In the Auction House, The cost of purchases are given as X amount of G, N, and L. What are these and how are they acquired? Coming here from sister game STO, I thought purchases would simply require questionite, the CO equivalent of STO credits.
questionite is more the equal to dilithium. G is the global currency. N is the national currency. L is local. They are awarded by doing missions. The G N L currency is most like energy credits in STO.
Formerly known as NewAgeKnight in the Forums of old.
Nothing complicated about the in-game money (globals, nationals, locals) currency. As above, 1 G = 10,000 L. Basic math.
You earn this money by doing practically anything in-game. As you acquire items that have a monetary value, you decide whether to:
-keep it and use it
-post it for sale in the Auction House (a misnomer as no one bids on the item)
-sell it to a vendor who buys things at their base value (Karneeki is the usual vendor, found to the right of the big cog of the Powerhouse entrance in Renaissance Center of Millennium City).
Pretty simple.
.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=- "Okay, you're DEAD, what do you do NEXT?"
Tiers or variety of currency is literally designed to prevent exploitation of a single method to obtain all things which would destabilize the entire game economy. Once upon a time, in the long ago, there was only G, N, L. People would find an exploit in the game, farm the living shiitake mushrooms out of it and acquire all the goodies, then they would stuff the auction house with various items and control the whole economy. "Gold sellers" would come along, having bought a bunch of discount game cards purchased through stolen credit cards, and dump G into the economy.
G,N,L are there for base reward, pull up the mobs, place in blender, make a smoothie, drink some G,N,L rewards.
Pick up gear drops, recycle into G,N,L, maybe put it on the game wide yard sale auction house for a few G more.
Pick up costume drops, use, lose, or sell as G,N,L investment.
Pick up the occasional odd device, sell directly to resource officer or for an extra credit or two in auction house.
Recognition came along to reward players for mashing mobs for infinity, else whole zones of content could be forgotten once you've leveled out of them. Now you can poke around the map and wack some randoms for the occasional special coin.
Zen came along to create a bridge between paying real money for instant gratification and staying in the game grinding away for days as a loyal player for the occasional boon.
Then new content like Onslaught came along, and that's grueling so it gets its own specific reward, else why the hell would you play it if you could get the same results through another method?
Then there's events which are very much the same thing every event, so there's a reward for doing it repeatedly despite having done it before time and again.
I agree its complicated, but it keeps a single method from being exploited to the point that it makes all other methods meaningless. Kind of like in the real world, why go out and get a job if you can get a check for staying home being insane and overweight and then get a car/home loan for having no real income? What happened with that in 2008? Economic crash.
So, as I feared, it's overly complicated and a waste of time. Everything should be folded into questionite to smooth the game (no pun intended).
No, STO uses Energy Credits in the Auction House, just like we use Globals(etc) here. Using the Dilithium equivalent for everything is Neverwinter's shtick, and is frankly annoying.
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Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
Heh! Wait till this guy hears about gold and silver character recognition, Onslaught tokens, and all the different event currencies.
Heh. He's familiar with them in concept, though - in STO, they're Gold-Pressed Latinum and Lobi, Reputation Marks which you can grind with various factions (and with your Fleet), and the event currencies (Lohlunat Tokens for the summer, a bewildering variety of decorative tokens for the winter unless they simplified that this year). He's also familiar with the in-game currency, as the only difference between GNL and Energy Credits is that there's no divisions of those, so most things in the Exchange cost thousands or millions of EC.
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
Always confuses me when someone can't figure out basic, decimal currency. One Global is 100 Nationals. 1 Nationals is 100 Locals. The names given to the currency denominations ARE rather weird, but it's still just resources. If you look at the pop up whenever you get a reward, it doesn't give it in Gs, Ns and Ls, but in plain 'resources', which is just the Locals. The game-engine counts in pennies, while we count in $100 bills, effectively.
1 local = 1 cent (just an analogy, not a conversion!)
1 National = 1 dollar
1 Global = 100-dollar bill
If that's too complicated, try how the British used to have their currency before 1969…
Sovereign, or 1 pound sterling = 20 shillings = 240 pennies = 480 half-pennies = 960 farthings (yes, a quarter-penny)
Half-Sovereign = 10 shillings.
