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EC Cost Inflation in STO

repetitiveepicrepetitiveepic Member Posts: 6,549 Arc User
Should anything be done about EC cost inflation in the game, and if so, what?

As anyone familiar with economics and STO can see, there is EC cost inflation in STO.

This is caused by the ever-increasing money supply of EC, which is in turn caused by the lack of sinks for EC in the game.

In the past year or so, EC prices of commonly traded like Keys and the products of lockboxes have doubled.

Money is constantly pouring into the game, but almost never leaving it in any systematic way.

Sure, people quit playing and their ec disappears, but there is no large scale sink for ec across the economy.

What would be an appropriate sink? Some people believe in forcing all to pay an exchange tax, others have had better ideas.

What do you think?
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Comments

  • stoutesstoutes Member Posts: 4,219 Arc User
    edited May 2014
    Frankly, this.
    maxvitor wrote: »
    Nerf is OP, plz nerf
    That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.

    I call it, the Stoutes paradox.
  • questeriusquesterius Member Posts: 8,502 Arc User
    edited May 2014
    I am not sure if the OP is another clone, but a topic about EC & Inflation was only just closed after pages of bickering.

    Stop making these flame magnets.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • rahmkota19rahmkota19 Member Posts: 1,929 Arc User
    edited May 2014
    Getting an actual sink won't work. Because there are those of us that don't earn ec fast enough to fill up a sync.

    For example, on my latest character, I started all 5 reputations at once. And I'm not using my account bank for that character any time soon after spending 10 mill for a ship build. So I'm gonna have to do with what I earn. And believe me, that can be hard, to contribute to your fleet and keep reputation rolling.

    But other than that, the inflation is going out of control.

    As a good sign, I know a player has left the game for the next 5 months who happened to have 6 billion (as in 6.000.000.000) ec on his account bank, and he might not return afterwards. So that is a punch in the face of inflation.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited May 2014
    Its cryptics model.

    As the number of marks spending $ goes down... in game costs rise. Meaning those marks remaining must spend more $.

    It means when there is a large number of people spending $ the EC costs drop and Cryptic makes x $. As the number of spenders drops the in games cost rise a bit and the amount they must spend goes up making up for the difference.

    The EC inflation would have to get to a point where there marks remaining would stop spending $ completely.

    We all know we are far from that point... so there is no issue.

    Its working as intended.
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited May 2014
    rahmkota19 wrote: »
    As a good sign, I know a player has left the game for the next 5 months who happened to have 6 billion (as in 6.000.000.000) ec on his account bank, and he might not return afterwards. So that is a punch in the face of inflation.

    I guess as long as he isn't playing any of his 6 accounts. :)
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  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited May 2014
    Crafting overhaul maybe. There's nothing useful to spend EC on. It's all other currencies (dil, fleet credits, marks, lobi).

    Be careful what you wish for though. It's guaranteed to have other consequences.

    Joined January 2009
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  • anazondaanazonda Member Posts: 8,399 Arc User
    edited May 2014
    So lets say someone wants a tax, and taxes on transfers...

    Guess who is gonna pay the difference? Me, the seller, or you the buyer? That's right... the buyer... Just like in real life.

    Taxed exchange in a game is... well... the idea is a sign of stupidity to me, because the same people will be crying when the prices go up instead of down... And Trust me: I won't be selling for less, if I get decreased pricing.

    "But anazonda... If you put up an item, and payed tax for it, and then take it down and put it up and you pay another tax, surely you will eventually sell at a lower price?".

    Nope.. In fact, I will have to cover my losses somehow... I wonder who I want to pay for that? RIGHT... Whoever buys the item.

    Obviously I am just one person, but like many others, I've leaned to use the exchange as my basis for new gear, and getting Dilithium... So you think I am alone?
    Nope... There are tons of us who do it... in fact, I am probably on the low end of those who know how to use the exchange.

    If I spend my gametime getting an item, that I then chose to sell, I AM getting payed for that efford.

    So how do I, a Exchange user, think prices could go down?

    Easy: Put worthwhile things into the game that cost EC... "Light variants" of the Ship consoles, in-game boosts that costs EC and generally Light-things for those who can't and wont grind for Dil, or spend money on Zen.

