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The reason why I think the EC "nerf" is a good thing.

rosetyler51rosetyler51 Member Posts: 1,631 Arc User
This needs to stop. Just so you can get a baseline. A score over 100 only happens in a large scale fight in Kerrat or if you farm so hard EC sellers are handing you job apps.
Post edited by Unknown User on
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Comments

  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited August 2014
    You know who got hit the hardest with the EC nerf?
    New players.
    Not the guys in kerrat who already have OP gear on several toons and farm kerrat just for farmings sake.
    Just imagine, new player starts the game plays a couple episodes an thinks: hm, pretty low on cash not even enough to buy white stuff at the vendor.... and how the hell am I supposed to get cash for that ridiculously expensive items on the exchange?
    That's the people who are really affected by the nerf.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited August 2014
    God, I reported them doing that 3 years ago. :rolleyes:

    How wonderful that Cryptic nerfs the many instead of the few. This is exactly why the Exchange gets flooded with VRs gear, which in turn caused nobody to spend millions to buy gear, which caused the EC Inflation.
  • stoutesstoutes Member Posts: 4,219 Arc User
    edited August 2014
    There's no inflation happening as we speak. It's simple the one's offering at a certain amount and on the other the madman who accept to buy it at the set price.

    But yeah, someone mentions "inflation" and that's supposedly the problem. Cryptic "needs" to fix it asap to nerf this so called "inflation".

    Well, did it change anything? No, the prices are as high as they were before.

    But hey, we need something to shout about, let's just called for another nerf and cut our own fingers deeper and deeper.

    Well, that's my $0.002 (<=nerfed) ec
    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.
  • noshufflenoshuffle Member Posts: 271 Arc User
    edited August 2014
    Not only the new players, but also those that are doubting to get a subscription or a lifetimer. Coz why should I spend so much money in a game that doesn't reward you in a reasonable way during the missions. Even the rewards are nearly close to what you are as alt. In most MMO's, the loot you get is pretty much the stuff you need for your class or profession you have chosen. For example, a knight would lightly get more swords, heavy armor and so, then the other stuff that is around. Here it's a melting pot, where the player get junk that isn't usuable for his alt. Why can't a fed alt, e.g. not get more phaser weapons during the missions ? I still believe that the main weaponary of the feds are phaser, so link it a bit with the loot these players get.

    BTW, we are getting screwed both ways with the last major upgrade. Lesser loot with a lesser value.
    OK, if I have to stay here for a while, your cieling ... looks idious.:D
  • ussinterceptussintercept Member Posts: 627 Arc User
    edited August 2014
    stoutes wrote: »
    There's no inflation happening as we speak. It's simple the one's offering at a certain amount and on the other the madman who accept to buy it at the set price.

    But yeah, someone mentions "inflation" and that's supposedly the problem. Cryptic "needs" to fix it asap to nerf this so called "inflation".

    Well, did it change anything? No, the prices are as high as they'll be before.

    But hey, we need something to shout about, let's just called for another nerf and cut our own fingers deeper and deeper.

    Well, that's my $0.002 (<=nerfed) ec

    And theyll remain that high because those who are buying are also selling. There are very few money sinks and players are unlikely to flood their EC into them any time soon. The problem of 'too much EC on the exchange' wont change because its a perpetual loop with lockboxes, keys and lockbox items. In the last month Ive spent very little outside of the Exchange. While Ive turned around and used everything Ive bought Ive still been able to double what what I have earned by selling other items.

    Im actually disturbed by Cryptics nerf. It doesnt seem at all productive. Ive always found the complaints about EC and the prices on the Exchange to be either unfounded or exaggerated. Especially since the game since day 1 has given players plenty of oppurtunities to easily make millions of EC. For the first two years I never broke more then 2 million because I was always spending the EC since I knew my next run would replace what I spent with little effort. I also never dropped below 500k. The upside of EC freely flowing was the fact that there was no excuse for why someone wasnt able to obtain an item they wanted or needed. Youd simply have to put in the time to earn the amount you needed. It was in many ways in the spirit of Star Trek. You were EC Poor only if you allowed yourself to be.