1 crown = 1/4 of a pound = 5 shillings = 60 pennies
Double-Florin, or 4 shilling coin = 48 pennies
half-crown = 2.5 shillings = 30 pennies, sometimes called the two-and-six.
Florin, or 2 shilling coin =24 pennies
1 shilling = 12 pennies
Tanner, sixpence, or half-shilling = 6 pennies
Groat, or fourpence (4-penny coin)
thrupenny-bit (3-penny coin)
tuppence (2-penny coin)
Penny (ironically the largest, in diameter, coin)
Ha'penny/Half-penny
Farthing/quarter-penny
And just to really throw EVERYONE for a loop, business and gambling was done in guineas, which were one pound, one shilling.
If that's too complicated, try how the British used to have their currency before 1969…
Sovereign, or 1 pound sterling = 20 shillings = 240 pennies = 480 half-pennies = 960 farthings (yes, a quarter-penny)
Half-Sovereign = 10 shillings.
1 crown = 1/4 of a pound = 5 shillings = 60 pennies
Double-Florin, or 4 shilling coin = 48 pennies
half-crown = 2.5 shillings = 30 pennies, sometimes called the two-and-six.
Florin, or 2 shilling coin =24 pennies
1 shilling = 12 pennies
Tanner, sixpence, or half-shilling = 6 pennies
Groat, or fourpence (4-penny coin)
thrupenny-bit (3-penny coin)
tuppence (2-penny coin)
Penny (ironically the largest, in diameter, coin)
Ha'penny/Half-penny
Farthing/quarter-penny
And just to really throw EVERYONE for a loop, business and gambling was done in guineas, which were one pound, one shilling.
Ah well.... that's to do with medieval currencies being tied into the value of precious metals and taking their system of division from the act of actually subdividing a bar of metal. The terminology is still in use in the metal trading world - 1 Troy Pound = 12 Troy Ounces. 1 Troy Ounce = 240 Pennyweights.
Guineas were originally made of gold (long after most coins had become symbols of their value) and consequently their value was pegged to the value of the metal they contained - this is why they were used as tools of business since they were, of themselves, of material value. If a country or bank became bankrupt their representative currency became worthless, whereas gold did not. However having a floating value coin became rather inconvenient and the value of the coin was fixed at some point in the C18th.
Always confuses me when someone can't figure out basic, decimal currency. One Global is 100 Nationals. 1 Nationals is 100 Locals. The names given to the currency denominations ARE rather weird, but it's still just resources. If you look at the pop up whenever you get a reward, it doesn't give it in Gs, Ns and Ls, but in plain 'resources', which is just the Locals. The game-engine counts in pennies, while we count in $100 bills, effectively.
1 local = 1 cent (just an analogy, not a conversion!)
1 National = 1 dollar
1 Global = 100-dollar bill
The names are not weird, but the concept and execution can be.
The currency is reputation. People are willing to 'give' us things because of our reputations, but every time we 'take' something we lose a little of that reputation that we have built up... "Sure Captain Amazeballs, you need some nanotech healing patches, you got 'em!" but the next time you go back you don't have as much reputation. You ask again and he's more like "I don't know Captain Amazeballs... I do have some adhesive bandages. A small pack" because you only have that much reputation left.
The idea of trading reputation can even be covered, but it is even more abstract. Dr. Awesome stripped Firewing naked after defeating him in the Forum Malvanum and Captain Amazeballs wants those clothes, so he spends some time telling everyone exactly *HOW* awesome Dr. Awesome is, and while it costs him some standing (reputation) in the public eye ("Wow... I used to think Captain Amazeballs was the best, but if *HE* thinks that Dr. Awesome is so cool then Captain Amazeballs must not be so great after all") It does serve to get Firewing's clothes.
Basically hero 'A' gives hero 'B' some of his reputation via the AH as part of a trade. Hero 'A' doesn't actually have to talk up hero 'B', and random normal passing by will not be talking hero 'A' down to put hero 'B' over or otherwise mentioning the two of them in the same sentence, but that is the idea.
