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Energy Prices are Unstable (40,000 CE reward for solution post #98)

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Mon, 06/06/2011 - 16:41
#151
Bigindian
I think it's kinda cruel the

I think it's kinda cruel the way this game sets as a free to play game, since it's such an addicting game and so fun to play, yet you're pretty limited to those 100 ME per day eventually you'll have to pay for CE and then pay some more and more.

Would be awesome if it was like Guild Wars: pay once and then there are micro-transactions for equips and special items.

Mon, 06/06/2011 - 16:54
#152
Sunless's picture
Sunless
I think it's kinda cruel the

I think it's kinda cruel the way this game sets as a free to play game, since it's such an addicting game and so fun to play, yet you're pretty limited to those 100 ME per day eventually you'll have to pay for CE and then pay some more and more.

It's a momentum and patience game for F2P players. However, it can be frustrating when those simply buying the energy instead of working for it get so far ahead of you. It's easy to succeed as F2P but it takes FOREVER.

Or maybe that's just me. I did well enough for F2P so perhaps I'm projecting; if so, apologies.

Mon, 06/06/2011 - 17:18
#153
FatherCreamy
Legacy Username
What's weird about game

What's weird about game economies, is that the balance can be thrown off if there is a big enough group of people who are earning the most crowns per 100 energy, and the CE market can adjust to their earnings. This was true on that avatar site I mentioned earlier, since everyone had the same opportunity as everyone to earn gold, but there were big gaps from the low earners (earning a few hundred gold by posting on the forums for an hour) and the high earners (earning a million gold through mining for an hour). So of course, the prices skyrocketed because the miners could afford the price, while the forum posters complained a lot.

[More details on why I think Jelly Run earnings should by lowered]

Here's an example with the Jelly Runs I've been talking about (with guesstimated numbers and CE starting out at 5k):
-A Tier 2 person is earning 8k per 100 energy by doing a variety of gates & doesn't skip depths, and thinks getting 3k profit for their work is fine.
-A Tier 2 person doing Jelly Runs is earning 13k per 100 energy, and thinks getting 8k profit for their work is great.
-If CE raises up to 6k, the Jelly runner's profits will drop by 12.5% to 7k while the average player's profits will drop by 33.3% to 2k.
-If CE raises up to 8k, the Jelly runner's profits will drop by 37.5% to 5k (which is still more than the average person's original earnings) while the average player's profits will drop by 100% to 0k.

This means that one of the best ways for the average player to adjust to the market is to join a guild and/or make friends that do Jelly Runs all the time, or only rely on mist energy for the other gates to earn crowns since buying crystal energy would be non-profitable by doing those gates.

So one of the problems with the economy may be the earning imbalance which allows the high earners to afford to pay more for CE without too much loss in profit, while the low earners can't keep up with the prices. If everyone in a tier earned about the same amount, then the only imbalance would be between the three tiers. But what we have now is people saying that the Jelly Runs are more profitable than all the other tier 2 gates, along with all the tier 3 gates (not including materials). I don't know if it's 100% true that a person earns more crowns through Jelly Runs than Tier 3, but if it is, then it should definitely be fixed.

Also with game economies, an economic problem may be misinterpreted solely as supply & demand if the situation above occurred. The supply & demand could actually still be about the same.

Small-scale example with 1 supply and 1 demand:
-I'm a supplier of energy to a friend (who could represent the average player), and I want to take 75% of his earnings to leave him with 25% profit.
-The friend earns 8k per 100 CE, so I charge him 6k for 100 CE, leaving him with 2k profit.
-The friend starts earning 10k per 100 CE, so I charge him 7.5k for 100 CE, leaving him with 2.5k profit.

So the price raised while the supply & demand stayed the same, due to the average earnings increasing. But supply & demand may still be a part of the problem in this game. There will always be a strong demand for CE with the current system, but there may not always be a strong demand for crowns. The demand for both should be about equally as strong for each other, and I think that adding in something fun like a video game arcade would be a silly but fun idea... since energy is used for battling & crafting, crowns could be used for gaming & prizes.

@zeroluck What do you do to earn 15k-20k crowns with 100 ce?

Wed, 06/08/2011 - 16:44
#154
kevomatic
Legacy Username
Specific crown sink ideas

Crowns enter the Spiral Knights world with every run through levels of Clockworks, and leave the SK world only through NPC vendor sales (e.g., recipes from Basil) and fees (e.g., Auction House listings, Energy Market sales).

CE enters the Spiral Knights world only through monetary purchases, and leave the SK world through crafting (particularly 3* through 5* gear), fees (e.g., elevators, revives).

While there are still players buying CE for cash, I would imagine that CE is leaving the SK world at least as quickly as it is entering it. This is because Tier 3 access requires at least 4 pieces of 4-star gear, which (after the patch) requires each player to spend a hefty amount of CE crafting (pre-geared players excepted). And of course maximum survivability requires multiple pieces of 5-star gear.

Meanwhile, crowns are entering the SK world much faster than they are leaving it. Every run generates thousands of crowns out of thin air... players convert ever-replenishing Mist Energy into crowns. As many have lamented, there are very few crown sinks to balance this out.

My proposed solution is to add viable crown sinks that cannot be easily exploited...

- Betting on PVP (with crown fees) would be a crown sink... but it is NOT a good solution, because this would be incredibly easy to rig (whether via /tell or offline). Dishonest combatants would only need to get "action" on one side and have their friends bet the other side.

+ There could, however, be crown fees to enter in PVP contests with prizes. In this case, there would be no benefit to rigging or throwing matches.

+ Crafting costs could of course be fixed, so that less CE is required and more materials are required. This would of course drive up the value of materials. In turn, the Auction House would see more materials transactions, and more cr would end up going toward AH fees.

+ The unbinding shop needs to become a massive crown sink and not a massive CE sink, for obvious reasons. Unbinding will revive the Auction House market for 4* and 5* gear, for those with lots and lots of crowns. (Those with lots and lots of CE could still choose to trade CE for crowns, which would help bring the CE:cr price back down.)

+ Players have suggested other low-overhead cosmetic crown sinks, such as the ability to change in-game name or personal color. Make these available, with the costs a high number of crowns.

+ Items like the laughable Heat Amplifier should cost crowns instead of CE. Never mind that the item is incredibly poor value, but it should lead to cr (not CE) leaving the SK world.

+ Another idea is to make Mist Tanks buyable (again, for cr). Players could use these for their elevator fees, revive fees, and the like, but they'd still need some CE for things like crafting 4* gear. Thus Mist Tanks would not be worth as many crowns as 100 CE bundles are, but they would be a good alternative for some purposes.

In general, the idea is just to add items or services of value, with crowns leaving the Spiral Knights world. This would decrease the supply of crowns while simultaneously giving crowns more utility and value.

IGN: Couture

(EDIT: Elaboration for buyable Mist Tanks is in #217. My "blind auction" thoughts are in #167.)

EDIT #2:
+ My last crown sink idea is to have a UV-reroll shop. This could cost a large amount of crowns (based on star-level of the item) and some relevant materials to reroll the UV on an item. The high price would make this an effective crown sink, while the allure of elusive UVs (e.g. Max Elemental Resist, Very High CTR) would make it an attractive endgame option. For certain items (e.g., Sealed Sword line and Antigua line), this would be the most feasible way to (at great cost) get a great UV on the item.

Mon, 06/06/2011 - 19:22
#155
LordDarkness
Legacy Username
Rich and Powerful players stop mass crafting for UV

Solution: Rich and Powerful players stop mass crafting for UV.

Explanation: If there are less people buying CE, the CE sellers would get desperate and sell them at low prices. And one main reason lots of CE are being bought is that the top players are using CE to mass craft for UV. And I had rage craft for UV before, maybe I'm just unlucky, I think it is the most wasteful way to spend your CE. Sure you can earn a lot of crowns if you get lucky with a MAX UV, but people will try harder to grind for crowns to purchase it, and the more crowns are in the economy, the less value it gets. And the vast amount of CE lost in the crafting will greatly reduce the amount of CE in the economy which makes CE more expensive. Most of the people who do the mass crafting of UV are the rich and powerful players. So I think the rich and powerful are to blame, they're using CE irresponsibly.

Side note: I see a lot of people with suggestions about adding new ways for crowns sink in the game. That would require the game designer to add new content to the game, and I doubt they would do it, because they want the CE price to go up, so that more people use real money to buy them.

Mon, 06/06/2011 - 18:42
#156
BiggestLoser
Legacy Username
Zelda

"What do you think about energy system is flawed and why do you think so? (maybe it isn't)"
u shouldnt be supposed to pay for playing

people told me, that its common for energy to cost more, while it costs less during "rose regalia" or events like that and its pretty nice, that the whole playerbase benefits from an event, which technically requires real money..not just with some items or other things, but with energy, which is the essence of the game

however to be that essence, its necessary to be required :l

no matter how i or others think about that concept, its doing pretty damn good!