    But with the current nerf to what you can earn through vendoring items. It wont be til players are Vice Admirals before they can begin obtaining what it is they need and want. Something those of use that came before the nerf didnt experience in such a degree new players will.
  • k0rsak0fk0rsak0f Member Posts: 17 Arc User
    edited August 2014
    well. i dont know about you guy's. but i can make 50 mil just doing stf's in 3 day's.
    [amount of stf's i do on a day is 9 max]
    and as you say New players need to be smart. replay surten missions to get weapons on mark 12.
    than go for Fleet one's. simple as that.
    every one is complaining. than somthing is OP. then somthing is To expencive and you blame Criptic / perfect world.. let me tell you somthing.. its not them putting the stuff up on the exchange. its us.
    its us self's that are those egoistic TRIBBLE. and hay. if you had the chance you would do it as well. just because your on the other side cause you buy the stuff does not mean your all that different.

    so. did the EC nerv help.. No.. made it wors. the jem'hadar is 500m.. the max a character has is 1bil.
    so my question to you is. why would a EC nerv on items effect somthing that is disided by a player that wants to be rich ?
  • stoutesstoutes Member Posts: 4,219 Arc User
    edited August 2014
    >snip<
    I totally agree with you. Couple of months I tried to play the exchange a bit. My start-amount was around 40M ec, got it to 90M. Bought couple of stuff form my friends and for myself, launched a fleet and bought commods+doffs to get it up to at least T1. Eventually back to 24m and ending up at 110M before RL kicked in :D.

    Seriously, if I could do it, everybody can.
    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.
  • exa12exa12 Member Posts: 0 Arc User
    edited August 2014
    stoutes wrote: »
    I totally agree with you. Couple of months I tried to play the exchange a bit. My start-amount was around 40M ec, got it to 90M. Bought couple of stuff form my friends and for myself, launched a fleet and bought commods+doffs to get it up to at least T1. Eventually back to 24m and ending up at 110M before RL kicked in :D.

    Seriously, if I could do it, everybody can.

    but most new players dont have 40m ec to start with


    for spoiler text use #1b1c1f
  • stoutesstoutes Member Posts: 4,219 Arc User
    edited August 2014
    exa12 wrote: »
    but most new players dont have 40m ec to start with
    I played for 2 years with the EC cap still on, not getting higher then 2 to 4 mil at most. If you want to know how to get to 40mil;
    - Lucky drops in Ker'rat
    - Lucky drops in NWS
    - Friends who gave me some valuable stuff (which you could choose to keep, sell or give away).
    - Dil => zen => key => ec.
    - A lovely wife who agreed to put a ittybitty piece of money in the game.
    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.
  • goodscotchgoodscotch Member Posts: 1,680 Arc User
    edited August 2014
    Sell your R&D materials. The reality is EC will flow better now than it did prior to the Ship Equipment nerf. I sold almost all of my R&D materials last night on the Exchange and I came up with 3 million EC. Warp cores and Shield Arrays might not sell for 30+ thousand EC anymore, but you can get much more for some R&D materials.
    klingon-bridge.jpg




  • policestate76policestate76 Member Posts: 1,424 Arc User
    edited August 2014
    k0rsak0f wrote: »
    well. i dont know about you guy's. but i can make 50 mil just doing stf's in 3 day's.

    loool :P:P
  • hipachilleshipachilles Member Posts: 195 Arc User
    edited August 2014
    goodscotch wrote: »
    Sell your R&D materials. The reality is EC will flow better now than it did prior to the Ship Equipment nerf. I sold almost all of my R&D materials last night on the Exchange and I came up with 3 million EC. Warp cores and Shield Arrays might not sell for 30+ thousand EC anymore, but you can get much more for some R&D materials.

    I think this might be the ticket - and part of the reason they did the nerf in conjunction with crafting. Theoretically the best gear in the game should now be the ultra rare crafted variety. But to get that you need to spend a ton on materials and components to get there.