Comments
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
You earn this money by doing practically anything in-game. As you acquire items that have a monetary value, you decide whether to:
-keep it and use it
-post it for sale in the Auction House (a misnomer as no one bids on the item)
-sell it to a vendor who buys things at their base value (Karneeki is the usual vendor, found to the right of the big cog of the Powerhouse entrance in Renaissance Center of Millennium City).
Pretty simple.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
G,N,L are there for base reward, pull up the mobs, place in blender, make a smoothie, drink some G,N,L rewards.
Pick up gear drops, recycle into G,N,L, maybe put it on the game wide yard sale auction house for a few G more.
Pick up costume drops, use, lose, or sell as G,N,L investment.
Pick up the occasional odd device, sell directly to resource officer or for an extra credit or two in auction house.
Recognition came along to reward players for mashing mobs for infinity, else whole zones of content could be forgotten once you've leveled out of them. Now you can poke around the map and wack some randoms for the occasional special coin.
Zen came along to create a bridge between paying real money for instant gratification and staying in the game grinding away for days as a loyal player for the occasional boon.
Then new content like Onslaught came along, and that's grueling so it gets its own specific reward, else why the hell would you play it if you could get the same results through another method?
Then there's events which are very much the same thing every event, so there's a reward for doing it repeatedly despite having done it before time and again.
I agree its complicated, but it keeps a single method from being exploited to the point that it makes all other methods meaningless. Kind of like in the real world, why go out and get a job if you can get a check for staying home being insane and overweight and then get a car/home loan for having no real income? What happened with that in 2008? Economic crash.
No, STO uses Energy Credits in the Auction House, just like we use Globals(etc) here. Using the Dilithium equivalent for everything is Neverwinter's shtick, and is frankly annoying.
Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
Supporter of the Titan Project.
- David Brin, "Those Eyes"
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1 local = 1 cent (just an analogy, not a conversion!)
1 National = 1 dollar
1 Global = 100-dollar bill
If that's too complicated, try how the British used to have their currency before 1969…
And just to really throw EVERYONE for a loop, business and gambling was done in guineas, which were one pound, one shilling.
Ah well.... that's to do with medieval currencies being tied into the value of precious metals and taking their system of division from the act of actually subdividing a bar of metal. The terminology is still in use in the metal trading world - 1 Troy Pound = 12 Troy Ounces. 1 Troy Ounce = 240 Pennyweights.
Guineas were originally made of gold (long after most coins had become symbols of their value) and consequently their value was pegged to the value of the metal they contained - this is why they were used as tools of business since they were, of themselves, of material value. If a country or bank became bankrupt their representative currency became worthless, whereas gold did not. However having a floating value coin became rather inconvenient and the value of the coin was fixed at some point in the C18th.
The names are not weird, but the concept and execution can be.
The currency is reputation. People are willing to 'give' us things because of our reputations, but every time we 'take' something we lose a little of that reputation that we have built up... "Sure Captain Amazeballs, you need some nanotech healing patches, you got 'em!" but the next time you go back you don't have as much reputation. You ask again and he's more like "I don't know Captain Amazeballs... I do have some adhesive bandages. A small pack" because you only have that much reputation left.
The idea of trading reputation can even be covered, but it is even more abstract. Dr. Awesome stripped Firewing naked after defeating him in the Forum Malvanum and Captain Amazeballs wants those clothes, so he spends some time telling everyone exactly *HOW* awesome Dr. Awesome is, and while it costs him some standing (reputation) in the public eye ("Wow... I used to think Captain Amazeballs was the best, but if *HE* thinks that Dr. Awesome is so cool then Captain Amazeballs must not be so great after all") It does serve to get Firewing's clothes.
Basically hero 'A' gives hero 'B' some of his reputation via the AH as part of a trade. Hero 'A' doesn't actually have to talk up hero 'B', and random normal passing by will not be talking hero 'A' down to put hero 'B' over or otherwise mentioning the two of them in the same sentence, but that is the idea.