"Where do you think the value of energy/crowns comes from?"
whoever pushes the buy energy button(F2P/P2P player)/crown button(lazy P2P player, P2P player seeing a good deal or any player seeing a really good deal)

"Do you think the interface of the energy system should be changed? How would you change it and how do you think it may alleviate the problem?"
if the whole system is based on energy, then id be too scared to change anything, since the game is pretty good atm

"Do you think Three Rings should limit the power of the "big players" and if so, how should they limit it without ruining their own sense of fun?"
it is already limited like mad with 5* items being nooby on low tiers and still getting u killed on high tiers in no time

"What are people's thoughts on mini-games or gambling [what kind of gambling (UVs)] for crown sinks?"
minigames
minigames would be cool, but therd be a controversy about their rewards

gambling
i kinda havent even noticed that thers no gambling or refining here..i dont think the game needs anything at all, but new content is always cool
i generally dislike gambling and wouldnt do it unless its definitely worth it

crown sink
not quite sure what thats good for, but thers recipes n stuff..

":::Bonus Question::: I am in support of a system called "blind auctioning." A system where you post up what you are offering to sell or buy energy for, but you cannot see other people's offers. Essentially, you are throwing your offer into a hidden pool and if your demands are met, you will receive your currency. Why do you think this will or will not work? Explain the ramifications of a lack of interface/history. (100,000 crown reward)"

well if u throw something in a hidden pool, the system always chooses the optimal deal, ur idea would kind of require a new system, like if u have something like this

x crown for 100 energy offers
6125 TRADED
6120
6111

100 energy for x crown offers
6119
6125 TRADED
6200

now some1 is offering 100 energy to buy 6119 crowns and there is no button to accept that offer and there is also no offer, that exactly matches the 6119

so in ur system, nothing would happen untill some1 offered 6119 crowns for 100 energy, but that might not ever happen or at a very late point and vice versa, which would be even worse, if some1 cant move with the elevator to the next depth

on the other hand, people could use the trade chat more for energy trades, which still cant be done within the clockworks

i dont really see the point of that system
at the moment its pretty awesome, u just need to push a button!
dont need to know the prices, dont need to know any system or anything at all, its simple, easy and fast and i love those buttons :D

and the prices would still vary! with the trade chat people can sell or buy energy and naturally every1 trys to get the best deal, therefore energy sellers will look for quantity and a good offer, while energy buyers will still be complaining about the prices and on top of that, they might be mad, that theyre supposed to hang in town while buying energy..might as well just play on mist energy

now, if i look at ur system, its more like a step backward and the next step in that direction would be to block communications, since nothing has changed positively..yea no1 would know any prices or anything at all and people would be lucking out or messing things up with that pool of urs

Mon, 06/06/2011 - 18:54
#157
Eruzei's picture
Eruzei
"But what we have now is

"But what we have now is people saying that the Jelly Runs are more profitable than all the other tier 2 gates, along with all the tier 3 gates (not including materials). I don't know if it's 100% true that a person earns more crowns through Jelly Runs than Tier 3, but if it is, then it should definitely be fixed."

I can imagine the outraged screams that will result if that happens, too.

The game needs a crownsink for level-capped players besides playing the CE market for kicks. When they implement PvP, there needs to be a respectable Entrance Fee or something else that requires people to keep paying crowns into it, because otherwise inflation will keep happening. Right now, it's becoming a cycle of paying players dominating the market both in CE buying AND selling, which I'm pretty sure is not intended. The natural outcome of that will be the Market becomes solely the playground of the paying players, and un-usable as a tool for free players to get more Energy from time to time.

Mon, 06/06/2011 - 19:00
#158
phandaria
Legacy Username
Betting in PVP

Betting in PvP is by far the best end game crown sink, but some restrictions need to be applied.

Firstly, only the participating player can bet for their own/team. This will stop any dishonest attempt to gain money from betting.

Also, each team/player need to bet the same amount of crowns and the winning team/player will have their bet doubled minus some costs.

Although, I don't know about the legal issues in implementing this, maybe they need to change the TOS or add age restriction?

Mon, 06/06/2011 - 19:16
#159
Maberiku
Legacy Username
Just my 2 crowns

CR are of near to none value. They are generated by just playing the game and the only ways they leave the system is via recipes, crafting and auction-fees.
CE on the other hand are only generated by buying them with real money and leave the system via elevator and revive fees, as well as crafting.

Thinking of the fact, that CR are only needed for these limited actions, it seems a miracle that people who bought CE are willing to sell the CE for CR instead of using the CE to play (which in return gives them not only CR but heat and fun).

Let's assume that people who pay real money for CE are not patient enough to play for CR and sell a part of their CE.
If the content, especially the armory is not updated and expanded on a quite regular base, people will stop selling CE after upgrading all their stuff.

With only slowly expanded armory the only real injection of CE into the currency system is done by new players. Those are either complete beginners who just have that kind of money to give them a jumpstart or f2p players who are so involved in the game and are really enjoying it that they sacrifice their beloved money to get a new experience and perhaps support the game or the devs.

The one way or the other f2p users need CE at least to craft.
Making the free2play experience so dependend on actual CE injectors will frustrate enough people to either use money to buy CE or to quit the game.
Though people of the first category are the more important to OOO I don't think that they will be enough to keep the game alive which will end in them turning their back also on the game. (just a guess)

This leads to two notable approaches to a solution of the misery:

1) The game needs content updates on a very regularly base so that ppl who are willing to buy CE are generating and injecting CE into the system to get CR very quick. Expanded content will also attract new players as it will encourage old f2p players to spend their money on to CE to have more and longer runs. (Thinking of blueprinces' posts it does not only need more and frequent updates but also changes which make the beginning easier but may be compensated by making the later game experience harder e.g. decreasing elevator fees for tier 1 and increasing elevator fees for tier 3. This still will only then be accepted by the community if the rewards for longtime (experienced) players are of certain value – content, e.g. higher dropchances for rare items, mist containers, crystal containers, fun items, content and content)

2) The dependency of f2p players on payers has to be at least decreased if not removed. This means adding the ability to create CE without having to pay.
This may at first sight not be in favor of OOO but might attract enough ppl. to try the game and enjoy it as well as the people who don't buy CE just for their principles might overthink their opinion.
It might work on a very small scale, such as trading 10 ME to 1 CE consuming 100CR calling it crystallization, or only when reached a certain depht. For example there might be a certain chance that Basil will sell 50 CE for a certain not too low (perhaps somewhat market-depending) price.

Giving it a second thought, the dependency might be reduced by modifying the crafting mechanism in that way, that one can add energy to it over time, not having to have the energy at one single point. For example: I want to craft an Ascended Calibur. I need the ingredients, my tempered calibur, 2500 CR and 400 Energy. Right now i only have the spare energy i have left from today's play, e.g. 25 ME. Given the modified crafting mechanism i am able to deposit those 25 ME already into the crafting machine, not being able to get it back. Thus i am able to add energy over time until there is enough energy to actually craft, but i am not able to use the crafting machine as some kind of energy bank, where i can add and withdraw energy whenever i want to. This might be reduced by some kind of cost to save the energy, say a 5 energy cost for every deposit of energy which leads not into having enough energy for the desired craft (this means i put my 25 spare energy into the crafting machine where there is only 20 energy saved for the actual crafting process) On this way it is possible to craft better items without having to buy CE with money or CR, decreasing the CE value but it is still annoying enough to let me think of buying CE in order to boost the crafting process or avoid those 5 energy i lose in every deposit.

In the end these approaches (and they are no more or less) of a solution may fail, but the only way for OOO to make sure that the CR to CE ratio is somewhat stable is in my eyes the approach of blueprinces which means that OOO have to inject CE themselves.

All numbers and values in this text are guessed on a pretty rough scale and not calculated in any way.

Not a native speaker.
---
IGN Maberiku

Mon, 06/06/2011 - 19:32
#160
Theonebackthere's picture
Theonebackthere
After careful analysis...

After careful analysis of various posts and threads about Energy becoming too costly I have collected some of the important facts.

-Way too little Crowns earned in levels that have no Jelly King or Vanaduke levels. This is a must to get fixed but I suggest the other levels get more Crown drops instead of lowering Crown drops in Jelly King and Vanaduke levels.

-End game players are playing the market for fun because they have nothing to do.

-The new boss has sparked up a new desire for CE to craft the highest level of the item(especially the shield).

-The market is influenced by players who have excess amounts of money too much so they can spend whatever the eff they want to get CE.

-No real reason to sell CE for Crowns except for recipes but that money is easily obtained by exploring the Clockworks.

-Too much UV crafting.

-The Jelly King gate is packed (over 450 people currently) while the other gates have less than 100 (88 currently) and the Vanaduke gate has over 150 currently but it's kind of risky so people are sticking to Jelly King farming. I wouldn't be surprised if guilds are using the join feature and exploiting it by sending one guild member to stay at floor 15 of the Jelly King floors and just do nothing there while his/her guild members join and go solo repeatedly.

Mon, 06/06/2011 - 19:58
#161
Jaouad
Legacy Username
I think what they had to do

I think what they had to do is add some EXPENSIVE crown sinks that are worth it.

If they could manage to implement many many decorations for the guild hall that could be bought with crowns only, that would defenitly bring down the prices.

Mon, 06/06/2011 - 20:36
#162
lawlz
Legacy Username
My thought IGN = Pwnies

First to address some of the discussion topics…

:::Bonus Question::: I am in support of a system called "blind auctioning." A system where you post up what you are offering to sell or buy energy for, but you cannot see other people's offers. Essentially, you are throwing your offer into a hidden pool and if your demands are met, you will receive your currency. Why do you think this will or will not work? Explain the ramifications of a lack of interface/history. (100,000 crown reward)

Crowns at its current state will face a constant inflation as more and more people finish up their gear sets and have all the recipes that they want. This solution does not address this issue and will cause an outside market. Even in a blind market, people will have their speculations as to how much crowns and energy are selling for based on the speed that their offers get bought out. A person who needs to buy energy will say start at 4000 but waits a few minute and gets no result will get the hint that he needs to raise it higher. This makes abusers of the market and those with an excessive amount of crowns and energy to raise the market to an arbitrarily high price, creating even more frustrations for those who needs to buy energy. Sure, people can wait an hour or two and hope that their offers will be met but it’s unlikely. People who play this game and actually need energy will want it within five minutes or less and will constantly raise their offers until it is met.