    So not only will that crafted gear be worth a lot, but the resources to get there will also be expensive. Right now, there really is a premium on very rare crafted components. In my opinion, this is the best market to be in right now.
  • goodscotchgoodscotch Member Posts: 1,680 Arc User
    edited August 2014
    I think this might be the ticket - and part of the reason they did the nerf in conjunction with crafting. Theoretically the best gear in the game should now be the ultra rare crafted variety. But to get that you need to spend a ton on materials and components to get there.

    So not only will that crafted gear be worth a lot, but the resources to get there will also be expensive. Right now, there really is a premium on very rare crafted components. In my opinion, this is the best market to be in right now.

    After selling off almost all of my R&D last night and making a quick 3 million EC...I agree.
    klingon-bridge.jpg




  • rinksterrinkster Member Posts: 3,549 Arc User
    edited August 2014
    goodscotch wrote: »
    After selling off almost all of my R&D last night and making a quick 3 million EC...I agree.

    A whole three million?

    That's a whole keys worth.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited August 2014
    While Cryptic's decision to reduce the value of loot which slows down the influx of new ECs into game. It does not really address the larger issue of ECs currently in the game. This new change hurts new players since they don't have existing toons to transfer ECs from.

    This has very little impact on Exchange prices for many rare / very rare items. Sellers know that people still have lots of ECs and as long as there is a demand for certain items they can still start a lot of EC for those items. The only that is happening is a transfer of wealth from one player to another. No ECs are actually being removed from the game. For example, prior to season 9.5 the Plasmonic Leach was being sold for 29 mil to 31 mil ECs after the release of season 9.5 they are still selling in that price range.

    There needs to be some EC sinks to remove EC from the economy. I suppose new fleet projects is an idea that has been floated around a lot. Maybe there should be some desirable space / ground gear that can only be purchased from vendors which binds one pick up so that they cannot be put on the Exchange for sale when you get better gear. Not a real end all / be all solution... just thinking out loud.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited August 2014
    rinkster wrote: »
    A whole three million?

    That's a whole keys worth.

    Yeah no kidding right?

    Heck if I added up all of my R&D mats value, it would easily be 100mill myself, but I do not sell them unless desperate for EC's, and I most certainly do not buy them.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • rinksterrinkster Member Posts: 3,549 Arc User
    edited August 2014
    Yeah no kidding right?

    Heck if I added up all of my R&D mats value, it would easily be 100mill myself, but I do not sell them unless desperate for EC's, and I most certainly do not buy them.

    There's money to be made right now in the mats market, if thats your kind of fun.

    It will stabilise soon enough as rarity becomes less objective and more relative.


    Thing is, a whole keys worth?

    The exchange market is not notoriously fast to down-price.

    If these changes do put market pressures to bring prices down, it wont be the big ticket items that drop first.

    It'll be the mid-range ones, the ones where most of us who aren't whales make our money.


    Been a couple of decisions recently that rather blatantly favour the whales.
  • abystander0abystander0 Member Posts: 649 Arc User
    edited August 2014
    Let me ask this question, for those who think that reduction of vendor trash prices was a Bad Thing...


    What do you think would happen to prices on the exchange if you (and everyone else) were able to gain 10 million EC in an hour's worth of game time? Lets say you go run a foundry loot mission, or go spend some time in the undine space battlezone and you are able to vendor the drops for their full listed value. Where do you think exchange prices would be?

    1) Less than they are now.

    2) More than they are now.

    3) No change

    Why?


    Another point is that any change made to the game's economy will generally favor those who already have vast amounts of currency. The only real change that would negatively impact already wealthy players would be the complete removal of the currency, and the associated market that uses it.
  • hipachilleshipachilles Member Posts: 195 Arc User
    edited August 2014
    Obivously, an influx of EC supply lowers its implied value. Assuming things like lockbox traits, doffs, etc that people can sell do not increase in supply their price would go up. Essentially EC has less value since there is more of it chasing the same number of goods.