    The Point-defense turret for example... Sell a one time consumeable Point defense turret for 100,000 EC... Thats a fair amount of EC, yet easily obtained at T5.
    To afford it, you still have to play a lot to get the loot drops to turn into any reasonable amount of consumeable consoles, it won't significantly decrease the value of C-Store ships and it might even motivate future C-store purchases.
    Don't look silly... Don't call it the "Z-Store/Zen Store"...
    Let me put the rumors to rest: it's definitely still the C-Store (Cryptic Store) It just takes ZEN.
    Like Duty Officers? Support effords to gather ideas
  • cbrjwrrcbrjwrr Member Posts: 2,782 Arc User
    edited May 2014
    A tax is pointless, it will just make all prices rise by whatever proportion you make the tax. Taxes are just another overhead that gets passed onto the customer.


    The only solution is stuff worthwhile to get directly with EC from vendors and not other players. Trouble is, name one worthwhile thing that can't already be got with EC in some way.
  • theroyalfamilytheroyalfamily Member Posts: 300 Arc User
    edited May 2014
    As I said several times in the other thread, there is no EC inflation in the game. There has been an increase (a drastic increase) in the price of some few items in the game, while at the same time the vast majority of prices have either been stable, or fallen - mostly fallen, in my experience.

    If there was a general inflation caused by a money supply increase, the vast majority of items would have price increases, by approximately the same amount in most cases. As this has not been the case, there is a clear lack of inflation.

    You may not like that the market has increased the price of certain goods that you want to trade in, perhaps above your perception of value, but that does not mean something needs to be done about it. And from Cryptic's perspective, it's all good, because the items that have increased ec prices are c-store items (or things obtained from c-store items), particularly keys. As the ec price increases on the exchange, more people will buy them with zen to get some easy ec, which is in turn used for things like lock-box ships (at current ec prices for both ships and keys, it's statistically a lot cheaper to get the ships in the exchange). This will continue until the general player base decides keys are not worth it anymore; inexperienced and impatient sellers are quite efficient at finding the true price of things on the exchange, I've found.
  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    edited May 2014
    maybe they should just implement a 1,000,000 ec login tax.
    every time you log a toon in youre deducted 1 million ec. if you dont have the 1,000,000 ec you have to wait for the weekend event to log back in.

    i reckon that would fix a few problems.
  • the1tiggletthe1tigglet Member Posts: 1,421 Arc User
    edited May 2014
    I think a great way to fix the problem is to make many of the projects for fleet starbases use EC rather than Dilithium which would fix two problems, 1: the inflation 2: the cost of new fleets trying to gear and update those fleets with such a high dilithium cost.
  • questeriusquesterius Member Posts: 8,502 Arc User
    edited May 2014
    maybe they should just implement a 1,000,000 ec login tax.
    every time you log a toon in youre deducted 1 million ec. if you dont have the 1,000,000 ec you have to wait for the weekend event to log back in.

    i reckon that would fix a few problems.

    I think you'd get less outrage if you removed all savings above 200M EC.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • stoutesstoutes Member Posts: 4,219 Arc User
    edited May 2014
    I think a great way to fix the problem is to make many of the projects for fleet starbases use EC rather than Dilithium which would fix two problems, 1: the inflation 2: the cost of new fleets trying to gear and update those fleets with such a high dilithium cost.
    Wow, just wow...
    maxvitor wrote: »
    Nerf is OP, plz nerf
    That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.

    I call it, the Stoutes paradox.
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  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited May 2014
    Well, an easy and quick answer to things is just to reindex the currency. If all money in the game were divided by 10, as well as all costs on the Exchange and items, then everything would immediately cost 1/10th as 1000 Old EC becomes 100 New EC, and nobody would actually LOSE anything except an unnecessary zero.

    That's really what this is about, isn't it? That numbers are big?
    [SIGPIC][/SIGPIC]
  • notapwefannotapwefan Member Posts: 1,138 Arc User
    edited May 2014
    We should have NPC kidnappers in the game.
    Say, when you die in ground fight then there is 20% chance that one of your ground team members is abducted. Then you have to pay ransom.


    Problem solved
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    Ain't Nobody Got Time for That


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  • cbrjwrrcbrjwrr Member Posts: 2,782 Arc User
    edited May 2014
    Now, they cost 2.6m. The dil/zen cost didnt change, only the ec cost. The variable is with EC.