What do you think about energy system is flawed and why do you think so? (maybe it isn't)
I will say the energy system is a great idea and is not flawed if it is carried out and balanced with the use of crowns properly. I will go more in details in my main post.

Where do you think the value of energy/crowns comes from?
The value of energy and crowns comes from the demands and speculations of the players. If one is needed more, it will be valued more just like any goods or currency in real life.

Do you think the interface of the energy system should be changed? How would you change it and how do you think it may alleviate the problem?
I think that the previous ideas of having a longer list of offers would definitely fix the over speculation issues that we currently have. It will show the large gaps and walls that market drivers are creating which will help people better determine the actual value of energy/crowns.

Do you think Three Rings should limit the power of the "big players" and if so, how should they limit it without ruining their own sense of fun?

No, the market is fine as it is and people are free to try to manipulate it. I firmly believe that a good economy will be able to stabilize even with player abuse.

What are people's thoughts on mini-games or gambling [what kind of gambling (UVs)] for crown sinks?
More crown sinks will definitely help but it is unnecessary as it is extra work that 3 Rings will have to put in, something that a company on a budget cannot simply do.

Now… for what I think should happen:

If it isn’t already apparent in my answers to the discussion issues, I believe that the reason why the price of crowns vs energy is unstable is due to the fact that the current interface allow easy abuse and that energy simply does cost 6-8k crowns. While I do not have exact numbers, but as long as a player can make more crowns in a run than the amount of energy it costs, prices of energy will continue to rise. I think a JK run will yield about 6-8k crowns and a Vanaduke run without dying can yield up to 12-14k crowns.

So, the big question is how do we fix this?
While I am not fully against the equipment binding and the increased energy cost of crafting, I still think that 3 Rings had a wrong approach. I realize that 3 Rings feel that people are reaching end game too fast with the old energy cost, raising the energy cost of crafting while reducing the cost of recipes is simply wrong. I remember when I first started playing, people would actually NEED crowns to buy recipes. People would sit at Basil and attempt to sell their energy for crowns to buy 45000 CR recipes. At the time, this is about 1500 energy for 1 recipe (Oh the good days when 100 energy was under 3000 crowns). We need more crown sinks, not energy sinks.

I realize that 3 Rings was thinking “well energy is equivalent to money so we must raise the cost to increase our revenue!” While that is true, they would achieve the same if not more by increasing the value of crowns. Energy can be bought infinitely with real cash but crowns have to be FARMED. If crafting costs more crowns, a player who wants to buy energy to rush to end game will have to trade his energy in for crowns and use it and thus destroying BOTH crowns and energy. Since crowns have to be farmed, it is actually a limiting supply if it is in demand. A person cannot magically just make crowns appear like they could through buying more energy.

What I would prefer is that recipes are kept at its old price, the amount of crowns needed to craft 3 stars – 5 stars items be raised rather than the energy. I would also suggest that the energy cost to craft one and two star items be reduced in half and their cost of crowns be raised to reflect the change. I would say raising 1 star items by 250 crowns and 2 stars items by 1250 crowns (numbers are based at 50CR per crown or 5000CR/100, the amount made in an average t1 run so that new players are not royally screwed by the change). This will cause a demand in crowns as people would hoard crowns, hoping that they get lucky with basil and buy the recipes they need to either craft or to sell on the auction house for even more crowns. Remember, when crowns are used, both energy and crowns are destroyed making crown sinks much more important than energy sinks. Now, I realize that we all have mist energy and that could generate crowns. When crowns become valuable enough, we may even see people start gearing up alts (paid of course) with high level gear to farm the clockworks for more crowns instead of standing there and UV farming since the crowns would be worth more than the energy use to craft. They would then SELL their crowns to people who simple do not have time to farm crowns.

Since the new system cause crowns to be more used, people would only need enough energy to use elevators and craft their items. UV hunters crafting 1 and 2 stars items will DESTROY the valuable crowns that are farmed up. Finally, once people realize that crowns are more valuable than energy, people would fight to buy energy for a much lower price. The good thing is, this will not lower 3 Ring’s sales in any way because people that want more crowns would either have to pay to play more or pay to more energy per crown. Remember how old recipes that costs 45000 crowns would be equivalent to 1500 CE? Imagine all that CE being destroyed by buying one 5 star recipe. Don’t tell me you wont be making more money 3 Rings.

Finally, the icing on the cake would be the fact that free players playing on mist energy would not lose out because they will be able to progress through the game without having to pay $5 worth of CE for each 5 star items they make. Now, they can choose to just simply farm crowns until they have enough to make their item or spend, say $10 per 5 star item since if they wanted to trade their CE in for crowns to make their items faster, they would only be able to buy less than 3000 crowns for each 100 CE they have bought. With this system, a new interface would not even be needed as people would fight to lower the price of energy rather than increasing it. People who do abuse the system for their own gains be lowering the price of energy even more would benefit both 3 Rings and free players as prices of CE drops. 3 Rings will also always be able to adjust the drop rate of crowns, allowing them a hand of god in the market should there be future problems without being apparently obvious.

Yep… that’s my 2 cents on this topic.

--Pwnies

Mon, 06/06/2011 - 21:16
#163
xienwolf
Legacy Username
If you want semi-rigid

IGN: xienwolf

If you want semi-rigid stability, then remove the ability to set bids.

Currently, I can go in and say that I am wanting to buy 1,000 energy at 10 crowns per 100 energy.

I can also go in and say that I am wanting to sell 1,000 energy at 200,000 crowns per 100 energy.

If this system were changed so that OOO sets an initial exchange value (say 3,000 crowns per 100 energy), and provided an infinite supply of crowns and energy to fill orders, but the price would increase by 1 crown per 100 energy each time you purchase energy, and decrease by 1 crown per 100 energy each time you sell energy, then the system cannot be manipulated for profit (well, not rapidly at least).

EDIT: As for your blind auction idea, you would have to enforce that bids cannot be retracted. Otherwise the seller starts high and works his way down, and the buyer starts low and works his way up. Once you actually get a sale, you know you got the best price possible. Rewards the people who have the time to spare "fishing" like that.

A far simpler solution is an exponentially inflating cost on some minor sequential tweaks to gear. This would be prohibitively expensive for the casual player, and relatively pointless. But for the end game player it is an unlimited sink for crowns and energy to strive for the absolute best gear and associated bragging rights. As pointed out by many people already, the major "offenders" in manipulation of the market are those people who have nothing else to do with their earnings.

Some potential sinks are as stated, chances to add additional UVs to an item. I would say allow someone to spend MASSIVE energy for a chance to meld 2 identical UV bearing items (so 2 Vile Strikers with UVs, but not a Vile Striker and a WinMillion with a UV each. UVs do not have to be the same, but if they are then they combine to raise the quality of the UV on final item). If you fail at the chance, both items are destroyed. If you succeed, then the new item has both UVs (or if they were the same type of UV, it adds their levels).

This provides incentive for endgame players to forge THOUSANDS of items, and destroy the majority of them, along with all of their excess energy/crowns.

And honestly, it doesn't matter if the new sink is Energy or if it is Crowns. It just has to be a potentially infinite (PER PLAYER) sink to deplete the stockpiles of the top players. Once their savings dry up, then the only control on prices is how much you can earn with a run in the clockworks.

Mon, 06/06/2011 - 21:18
#164
perfectly00
Legacy Username
no more

no more selling energy, just buy, in the market that is.

trading energy of course is still possible but the currency of energy stays the same. the reason why there's a currency for energy is because when it goes up, people are more willing to pay cash for energy. if the energy currency is so high, it is to hard and expensive for people to spend crowns on it, so instead they pay for energy. this energy currency is what keeps paying players pay so much. its actually getting more expensive for players to pay. if u calculate your expenses on this game, u'll see the difference when currency is low and high.

the uniqueness of this game comes from 2 of its money forms; crowns and energy. in which everyone wants more of both!! this might not be a solution but is an idea for further discussion

IGN: Nom-Nom-Monster

:)

Tue, 06/07/2011 - 02:19
#165
FatherCreamy
Legacy Username
I guess what else OOO can do

I guess what else OOO can do is have an account with an infinite amount of CE in it, and when the CE starts to get scarce in the market and the price begins to skyrocket, they can have their guy log on to put up a bunch of CE for sale to regulate the prices. This would balance out the supply and demand and take crowns out of the system while not affecting the $ buyers of CE too much. Also, this can combat the wealthy price inflators by meeting their demands, because this is what I think is going on:
[WP = Wealthy Person; AP = Average Person]
WP - 6,000 x20
AP - 6,003 x1
WP - 6,007 x 20
AP - 6,010 x1
WP - 6,013 x20
etc.

The wealthy person probably realizes that there isn't enough energy selling at the moment to meet the demand of all the offers he/she is putting up, and thought it'd be fun to jack up the price for the hell of it. Or, they could just really need energy right-away.

