shut it down as it only leads to pointless debate. If I need Zen, I will buy it.
    There you go, pick one.
    wb-cenders.gif
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited May 2019


    My first and foremost suggestion, is to remove AD from the AH and set it up to using gold as the other 2 games do.
    That would actually have been a good thing, IF it had been done that way originally. Switching now would be a very complex operation, and quite frankly probably way beyond the abilities of the current development team, sorry.

    I was wondering if one of the smartest things to do right now wouldn't be to make more gear unbound and sellable on the AH. That would lead to more AH activity, which in turn would remove more AD from the game, because of the 10% AH cut (and the posting fees, for those who don't have VIP).

    I used to love it in the early days of the game when I ran a dungeon and got a really valuable piece of armor I could sell for a nice chunk of AD. But, the days of offering a worthwhile reward/effort ratio for actually playing seem to be past.
    Post edited by adinosii on
    Hoping for improvements...
  • pitshadepitshade Member Posts: 5,665 Arc User
    I can't get behind any idea that relies on unsecured bears roaming around the auction house. ;)
    "We have always been at war with Dread Vault" ~ Little Brother
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