    The real life housing market is similar, when loans are easy to get (easy money), prices will go up since the supply of houses are not as quickly replenished. When the easy money gets harder, prices have to come down to encourage people with the cash to spend it, since its implied worth is now more. It can't be replaced as easily, so it becomes a good market for people with the money to burn.

    The same thing is true in this market that others are talking about - those with the wealth now have an advantage over those who are still trying to earn it. Think of old money vs. new money in real world terms. Naturally, the best way to remove the value of that saved cash is to deplete its value, without increasing its supply.

    Any economists care to explain a good way to devalue a currency without increasing its supply, therefore encouraging more people to spend it? Real-world governments rely on things like low interest rates and taxes. I don't think Cryptic could implement either of those.
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  • rinksterrinkster Member Posts: 3,549 Arc User
    edited August 2014

    Any economists care to explain a good way to devalue a currency without increasing its supply, therefore encouraging more people to spend it? Real-world governments rely on things like low interest rates and taxes. I don't think Cryptic could implement either of those.

    Not an economist but I saw one on TV once.

    Saving accounts.

    Set up a system where players have the option to put large amounts of EC in a sort of saving account, and gain a monthly dilithium stipend based on the amount in the bank. Let's further say this dilithium comes refined.

    Say, for every 10 million EC you get 10k dilithium a month.

    Thing is, it only works for multiples of very large amounts, say ten million EC; and the money is locked for 12 months at a time.

    Fiddle with numbers and rewards, but basically incentivise players to put large amounts of EC out of the economy.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited August 2014
    Let me ask this question, for those who think that reduction of vendor trash prices was a Bad Thing...


    What do you think would happen to prices on the exchange if you (and everyone else) were able to gain 10 million EC in an hour's worth of game time? Lets say you go run a foundry loot mission, or go spend some time in the undine space battlezone and you are able to vendor the drops for their full listed value. Where do you think exchange prices would be?

    1) Less than they are now.

    2) More than they are now.

    3) No change

    Why?


    Another point is that any change made to the game's economy will generally favor those who already have vast amounts of currency. The only real change that would negatively impact already wealthy players would be the complete removal of the currency, and the associated market that uses it.

    3) No change

    Because just as we seen prior, to when they did the great Tour the Galaxy nerf, before setting it to what we have currently (which isn't really any better), as you deplete one major source of EC generation, prices didn't really fall at all on 50%+ of items, in fact a lot of them began increasing in price, as people demanded more to make up for the cash cow called the Tour being nerfed.

    Now with ever more EC limitations, I expect the same principal will apply, yes some items will drop in price, but not 50% of all items in game, they will either remain high, or simply increase as more people again try to keep EC's flowing thru the system of exchange.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

  • abystander0abystander0 Member Posts: 649 Arc User
    edited August 2014
    f2pdrakron wrote: »
    I really should not have to explain why ...

    Please do, for the sake of discussion. :D

    I am curious about why people think that an increase in money supply would mean lower prices on a volatile market.
  • abystander0abystander0 Member Posts: 649 Arc User
    edited August 2014
    rinkster wrote: »
    Not an economist but I saw one on TV once.

    Saving accounts.

    Set up a system where players have the option to put large amounts of EC in a sort of saving account, and gain a monthly dilithium stipend based on the amount in the bank. Let's further say this dilithium comes refined.

    Say, for every 10 million EC you get 10k dilithium a month.

    Thing is, it only works for multiples of very large amounts, say ten million EC; and the money is locked for 12 months at a time.

    Fiddle with numbers and rewards, but basically incentivise players to put large amounts of EC out of the economy.

    Would this dilithium interest be refined, or unrefined?


    One problem I see with this is that the value of dilithium vs zen would be affected.

    Another problem is the EC would not be removed from the economy, it would still be there, and worse, generating MORE currency (albeit of a different type).

    I am not saying the the concept is terrible, it's a different idea. Maybe with some ...uh...'refinement' :P something like this maybe used as a currency brake.
  • hipachilleshipachilles Member Posts: 195 Arc User
    edited August 2014
    rinkster wrote: »
    Not an economist but I saw one on TV once.