    You are overlooking the real cause of people wanting more lockbox keys to gain OP lockbox goodies.
  • therealfluffytherealfluffy Member Posts: 0 Arc User
    edited May 2014
    I'm willing to pay 1 billion EC for every bug of my choice that Cryptic will fix.
  • jbmonroejbmonroe Member Posts: 809 Arc User
    edited May 2014
    For the sake of sanity, let's look at this from the perspective of actual economics (based on a posting by John T. Harvey, an economics professor at Texan Christian University):

    Money growth (that is, increase in the EC supply) does not cause inflation.

    Inflation comes from four sources:
    1. Market Power (the ability to avoid competitive forces in the marketplace)
    2. Demand Pull (the increase in demand versus supply)
    3. Asset Market Boom (essentially market speculation on the future price of goods)
    4. Supply Shock (sudden decrease in the available supply of a commodity)

    We can dispense with #3 because there's no spec market in STO (unless you count the high-end prices on some Exchange items--and I suspect those are mailed back to the posters in due course). I suppose a case could be made for those who buy lower-priced assets and then attempt to resell them at a higher price, but the best they can do is resell at the lowest modal price, and the markup generally isn't that high. There's pressure, but it's not overwhelming.

    (And, before I go on, remember that EC is a fiat currency, backed only by time and effort on the part of the players. It's not backed by a commodity, so you can't base its value against a measurable store of assets.)

    #1 doesn't apply to those selling in the Exchange. They can't avoid competitive forces, because anyone with the same asset to sell can always offer that asset at a lower price. Where it does apply is with in-game NPC vendors, whose buying price remains remarkably consistent over time, regardless of the perceived markey value of the item as expressed in the exchange. The selling price of something no one wants to buy in the Exchange (a green Tachyon deflector dish, for example) remains more or less fixed over time, since none of the vendors can attempt to entice me by offering a better buying price.

    The net effect is that a player's ability to generate revenue outside the Exchange for so-called vendor trash remains fixed over the long term. (This is true regardless of the 'Admiral Bobo'-style missions because STO limits their viability--for good reason.)

    #2 applies to the extent that some things are more rare than others (Jem'Hadar attack ships, for example) and demand a higher price; the fewer there are in the marketplace, the higher the price goes. It also applies in that some new ship (or other asset) may suddenly catch the market's fancy, and so increased demand also raises prices. Inflation occurs here because there's no corresponding net increase in the ability to generate currency in the economy; the EC paid to buy any of these items generally comes from currency already in play, but held in reserve.

    #4 happens when a Lockbox leaves the economy, thus reducing the ability to introduce the rare item for sale.

    The complaint here isn't really about inflation per se--it's about a loss of buying power. When prices and wages rise in concert, no one complains much about inflation because buying power remains at parity. (This is why you hear complaints about how wages [or entitlements] aren't keeping up with the cost of living; a fixed pension implies a loss of buying power as inflation occurs.)

    If NPC vendors could buy goods for a higher price, that would increase buying power because a player's ability to generate revenue per unit time would increase. Rolling back the time restrictions on EC-farming missions would also increase buying power even if vendor prices didn't change.

    The idea of turning Fleet projects into greater EC sinks is interesting--until you remember that you can't ask for a raise, and you can't change jobs to get a raise. No matter what, a player's ability to generate EC as a function of time is still fixed, particularly after reaching level 50. This is one reason fleets recruit new players and eliminate inactive players--to get more productive "workers" for Fleet projects.

    The one way that STO's economy varies from a real economy is that no one player has bills to pay. Starships operate without needing to be refueled (and only rarely need repairs). Crews don't eat or pay rent. Captains don't pay docking fees. We don't even stock up on quantum torpedoes. Fleets require upkeep--but that's different than the day-to-day experience of a player, and a player can technically remain in a fleet without paying for it at all. (At the discretion of the fleet, of course.)

    So, without real economic pressures, it's hard to speculate on what the actual answer might be to this perceived issue of "inflation."

    Nevertheless, there is one thing we can do as a community to keep prices down--don't pay outrageous prices for items. When sellers can't get their asking prices, they'll lower those prices. When under-educated consumers pay ridiculous prices, it just encourages sellers to keep charging those prices. (This is why--and I apologize in advance for the outrage this will cause in some quarters--advertisers like to target teens: high percentage of disposable income, very little sense of value for money, and highly influenced by peer pressure. In short: willing to buy utter TRIBBLE, and prepared to pay any amount to get it. Eventually experience teaches them where and when to spend their money--but at first, they're not really good at it, right?)