Either way, by having a "fake" account that pops on every now and then to list a ton of energy would be a gold sink, a price regulator, and a supplier for the demand.

Tue, 06/07/2011 - 08:22
#166
Guhnom
IGN Guhnom, prepare for tl;dr. Wonder if this'll fit..

::IGN Guhnom:: #166 #180
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As an intro, I'll answer the initial food-for-thought questions:

>>What do you think about energy system is flawed and why do you think so? (maybe it isn't)
The main flaw of the current system is that there is absolutely no regulation of prices, and due to the irrational behavior of all consumers (especially the green ones in this game), the market is widely susceptible to unreasonable fluctuations.
Well, that aside, I'm also not a fan of the "You need energy to play" system this game offers. Hell, I'm not sure I'd even like it if you needed crowns instead of energy, so that doesn't apply to the energy system. Paying a flat rate (crowns) is acceptable, but when energy prices go all over the place (a pretty steep increasing trend, too), it gets much more difficult to play the game, which really is just grinding for crowns at this point in time. Everything is much too expensive, and there's simply not enough content. Endgame can be easily reached in a matter of days or with $20. Problematic, huh.

>>Where do you think the value of energy/crowns comes from?
I can't say there's much of an intrinsic value for energy when it can just be bought again (of course the value goes up as the price goes up.. which is why I've been running largely on mist for a short while). Anyway, the value really just comes from how difficult each one is to obtain. It's fair to say most of the CE in the game is coming from a minority of the population, probably those who don't care about pumping hundreds of dollars into the game over time. The $1.50 of CE I bought meant so much to me until I realized it was only 400ce and spent it easily. Safe to say the value of the game's currency comes from the difficulty of obtaining crowns. So far it's not too hard to get 6-8k for a 40-80ce Jelly Run. Anyway, I can't speak for the actual value since each person has their own value on it, depending additionally on how much they have, or whether they went grinding for it or just bought it straight away. Or depending on what they sold for it, I guess.

>>Do you think the interface of the energy system should be changed? How would you change it and how do you think it may alleviate the problem?
I suppose this is going to be answered later in the essay. Looking at my first answer, I'd like to say that having most everything cost CE (or ME if you want to get technical) is problematic for their F2P players, but if they changed it, they'd have to bring in a new source of income. Safeguards should be implemented to increase stability and reduce manipulability (read on for more).

>>Do you think Three Rings should limit the power of the "big players" and if so, how should they limit it without ruining their own sense of fun? What are people's thoughts on mini-games or gambling [what kind of gambling (UVs)] for crown sinks?
The power of the 'big players' really just extends negatively into the CE market, where there is great potential to cause massive, unexpected (and unreasonable) fluctuations in the CE price. This could be protected by implementing safeguards that will be discussed later.
I guess there should also be a limit on crafting and selling items, now that I look back to the pages of Caliburs going for 2K in the Auction House. Really, it's just too easy to obtain hundreds of thousands of crowns with nothing else to spend them on (all from a single good UV or a single $50 purchase of CE). UV's should be much more common, as should item drops (they could come unbound and with UV's, even). The AH is the only big crownsink in the game, and even then endgame comes far too easily. This game needs radical changes to be balanced, but those would require modifications that make it more closely resemble other generic MMO's, and this one's creativity/uniqueness shouldn't be compromised. There really should just be a bigger crownsink for endgame players, and means of preventing players from OBTAINING so many crowns. Case in point, many have reached end game and have millions of crowns in about a week or two. Hell, Magnus got Fang of Vog + 40kce a week into the game's official release. (see forum post #2957) Whereas I have been playing for almost 2 months and am scraping by with <20kcr and 4* equips. Granted, some players are better than others, but it should not be this easy to finish the game and become a 'big-name player' with power to finish off the market.

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You know what, I just thought of an ideal solution, which would be hassle-free and fair to all, really. Let me just delete the last 4 paragraphs of my text and start over, lawlz. This system has been implemented by Jagex already, but tbh it was an excellent system they installed. For those of you unfamiliar with Runescape, the Grand Exchange in their game is similar to the Auction House of Spiral Knights--however, there is a 'market price' that is calculated based on past sales, and no item can be traded outside a ~1% variance of that price. Now, the system would be ridiculously easy to implement, as it would just require a script to factor every sale price into the preexisting market value and modify it based on that.

So let's say the market value is 6000 with a variance of n%. If tens of offers are just accepted at the upper bound, the market price will rise, but (omg, sorry, this is like an epiphany here, where all my econ knowledge is coming back to me) only by a few crowns, so the next cap will only be a bit higher (In the current system, if such a thing happened, the market value would raise by at LEAST that n% variance, due to other players trying to outbid each other).

The biggest fault of the current CE market is that prices are NOT STICKY. They are free to wildly fluctuate as they want, and because nobody is a rational buyer (not in real life, and not in this game), prices DO fluctuate like that. Sticky prices irl exist because an item's market price will not increase immediately if a single consumer goes to a department store and buys 40 of the same item. The sales are analyzed at week's end by marketers, and given how many sales the item had that week, the future price will increase, decrease or stay the same.

Implementing this 'sticky market price' system will certainly stabilize the market, as offers will be blind and there will be a slowly-adjusting limit to CE offers. Technically, offers could be public, but that would trade off some stability for a larger window into the market, leading to irrational decisions ofc. Unfortunately this is fact--the more outlook a consumer has on the market, the less rational they'll be. Yes, there are those who have an eye for stock markets and such or would like to see current statistics (I myself), but truth be told, that would spell bad news for market stability, since most people aren't like that. :P

Oh, one thing I forgot to address. Just remembered that this will stabilize CE prices, but it won't do anything about making them manipulation-proof. Hm. Well, to safeguard the CE market from those who'd manipulate it, we'd have to think of who would be doing the manipulating (sorry if that's supposed to be whom, it's really one of the only grammatical concepts I can't grasp). Anyway, the manipulating would probably be done by players with enough CE/CR to feed a nation. And their method of choice would be selling/purchasing thousands of CE at a certain price to modify the market.

Well, the only thing coming to mind is to have a cap on how much CE can be traded per person per day. Er, this would protect from a few people manipulating prices, but if there were a large guild doing so, we'd have a spot of trouble, but there's not much to do from there, aside from placing more limits, or limiting trades based on many more factors, such as guild size, player's assets, paying status, etc.. I'd go into it, but I'm not sure it would be worth analyzing so many factors for such a small gain, and even then the gain in question ultimately just cuts profits for Three Rings / Sega.

Anyway, a per person cap should suffice for now. Given the monthly limit on purchasing CE is $100-$800, the developers don't believe ANYONE would possibly need more than 10.67kce/day. So naturally, the daily cap on trading CE should be below that amount. The lower it is, the lower the manipulation risk is for the CE market. At some point it'll just get inconvenient for endgame players I guess, so the cap should be around 50-120 trades per day. Not unreasonable, given the average player needs 0-5, and no normal player would need more than 50 trades per day. (This is total trades btw--I guess the in-game, ad-hoc trading can remain unregulated.)

Anyway, stability could be easily achieved by this method, and it would really be easy to implement two market prices (one for buying and one for selling CE) and a single script for modifying them, from a developer's standpoint. This method would disallow others from 'merching' (aka buying low, selling high) CE, but I think they could leave it at that. The reason CE needs safeguarding is because it is such a vital game resource that not everyone has access to. To leave it as is would really just bring frustration to those of us who care, and cut many of the people in the playerbase. It's a little depressing to think how many people have just given up and left just because of this, and so far, nothing has been done about the issue. To leave this alone would be 'selling out' on Three Rings' part, which really defeats the purpose of creating a game to begin with. Idk if they actually care for their players or just value our money, but ultimately they can do what they want, but it'd be great if they installed regulatory methods in the CE market.

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Now that we've gotten to the conclusion, let's work our way backwards a bit. Er, because I forgot to address problems. So, what exactly do we need solutions for, and what is the above^ a solution TO? Really I think with that^ I just addressed smaller, more specific concerns like "Why are CE prices going all over the place, ragequit because I'm F2P or endgame". On to more problems:

EVERYTHING in the game costs CE. Whether you want to enter a dungeon, craft an item or even revive yourself from death, it'll cost CE. Actually, I think I about covered it, because that's all there IS to do in the game to begin with. The only things you spend crowns on are recipes/AH (and entering gates, which is negligible). There is absolutely nothing to do with crowns except buy more energy. Energy market and AH are the only crownsinks in the game. It's funny because I find myself preferring to venture into the clockworks to get a certain mat/recipe instead of paying a 10%+ premium for it in the Auction House. Boom, another energysink.

So there's too much CE exiting the system, and too much CR entering the system. To reiterate a simplification, we need another thing to do with crowns than spend them on energy. They're virtually worthless, and CE is much more valuable, as you can see. And WHY is it so much more valuable? You need to give many more crowns to do everything in the game, so shouldn't our crowns be more prized? Yes, except for one thing--crowns are everywhere. CE is not. The only CE source in the game is the P2P game body. Crowns come from dungeon runs, crystal deposits, selling items to shops, etc. Because of this, the reliance on CE is far too high, and because supply is so low, the actual value (and cost) is way too high, and rapidly increasing due to the growing player body and the number of mass UV crafters.