    Saving accounts.

    Set up a system where players have the option to put large amounts of EC in a sort of saving account, and gain a monthly dilithium stipend based on the amount in the bank. Let's further say this dilithium comes refined.

    Say, for every 10 million EC you get 10k dilithium a month.

    Thing is, it only works for multiples of very large amounts, say ten million EC; and the money is locked for 12 months at a time.

    Fiddle with numbers and rewards, but basically incentivise players to put large amounts of EC out of the economy.

    That could work but I don't think they would ever go for it. It would take actual programming time and would increase dilithium into the system, limiting Cryptic's potential real-world revenue from Zen purchases

    Maybe a slight alteration where the EC is paid directly into a mark purchasing system (fleet, rep, etc.) at a ridiculously bad return. Say, 1MM EC can let you run a rep project that results in 500marks.

    A fleet version of the Rep could be added to the Event tab where 1MM EC nets you 5,000 fleet credits. A very bad return but a good way to remove EC, potentially devalue it, but still provide an incentive to spend it for wealthy players.
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  • abystander0abystander0 Member Posts: 649 Arc User
    edited August 2014
    3) No change

    Because just as we seen prior, to when they did the great Tour the Galaxy nerf, before setting it to what we have currently (which isn't really any better), as you deplete one major source of EC generation, prices didn't really fall at all on 50%+ of items, in fact a lot of them began increasing in price, as people demanded more to make up for the cash cow called the Tour being nerfed.

    Now with ever more EC limitations, I expect the same principal will apply, yes some items will drop in price, but not 50% of all items in game, they will either remain high, or simply increase as more people again try to keep EC's flowing thru the system of exchange.

    Good example.

    The TtG nerf didn't affect the EC already in circulation though, and there was still EC flowing in from vendor trash. It put a brake on EC generation, but didn't affect the current (as of the nerf) supply. This is much the same situation we have now. An EC generation brake has been implemented, but with no method of removing currency already in circulation implemented at the same time. As per your example, you will probably see the same effect now as you did then.

    But what would happen if currency rate gain was increased, and people had easy access to currency with no increase in the supply of available goods to purchase with said currency? (This isn't just directed at you Shadowwraith77, it's more of an omnidirectional question.)

    hipachilles post addresses this.
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  • veryth12veryth12 Member Posts: 102 Arc User
    edited August 2014
    That could work but I don't think they would ever go for it. It would take actual programming time and would increase dilithium into the system, limiting Cryptic's potential real-world revenue from Zen purchases

    Maybe a slight alteration where the EC is paid directly into a mark purchasing system (fleet, rep, etc.) at a ridiculously bad return. Say, 1MM EC can let you run a rep project that results in 500marks.

    A fleet version of the Rep could be added to the Event tab where 1MM EC nets you 5,000 fleet credits. A very bad return but a good way to remove EC, potentially devalue it, but still provide an incentive to spend it for wealthy players.

    You are right, the savings account idea would TRIBBLE with the Dilithium to zen exchange rates. am not sure a fleet credit system would work, you already have a means of doing this by buying DOFFs and turning them into projects. Why would you use a system that is less effective than buyinf a DOFF and dropping it in a project? The mark purchansing system concept itself might have an effect if the rewards are worthwhile enough. If no one uses the system it will have almost no effect. If you want to cause deflation you have to physically remove the money (players have to spend it buying something from the game and not another player).
  • dsarisdsaris Member Posts: 374 Arc User
    edited August 2014
    Heh.

    Not too long ago Master Keys were going for 1,125,000 ec each... I sold 40 this morning at 2,280,000 each. FSMs that used to sell for 5,000,000 are going for over 10,000,000. If you've got real money to blow on the game the sky is the limit.

    If I want a ship, or officer, or fancy new console out of a lockbox I don't bother popping the boxes anymore, I'll just sell the keys at a little over 2mil each and buy whatever it is from the exchange. Why gamble when selling keys is a sure thing?

    So no, please don't mess with my EC.
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