    So, forego that new Magic Special ship, console, or weapon until the price comes down. Even question whether or not you really need it. Maybe you just want it. Wants are expensive--so you should be prepared to pay the asking price.
    boldly-watched.png
  • aarons9aarons9 Member Posts: 961
    edited May 2014
    rahmkota19 wrote: »
    Getting an actual sink won't work. Because there are those of us that don't earn ec fast enough to fill up a sync.

    For example, on my latest character, I started all 5 reputations at once. And I'm not using my account bank for that character any time soon after spending 10 mill for a ship build. So I'm gonna have to do with what I earn. And believe me, that can be hard, to contribute to your fleet and keep reputation rolling.

    But other than that, the inflation is going out of control.

    As a good sign, I know a player has left the game for the next 5 months who happened to have 6 billion (as in 6.000.000.000) ec on his account bank, and he might not return afterwards. So that is a punch in the face of inflation.

    the account bank only goes to 500m, it sucks :(

    and 1b is the cap per char..

    its possible to have 6b.. but that would be 6 chars maxed out.


    one of the EC sinks they could turn on in this game is actually charging for ship repair..

    right now as it is, you go to the ship yard and it costs 0 ec to repair your ship.

    they would also have to reprogram ship repair components to be TEMPORARY.. so at the end of whatever mission you were playing you HAD to go to the ship yard to PAY to repair your ship..

    also they need to program the queue to NOT ACCEPT damaged ships..
    [12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
    [12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
  • artfulmerkageartfulmerkage Member Posts: 294 Arc User
    edited May 2014
    aarons9 wrote: »
    the account bank only goes to 500m, it sucks :(

    and 1b is the cap per char..

    its possible to have 6b.. but that would be 6 chars maxed out.


    one of the EC sinks they could turn on in this game is actually charging for ship repair..

    right now as it is, you go to the ship yard and it costs 0 ec to repair your ship.

    they would also have to reprogram ship repair components to be TEMPORARY.. so at the end of whatever mission you were playing you HAD to go to the ship yard to PAY to repair your ship..

    also they need to program the queue to NOT ACCEPT damaged ships..

    I like the idea of charging for repair. Maybe dying would be actually worth avoiding.
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  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    edited May 2014
    questerius wrote: »
    I think you'd get less outrage if you removed all savings above 200M EC.

    that is a terrible idea.
    think of the logistics. is it 200m per toon? per account? what about alt acounts? fleet savings? what about mule fleets?
  • lowy1lowy1 Member Posts: 964 Arc User
    edited May 2014
    5 ways you can add an EC sink in game and not turn everything upside down.

    1. Ship Repairs, Like the above poster said, add a queue LO for un repaired ships
    2. Add an EC requirement to fleet projects. The dil requirement would remain, or maybe reduced up to 10% depending. This could be the biggest sink.
    3. Add a decay system in game. This is for both ground and space. Again, need to add a queue LO.
    4. Revamp crafting by getting rid of the stupid dil requirement for common/uncommon materials. There is nothing being crafted right now worth ANY Dil what so ever. Replace the dil reqt with an EC reqt.
    5. Add a salary for your Active DoFFs and BoFFs assigned to a station or away team. Then tier it based on quality.
    HzLLhLB.gif

  • stoutesstoutes Member Posts: 4,219 Arc User
    edited May 2014
    The best sink in the game without a single change needed from Cryptic;

    Give a fair bit of your own EC to people who don't have much, but deserve it even more...
    maxvitor wrote: »
    Nerf is OP, plz nerf
    That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.

    I call it, the Stoutes paradox.
  • talonxvtalonxv Member Posts: 4,257 Arc User
    edited May 2014
    They want a Tax on a completely PLAYER read the words PLAYER driven market.

    Want the EC market to be toned down, well gotta get ALL the players onboard, good luck with that.
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  • admiralcarteradmiralcarter Member Posts: 19 Arc User
    edited May 2014
    If you think STO has an Inflation of Ingame Currency you never played EVE Online :rolleyes:
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  • realwildblurealwildblu Member Posts: 75 Arc User
    edited May 2014
    Other than anecdotal evidence, there has been absolutely no evidence to support that market inflation actually exists in STO.

    What is the "inflation basket of goods" used? What methodology is used to define the inflation index and what are the assumptions behind selecting that methodology? Until someone can provide even some semblance of quantitative analysis, inflation just ain't so.
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