It's a little silly to say that players are suddenly going to stop purchasing CE because they've had enough and it'll spell doom for Three Rings and the few thousand CE left are going to be as rare as Rose Regalia or Beta gear, blah etc ad infinitum. As long as there are people playing, there will be those who will buy CE and sell it. Also, if CE ever DOES become that rare, there will certainly be people jumping at the opportunity to purchase $2 of CE and sell it for tens of thousands of crowns.

That aside, I think we've identified the existing problems as:
>Too much CR coming in, and CR doesn't go anywhere endgame
>Not enough CE coming in, and frankly there's just too much being spent

And WHY are these rising numbers a problem? They're problematic because CE prices will rise to suit only the P2P players and endgame players. Those who are struggling or just starting out will have an awful time dealing with prices that will definitely approach 100cr/ce soon.

Soooo, if you're actually still reading, we'll go into the rest of the solutions.. the above solution is just to stabilize the market and protect it from easy manipulation, I guess. I should proofread this later. If this sentence is still here, it means I didn't, sorry. :/

Moving on, a very simple way to address this problem is to simply make more things cost CR instead of CE--making more things cost CR in general, really. For example, one thing I've been thinking about for a while is to make Trade/Zone Chat cost crowns per usage. For example, 10cr per message (or 10cr/100chars). That's 20cr/min which is pretty reasonable--for a continuous HOUR of spamming trade chat, you've only spent 1.2kcr. Granted this may suck for newer players, but it also encourages everyone to use the Auction House more--which is really a win scenario for everyone. There will be a larger variety/amount of items in the AH, making it easier for sellers to price items and easier for buyers to obtain them. Also, it'll do an excellent job enforcing the crownsink the AH is supposed to be, and it'll cut out much of the unnecessary Trade Chat spam (woo!).

If a 10cr charge isn't enough it can always be raised. Also, not sure about Zone chat but it can be modified to only project to the current 'zone' aka Town Square or Bazaar. To be honest I'm not entirely sure what zone chat projects to, anyway.

Additionally, I like the idea (Vysorn, #112) of Crystal deposits giving you CE. The numbers can just be tweaked so you don't get outrageous amounts of CE for finding a single crystal, but w/e. Better yet, as you break crystals, they could randomly drop CE along with the crystal shards? It's not unreasonable to give 3-5 extra CE to the knights who take the long windy passage full of red rovers for the small treasure room. Hell, even boxes or monsters could randomly drop them, too. Approximately, 1CE should be as obtainable as 50-100CR while in the clockworks, with a slight tradeoff on the Crown rewards.

Additionally, we'd do well to change the crafting system. Really, asking 800CE for a single item is outrageous, not as much because of Crown cost, but because of the actual cost of removing 800CE from play. 800CE that's not coming back. In this game, we need ways to get rid of Crowns, not Crystal Energy. A better solution would be to drop CE costs and raise CR costs for crafting.

Also, a daily crafting limit would help with the vanilla-flooding of the market, another thing to stop big-name players from ruining the market. I mentioned this earlier but making UVs more common would be great, too. This way, a single lucky player can't get 500kcr from one item and then arrive at endgame. Sad, but true. Three rings places far too much value on 'rare' items, aka Max! UVs or Blackened Crests (to my knowledge only one crest exists in the game).

Other solutions that have been proposed are PvP wager matches or simply charging CR to enter a PvP arena. All good ideas I suppose. There should be a premium/wager PvP where crowns are charged, and a basic free-for-all (just because I like the idea of free, friendly PvP, and not being charged for everything I do in-game. Maybe the premium ones should have quirks such as elemental plates, wheels, mob spawners etc). Or, one could be charged admission based on their equips, where 5* players with level 10 gear, tetraheart pendants and UV:high gear would be charged much more than a 2* player.

On the note of there being way too many crowns endgame, I'd like you to think of previous MMOs you've played. For example, any WoW-esque generic MMO. There are certainly a few good reasons there aren't (nearly as many) big-name players with comparable wealth in those games. One is probably that endgame isn't so close to startgame. There's a lot more to do and it takes much longer to get there. Additionally, the reason so many endgame players are so rich is because, at that stage, all there is to do is UV crafting, which leads millions of crowns for a few good UVs. Oh, there's also the part about Love Puppy drops. Not sure if they're still bound, but it's silly how one stroke of 0.1% luck will get you hundreds of thousands of crowns in this game. That's definitely something that should be reconsidered.

While I stew in my thoughts, here are other ideas I agree with:

Father-Creamy #121: CR in place of CE, but modified for 1.2cr in place of 1ce, so as not to render CE obsolete. It would be good for players who need CE fast or can't afford 100CE at the moment.

Vysorn #112: CE from crystals--idea already quoted; maximum % change: This would work very well alone, although I find it would complement the earlier blind, sticky market proposal very well so that CE prices don't max out as walls towards the end of each day/week/month

Kevomatic #154: PvP prize matches would be amazing, where the winner gets a rare, bound trophy and the cost to enter/progress is in CR--there should be multiple levels costing 1k-100kcr. In fact, it could just be a regular arena as opposed to a PvP match. It would be an excellent endgame crownsink; cosmetic crownsinks such as ign change, gender change or color change (which reminds me, there really needs to be a gender system beyond 'my hat has ponytails so I'm a girl'); unbinding shop depending on * value of gear. Massive crownsink indeed, and additionally it would probably help the AH crownsink see more big trades; PURCHASING MIST TANKS. Yes. That is the best idea I have seen yet (sorry if someone else proposed it first, I haven't read all the posts).

Maberiku #159: Merchants randomly/rarely selling CE at lower prices.

Generally, this section has just suggested ways for CR to be taken out of the system, and ways for CE to be put in. I think it'd be unreasonable for Three Rings to decide to dump CE into the energy market outright like that, but a better idea for there to be some more value to it than "6000 crowns". Besides, why would they give away free CE like that? The least they should do is make it part of the gameplay aspect. Best solutions are those that suggest adding CE rewards in the clockworks and add new crownsinks in Haven, imo.

Anyway, it's 1:30am so I'm largely out of ideas, but maybe I'll pitch in later. Also, this post is well over 4000 words and 9 full single-spaced pages, written in a matter of hours. Lovely, hehe. Wish my term papers went by as well. Thanks for getting this far down. :)

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***BONUS QUESTION*** On Sinxeno's proposed blind auctioning:

I'm not entirely sure how I feel about this system.. on one hand, it'd be an excellent crownsink if all the wasted crowns were just eaten up instead of refunded--but on the other hand, nobody would willingly post offers for 8k continuously just because it sold. Well, I say this for myself, but I'm not sure what an endgame millionaire would do. Input, anyone? If you're an endgamer, would you post a 'blind' 8k for 100ce? To speak for myself, if one of my energy offers sold immediately, I'd put up another at a slightly lower cost to see when it would sell. It's brutal enough waiting on non-blind materials to sell in the AH, but for energy offers to be blind and free like that, well, things would be awful. I can't expect the playerbase would accept it well, since most people like to see what they're bidding on (I briefly mentioned this earlier when I was talking about making the sticky market blind). To be honest I really don't know about this one. I can't imagine it'd even be considered for implementation, really.

I'll try to go into it, huh.. it's difficult to discuss this when I have such a limited viewpoint. Well, picture yourself. You have millions of crowns to spare as well as tens of thousands of CE, so I'd imagine (if you needed to buy CE) you wouldn't have a problem paying X amount for your CE. But the frugalness inside me says that I'd rather keep trying to get a lower price, and then I'd be frustrated when my blind offer wasn't met (oh god, finger cramp. Thankfully it's only my left thumb, I don't even use it). Not having.. well, just not having. Not having is something most people don't like. Being kept in the dark about our financial assets is something we're not even used to. There is no real-world application I can think of for blind offers, and it's probably like that for a reason.

Player outcries and frustrations aside, I guess we can look at its efficiency. As I said above, this would do an excellent job of acting as a crownsink if and only if players were content paying what seems like too much for CE. Anyway, it's safe to say that prices would still be rising steadily, as a player would think "Hm, this didn't sell. Let me try a higher price", and would increment their offer not by 1cr and then wait again. I for one would not like to wait 4-12 hours to see if my offer sold. Rather, players would increment by 50-100cr, and look at that, success. Simply blindly testing/waiting when you need CE immediately is a poor idea. It's safe to say that most players buy their CE on demand, instead of saving up for the future.

Here's a good comparison for why blind-bidding is a bad idea. I think it's safe to establish as given that a) players want the lowest price and b) testing lower prices requires waiting. For establishment c) players don't like waiting, we can look at the AH. The other day I saw a bid-only Angelic Raiment sell for 18.9k. It had a curse:max! UV on it. Why did such a rare item sell for so cheap? Because people don't like bidding. Nobody will look at a bid item and say "hey, let me just wait 2 days for it to sell!" They'll say "I'll just be outbid by a lot, so maybe I'll come back for it later". Granted, in part, this was due to the fact that nobody even wears Angelic Raiments, but we can put that aside, as the same thing really applies for most mats. I've rarely had an item sell for its bid price when I had a reasonable buy established (even then it didn't get a bid until at least medium time remaining).

So you say, we can make players choose how long they want their offer to be up, and charge premiums for longer offers. Still not bad, but this brings up the problem that we're still in the dark. Granted, we can choose how long we want to wait, but how do we know how our offer is doing? Will we wait days more for a slightly lower price, or will we just say "to hell with it" and pay an extra 200cr for the CE now? Also, how would things sell, anyway? Would the highest CR offers be taken first? Because of the incredibly high exchange rate, this would mean someone who put up a blind bid for 100cr less than the highest would never have his offer taken, given that there are players out there who would pay said premium for immediate crowns. And so, this would make the CE price rise indiscriminately to the highest price available, or higher (but instead of being +1 like it is now, it'd be +50 due to poor estimates). All stability would be lost, and the demand for premium 'instant' CE would cause the cost of CE to increase rapidly.

However, in the above sticky market solution, a blind system would work much better as it would not allow others to see what the current market looks like (the benefit of Sinxeno's 'blind auctioning') so they cannot outbid others ad infinitum. However, as established, the biggest downfall is the uncertainty in current prices, which will really cause the market to fluctuate wildly and prices to increase at random. The sticky price system (recall the variance limits) would keep this from happening, so it would really be blind, but controlled auctioning, reducing competition and increasing stability.

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::IGN Guhnom:: #166 #180

Mon, 06/06/2011 - 23:09
#167
kevomatic
Legacy Username
Blind Auction Thoughts

My hunch is that blind auctions will not solve the problem of manipulating the energy market through artificial market walls... it would only slow the process (and also the buying/selling process).

Suppose a person (call him/her a "market mover") might normally post 40 buy orders at 6000, to ensure that people cannot buy CE at a price lower than 6000. Other buyers see the wall at 6000 and either don't put in buy orders or put in orders above 6000. Once there are some higher buy orders, the "market mover" might move his/her market wall higher. We're all familiar with how that works.

With blind auctions, the "market mover" could still post the 40 buy orders at 6000. Other buyers don't see the wall, but when they put in their lower buy orders (maybe 5000 or 5500) and see that they're not getting filled, they know there must be higher offers. They either don't put in higher orders or put in orders higher than their last (maybe 5800 or 6200). If the orders are above the wall (e.g., 6200), they get filled. Otherwise (e.g., 5800), the process is repeated; they either don't put in higher orders, or they put in orders that are higher still (maybe 6000 or 6200).

The blind auction adds one benefit, that the "market mover" cannot immediately see if people are outbidding him/her (and thus cannot be so quick to move his/her wall and induce people to increase their buy orders. Still, if he/she sees that his/her orders are not being filled, he/she can safely assume that other buyers are bidding higher.

In short, it still works the same (highest buy price and lowest sell price get picked), but the blindness factor just slows everything down. Market walls will still be prevalent. Buyers will low-ball and then slowly increase offers, while sellers will do the opposite.

(My "main question" thoughts are in post #154.)

IGN: Couture

Mon, 06/06/2011 - 22:51
#168
Benjamin
My job is in options trading

First, please forgive me for repeating any ideas all ready presented, I'd like to talk about what options exchanges do. This is entirely without the subject of more crown sinks (of which I support, but discussion of *low* ce prices are orthogonal to *stable* ce prices). I'm coming at this from the perspective of a programmer, so if there are any traders on, feel free to chime in with what I'm missing.

Options exchanges certainly have instability around prices, but they do have a lot of ideas in place to prevent abnormalities.

Exchanges want both liquidity and volume, since that's how they make their money. Depending on the exchange, you may have any combination of:
1) Per-posted quote fee. If you post a bid or ask, you pay something.
2) Per-trade fee. If a trade happens, you pay something.
3) Price-time priority. If your quote was there first, you get the first trade.
4) Volume priority. If three people post an ask for 100ce at the same price and a bid comes in, each one only sells 33ce.

Three Rings all ready does 2 (albeit one-sided), and 3.

I'd like to discuss these in regards to price stabilization.

I'll talk about 4 first because the effect is simpler; if a party wishes to trade, they do not need to advance the bid or ask in order to start selling. What tends to happen in exchanges that use price-time, is that if a party wishes to trade, they increment the bid or decrement the ask by the smallest price unit to make their quote stick at the top of the book. You can see this clearly by just watching the book in-game; players will leapfrog one another at increments of 1cr. Switching to volume priority gives another option; parties can tie the current top of book price and get a share of the trade. In addition, if a party wishes to buy or sell larger portions, they will post larger sizes, which tend to stabilize the market's prices. Because the smallest increment is 1cr (an absurdly small value), volume priority may not have any effect in this market, since leapfrogging is nearly free in the mind of any party on the exchange. This leads to dollar-auction behavior, and plays into the hands of anyone careful enough to manipulate the market.
http://en.wikipedia.org/wiki/Dollar_auction

The effect of 2 is interesting. This will just about determine the spread between bid and ask prices, since any player acting as a market maker will just wait until bid and ask are wider than this amount and play both sides. Assuming the market is volatile and not moving in any direction, one can simply make money off the spread. The more market makers there are, the less profitable this becomes, since the spread will collapse faster. If 2 were made smaller, the spread would likewise shrink and eliminate market making as an option, since the amount of money to be made on each trade would likewise shrink until it doesn't become worth it for manual entry of each trade (in real life it isn't either-- my job is doing this programmatically). With smaller spreads, you would expect to see smaller swings of the mid price, since it would have to travel through more quotes in order to move.

And that's the solution really. How do you encourage more quotes on the market, or have them be larger? By having more of them, manipulation becomes harder since there are more to move through during a push, and prices will be more stable even in the absence of manipulation for the same reason. I suggest that Three Rings lowers the trade fee, or eliminates it entirely and puts in a small posted quoting fee instead, possibly similar to what they do for mail. Perhaps lower the fee if a quote is of a large size, and/or refund it when a trade occurs.

I hope someone finds that interesting, feel free to PM me if there are any questions.

IGN: Benjamin

Mon, 06/06/2011 - 23:26
#169
Captain-Teemo
I think the only "solution"

I think the only "solution" possible is a genuine crown sink. Inflation on crowns isan inarguable factor. Gambling doesn't work since this doesn't take crowns out of the market, but buying mist tanks for cr could help... I think I'd hesitate to have any forced cr == ce put on the market though...

Mist tanks being purchasable with cr is appealing to me as it would allow me to f2p much easier. I don't mind the struggle to obtain recipes, mats, or ce for crafting, but I do mind the inability to sustain diving... Basically the game has a 1 dive a day cap for me now, not because I CAN"T buy energy to keep diving, but because I have to spend 90% of my dive profits on the next dive, making it a really poor use of time... (keeping only 10% of the profits puts me at a snails pace to my character goals)

Mist tanks could cost 4-5k and then take a reasonable chunk of cr out of the market as players would dump about 50% of their dive cr into getting mist for another dive. These mist tanks could also be limited, available only off of basil or maybe have 1 offered for purchase only when you complete the final level of your tier, making it difficult to stock pile mist tanks. This isn't really a cr sink though, just insurance so that players are not choked by the markets rising prices (someone is paying it, so it obviously is fair to sell for that amount :\)

A real cr sink could involve crafting. You could requiring extra crowns to keep a uv on an item when you upgrade rather than allowing it to carry over in the crafting for free. You could also have a uv re-roll available for a chunk of cr allowing you to take a uv you don't care about and re-roll it for potentially a better uv, being random of course and perhaps with a risk of losing the uv all together. You could also have a hefty cr price to give a non-uv carrying item the chance to gain a uv. It could cost a lot of cr AND have a high risk of failur, perfect counter to endless inflation lol

Mon, 06/06/2011 - 23:28
#170
Shisho's picture
Shisho
It's not too difficult to put

It's not too difficult to put a progressively increasing transaction fee on energy sales prices. The formula could be devised in a way to give a threshold of what 3Rings designers think are acceptable prices. So say 4-6k is the range. As prices go from 4k to 6k the transaction fee will raise only small amounts. Yet enough that once CE surpluses rise and the cost of energy buy offers follows, it's no longer profitable to just transfer energy from column A to column B and make a few hundred crown per transaction.

Since the profits will get absorbed by transaction fee it'll discourage energy traders from gaming the bid tables, and prices can begin to restabilize according to a more true market demand, and not just exclusively the people that will pay whatever.

Then beyond the range of say 6k (again being arbitrary just to illustrate this idea) the progressive fee will grow geometrically. So say you start posting energy at 10k. The fees could maybe scale up to 60%, making it less profitable than selling it at 5k for a 2-6% fee.

These ranges and penalties will have to be decided. It just has to get more discouraging and less profitable for people to move energy from one panel to the other. It also would have the bonus of discouraging gouging, but preserving a range that keeps the energy market interesting. Allowing it to raise and lower according to the demand, rather than people's one-up-manship in shuffling energy around on the market tab.

Though the reality is that actual average value of CE might be higher than what most players are accustomed to. It might really settle in a few thousand higher than the 4-4.5k mark. It's hard to say what will happen without having access and querying the actual transaction data. :I

Tue, 06/07/2011 - 00:40
#171
Rommil's picture
Rommil
probably already suggested but

Do away with the "CE and Crowns Market" and just make CE an Auctionable item in bundles of 100CE. with a small posting fee to match.

Then people wouldn't post what they didn't think they could sell, and it'd be harder to drive the market artificially high (or hold it artificially high). It would let supply and demand find a more rational balance. Allow prices to find a more organic balance just like the balance of weapon prices.

ign. rommil

Tue, 06/07/2011 - 20:59
#172
Shinko
Legacy Username
In Response to Market Manupliation

IGN: Shinko

I've given this some thought and consulted my friend and classmate who's studying economics in college right now to come to this conclusion. One of the reasons that there are problems with the current energy market is that it's too easily manipulated. As the OP stated, any wealthy player with enough crowns can mask the CE buyer's market with false high prices and just watch as normal people are fooled into bidding higher.

A solution to this that I thought up is to make the market a double blind market. I made up this term so it needs some explanation; when I say double blind market, I mean a market in which buyers are blind to what the lowest priced offer is and sellers are blind to what the highest priced offer is. Players are allowed access to all the offers, but not in any numerical order. I will expand on this more as this post matures. The inspiration for this came from MapleStory. MapleStory's freemarket system is basically a blind market for buyers. Sellers may setup shop and sell their items for whatever price they want, and it's up to buyers to comb the market looking for the lowest price. This system did wonderfully suppressing trolling sellers who try to sell their wares for a higher price just to crash the market for as long as the free market has been available. Prices in Maple's FM worked almost completely on supply and demand factors leaving a single player or small group of players very little power to influence the market very much. The only thing which began to break Maple's FM was hackers who would flood the market with goods (a problem SK doesn't have yet).

Yet, SK's energy market is very different. Where as Maple's FM had thousands of different items in it our energy market only has 2 things: crowns and energy. So I will now depart from Maple's FM structure, taking with me only the idea of a blind market (one in which the absolute best price for a good is not known). The idea of this model is to suppress market manipulation without creating stagnation. The reason that the SK energy market is so easily manipulated is that it's too responsive to a single player's input. However, if the market model is too unresponsive to player input the prices will stagnate and will not reflect true supply and demand.

My idea is this: have a market UI where buyers and sellers may post offers which will be displayed by order of the oldest offer. Players browsing the market may see a finite number (the exact number may vary depending on what works best) of offers to a page and each will be displayed in the order in which they were placed queue style. Each offer will have a player's name attached to it, and a player who makes several offers will have them grouped under his/her name in the order that they were placed (actually the name doesn't need to be there but it might help to root out people trying to manipulate the market). Players will be limited to having 5 different active offers up at a time (meaning a player may make 50 offers to pay 5000 crowns for 100 energy but cannot make offers for 5000, 5001, 5002, 5003, 5004, and 5005 crowns until their other offers expire or are taken down by the player). If players make offers consecutively they will be placed in the queue in the order that they are given. Offers made at a later time, but for the same amount of payment as a previous offer will be grouped into the other offer and will take the older offer's time stamp. Players browsing the market may then accept offers that are there or keep browsing the page and other pages looking for better offers. Offers will have a finite lifespan (I envisioned 48 hours or so but it might be shorter) and will be taken off and refunded to the player who placed the offer after the time is up. I envisioned offers expiring with the day they are made (i.e. any offers made on day x PST will expire on day x+2 regardless of when they were posted) or having their own 48 hour expiration. Either should work although I believe the first option is cleaner. At the top of the UI will be a market indicator in the form of the average buying/selling price of the market (depending on whether the player's looking at the buying or selling market). Offers made by the same player at the same price (grouped offers) will be counted as a single offer at the offered price in the average.

Now the explanation of why I believe this is a better market structure. Remember that the principal goal of this market structure is to make the market resistant to those who wish to manipulate it but still be reactive enough to player's input that the market won't stagnate by making sellers and buyers blind to the absolute maximum and minimum prices of the market. This market is set up in a way that compliments a lot of player offers. In order for a market model like this to work there needs to be a large number of offers on the boards thousands, 10s of thousands, or even 100s of thousands, the more the better. The more people that participate in the market the more resistant it will be to a single person trying to manipulate it. Normally the market would work like this: players making offers to buy CE would try to make offers below the average while players accepting offers would try to accept offers above the average. With more people accepting offers than making offers the average will be pushed down as lower offers accumulate and higher offers are taken off the board. With more people posting offers than making offers the average will be pushed up as old low offers get pushed off the board and new higher offers get made. The same will be true in the opposite direction for the boards offering to sell CE. The average acts like a market indicator showing users where the true value lies despite any trolling offers that get submitted. Really there can be many different offers ranging quite far from the average yet the average should stay fairly stable. This makes the indicator resistant to market trolls and informs the players where the price is actually situated even if a large group of people post extra high or extra low offers. The average and thus the market gains stability as the number of players making serious offers increases. In fact, this market might be able to work without a market indicator, but I added that to make life a little easier for players so they wouldn't have to shoot in the dark when trying to make an offer. As an added measure of manipulation protection, putting player's names in by their offers shows players wishing to post more offers whether a set of unusually high/low offers is actually indicative of the market or if it was just a set of troll offers trying to crash the market. These offers may affect the market for a little while, but because of the time to live on every offer they will eventually be bounced off the list to make room for more serious offers. The time to live on offers is crucial to keeping the market from stagnating. Too much time and the market will slow down and become unresponsive to the push/pull of supply and demand. Too little time and the market will be too responsive to market trolls. The ability to view every offer posted yet not view them in numerical order is key to keeping both buyers and sellers blind. There must be enough offers on the market that a person would be quite burdened to look through every offer to find the lowest or highest one. New offers coming in would help keep browsers blind to the absolute maximum and minimum of the market. The rules of grouping, counting groups as only one, and limiting the number of offers also helps to steel the market against trolls. In theory, anyone who isn't a market troll but needs more than 100 energy would simply make several offers of the same amount to get it which is why any number of offers for the same amount is allowed and only different offers are limited. Of course it is still possible for a large group of people to purposely change the average of the market, but the group would have to be large, and they would all have to renew their offers consistently until the market decided to catch up with them. Such large scale organization is hard to pull off and likely wouldn't happen unless there was a large movement for it (think about how much good all the threads trying to boycott the market do now). Listing the oldest offers first means that new offers trying to troll the market will be put at the end of the line out of sight while old offers can have a chance for acceptance before passing. It also gives added incentive for players who need energy or crowns quickly to turn to accepting offers rather than posting them (I don't see very much incentive for players to accept energy/crown offers when posting an offer gets them energy/crowns fairly quickly).

In summary, I believe this market model effectively mitigates the efforts of market trolls through several countermeasures including a resilient market indicator, player access to every posted offer, a time to live on every offer, and restrictions and limitations on how offers are posted. These same features also function to give players an idea of what to offer, give players the freedom of choice in a fair market environment, discourage market stagnation and remove troll offers, and control anyone who might try to manipulate the market. Ideally with this model the force of supply and demand would show players what they say they want to pay for energy collectively as a group without being influenced by outside factors.

Tue, 06/07/2011 - 02:13
#173
Tennispro
A short answer to a tough question.

As I am short on time this week, I will answer just one question; albeit a question I find very important. How can the game balance profit and customer satisfication? Obviously, Three Rings needs to make a profit in order to keep the game alive. However, making a profit can be tricky, especially in a free to play game, where incoming players will expect great content for free.

To date, Three Rings has combated this problem by inventing mist energy; an allowance of 100 free energy every day, giving new players free access to the content within the game. So why are players upset? After all, they receive nearly complete access to all game content. The problem lies in the fact that the allowance is too small to satisfy players. In addition, energy prices rising was bound to happen. Even though anyone could have predicted this, it still upsets players, as it prevents them from making enough crowns off of their 100 allowance energy to buy 100 new energy with.

Now, we could probably sit endlessly, discussing ways to fix this "problem" with the energy market, but if the energy market prices were dropped, Three Rings would have no way of making a profit. Essentially, lower prices would allow players to comfortably make enough crowns to buy new energy with, even acquiring a profit with which they could upgrade gear, etc. The only profit would come from players who are impatient, and want their gear immediately.

Onwards to the "solution". Yes, the energy market is fickle. Yes, players with large amounts of energy can manipulate it. But will stabilizing the energy market lead to a healthy profit for the company as well as player happiness? Not at all. The answer lies in a different area.

According to an analysis of Gene Hoffman's, CEO of Vindicia (a billing company), view of MMO pricing, “Tiered subscriptions wherein the first tier is free can also help a game reach price-sensitive players, but then it adds to the publisher's objectives the need to optimize conversion rates from free to paying — while still maintaining the value and integrity of the free experience.” (Greene, On the Headaches of MMO Billing Structure)

Spiral Knights needs to introduce a “no energy” elevator, or at least lowered elevator cost, apart from the “10 energy cost” elevators in the arcade. This new elevator would have limited game content, perhaps featuring limited monsters, levels, and no crowns. Furthermore, revive costs would be significantly lower on this elevator. By introducing such an elevator, Three Rings would “hook” more new players into venturing on the arcade elevators. Players who wish to spend less may use their 100 allowance energy on arcade elevators, followed by a few leisurely runs on the free elevator.

In conclusion, this fix would not cause a loss in profits for Three Rings, but would entice more players into spending real dollars for a full view of all game content on the regular elevators, if their 100 energy per day allowance is not enough. At the same time, the limited content elevator would be completely free for new and old players alike to enjoy, providing more hack 'n slash fun to those players who have run out of their daily energy, and wish to fight on.

Greene, Maggie. "On the Headaches of MMO Billing Structure." Kotaku, the Gamer’s Guide. Web. 07 June 2011.
http://kotaku.com/5080551/on-the-headaches-of-mmo-billing-structure

Tue, 06/07/2011 - 02:29
#174
Sinxeno
Legacy Username
still reading

I am still reading all these, however my brain is slowly exploding with the wealth of information and opinions I am absorbing.

Tue, 06/07/2011 - 04:12
#175
BiggestLoser
Legacy Username
Zelda

well its pretty simple, even when thers many good suggestions, i still dont see a need for something to change

the energy never was cheap enough for free players to buy quickly and it will never be
while all advanced players can easily afford it, they just dislike profiting less, which is totally okay, cuz thats natural

and after seeing the staff's posts, they do ask for feedback and they would probably do the same, if not change something beforehand, if there was any problem at all
the only problem appears to me, that players r worried for their energy source to run out, but thats it!
dont worry about that, when people stop selling energy u will know it soon enough

i can just repeat myself..the game is doing damn good atm!

Tue, 06/07/2011 - 04:45
#176
Blueprincess
@tennispro

@tennispro

Yes,
or more easy:
accumulate a large group of customers, make them happy, make them fund you.

due to the design of the game-system a high inflation is inevitable.
And 000 want that.
A high exchange rate and corrupt mark makes buying CE more attractive. But there is a limit. Unrealistic high fluctuating prices will scare people away.
If people are knowing the exchange rate will rise, they might wait to buy a new item (with crowns) because they feel like they are wasting their recent bought CE. This will reduce the rate of new CE sold. And they might link the game market to the reality, and they wound like it.

A progressive elevator fee is a start.
However, you need to show the people what they are missing in deeper tiers and why they will have more fun if they pay.
(Very) Limited access to deeper tiers with boosted weapons might work.

Plus they should look after more ways to fund the game.
Advertisement pictures in game. On walls, like in reality. (similar to quake live)
Selling fancy rare doping items directly. (similar to team fortress 2/valve)
etc.

@Maberiku
"Thinking of the fact, that CR are only needed for these limited actions, it seems a miracle that people who bought CE are willing to sell the CE for CR..."
True. The coupling of both groups, the paying and the free playing, is weak.
But if the coupling is increased, for example if paying players need something from not paying paying players, it would be hard to explain to them why they have to pay at all.

Edit: Its funny: Somehow the situation of 000 and some "power players(traders)" is similar: Both want to make maximum profit but they need to take care not to destroy their source of income.

Tue, 06/07/2011 - 05:57
#177
Maberiku
Legacy Username
still writing ;-)

@unicornkitty:

OOO would not be giving away free CE just like that. It would be an investment to keep business running. Generating a little CE, sinking much CR. This is no big difference to letting ppl. purchase mist tanks. The price would be far beyond its current worth on the market but at least it is an option to achieve better equipment without forcing anyone having to pay real money.
Letting CE be a rare but buyable item will allow OOO to inject money on a scale that might be healthy for the economy but will not anger paying customers. Even better. OOO will be able to set the frequency and price at which those items can be bought to somewhat regulate the market that else would scare off new players very soon.
I also don't have a problem if the CE would be obtainable throughout the game say as drop. But that would also be some sort of „giving away free CE“. Putting Basil as seller of those items would mean spend ME/CE to at least reach him and even then you only have a certain chance of it being available.

You could also make it a special sort of level on a randomized floor or even only obtainable after a difficult bossfight. It might also be in a difficult to do stratum. This way more players might be willing to influence strata creation (thus this would lead to a monopolization of that certain stratum. This might be avoided by stratum-circulation of that kind of level, leading to a higher variety of strata ... not that i do not like shock-strata ... well actually i don't but nvm)

-----

In the end I think blueprinces still is right: OOO needs to artificially inject CE into the system as well as they need CR sinkholes. But there are enough ways of doing it without creating much anger amongst payers. (buyable item, drop, certain amounts in the market, reward for not dying during a run, arena reward and so on and so forth for CE injection and gambling, betting, higher prices, death penalty, etc. for CR sinks)

I think the two major and most important kinds of p2p ppl are the following:

First of all there are the ppl who just have enough money and want some quick and easy fun. But unfortunately they will turn their back on the game for their next quick and easy fun game number 42. OOO makes some decent money but has to keep the game attractive to ppl to spread the word or to hold those folks for as long as possible.

Second there are the ppl who really get connected to the game over a period of time and finally think it might be worth spending some money to shorten the distance to endgame or spicing it up.
Those will be the longterm payers that OOO should keep happy for as long as they can.

For the second kind of ppl. you have to make and keep the game attractive for f2p-players and this means letting them be able to reach the endgame without needing someone to pay money.
It does not have to be quick. It does not have to be cheap (crown or energy-wise) but they have to be able to say „Yeah, i reached endgame without having to pay anything to the dev but my precious time.“
The sheer ability to be able to say that will hopefully make enough people like the game so much that they will spend some money. Not because they have to, but because it shortens some length and gives a quick feeling of character development.

Of course this will only have minor impact on the given „problem“ of rising CE prices, but it will be a start, because more buying ppl. means more CE that is sold to make some crowns for that recipe i was looking for all that time.

This still will make it neccessary to create huge CR sinks. This still will make it neccessary to do some other things to keep the economy running. This still will make it neccessary to add new CONTENT, CONTENT and CONTENT

This text might not be an approach to solve the problem of rising prices but an approach to make OOO aware why they should do something about things like rising prices that scare off new players. (yeah, i know they most likely will not read this post :D )

@blueprinces:

None the less this market only works because paying people are in need for quick CR. Why else would they sell CE. But in fact paying people are not in need of f2p-players, because they are able to generate CR themselves. Thus making CR worth more will leave payers the choice of only push their CE or push their CE and their CR by selling CE.

In contrast f2p-players are not even able to craft 3* items without having to buy at least 100 CE. This is a very one sided dependancy that makes it more and more unpleasant for f2p-players to play the game at all and thus to start enjoying it so much that they will perhaps spend some money on to it.

OOO keep in mind: Happy players tend to turn to happy payers … well, at least they tend to turn to payers.
But the happier the people the bigger the stream of new players.

… i think my posts tend to become more and more off topic … and this is only my second post -.-
I hereby apologize for that.

Tue, 06/07/2011 - 06:29
#178
Tennispro
In response to blueprinces.

Quite true. You made a number of valid points that I completely agree with. Finding a way to exhibit full content would be important if limited content gates were intoduced. Perhaps, more promotional events with lowered elevator costs would help in the long run. Which brings us to methods of advertising, which you also pointed out. This is one area where I think Three Rings needs to step it up a bit. Advertising will solve many problems much easier than any of the solutions listed in this thread.

I understand my suggestion has its holes, but I guess by posting, I intended to point out there are alternative methods of addressing rising energy, rather than inventing a new energy market. The real problem is not the rising energy costs, but the unhappiness to players old, new, you, and me, that rising energy costs cause.

Tue, 06/07/2011 - 07:59
#179
SConnery
Legacy Username
Additional thoughts.

As well as my idea of a yearly plan, there is a very simple way to influence the market.

I will admit I planned on playing the market to gain additional CE. What I had hoped was that prices would drop during the week (That is what many people speculate on the forum anyways). I have been writing down the average numbers from the market the past few days. And its very unsettling to me.

Saturday night around 10pm, the price to buy 100 CE was 5600 Crowns, while selling 100 CE was 5750 Crowns
Sunday night around the same time the price to buy 100 CE was 5900 Crowns, selling 100 CE was 6000 Crowns (and climbing)
Monday I took more than one average.
at 4:30pm the numbers were 6000 Crowns to buy, 6200 to sell
at 8:30pm it was a huge 6200 Crowns to buy, with 6400 to sell. It remained the same until around 11:00pm when I signed off

As I check this morning at 10:50 AM, the cost to buy is nearing 6300 Crowns, with the offers to sell nearing 6500 Crowns.

Does this mean that the price is climbing daily? I believe that may be the case. But I also think that there may be the slight chance that the market prices increases during the weekdays. This may be due to the fact that it takes longer for transactions because there are fewer people. Meaning bids sit there longer. Meaning that ever time someone increases there bid it has the potential to inspire more people to do the same. Even if nothing is selling.

However I highly doubt that. So what can be done? What about a weekly market reset? On lets say monday all bids will be cleared and returned to the bidders. Then 100 bids of, lets say 5000 Crowns to buy/sell 100CE would be placed in the market by OOO. This would then generate an additional 50000 CE a week. In other words, increasing the supply of CE. This would keep the market under control, but still allow people to generate income if they want to play the market.

Tue, 06/07/2011 - 08:22
#180
Guhnom
IGN Guhnom, expansion ideas

::IGN Guhnom:: #166 #180
------------------------------
The problem is that there are two currencies in the game right now, CR and CE. The latter is only obtainable from Three Ring's market, being purchased with real money. Naturally, there are a limited number of players buying CE, and even fewer who are selling it (to be honest I find it hard to believe how many hundreds of thousands of CE are traded every day, but I'm going to assume much of it is the same CE being circulated for profit, as opposed to new CE coming in to be used). And then there are crowns. Worthless, awful crowns. Here we have CE, the bread and butter of both Three Rings and the players, and it's quite finite. And we have crowns: essentially worthless, but can be used to purchase the valuable, scarce CE.

It's like if everyone in the world wanted precious gems/metals for private consumption. We have a finite amount, and it's only a matter of time before all that's left is a ridiculously priced relic, because it's being consumed considerably faster than it's being put in, I believe. Some posters already have commented on how slow the CE market is right now, and how difficult it is to buy some. Gaps between the top offers are tens, hundreds of crowns apart. But I digress.

The problem is that the widely available currency (Crowns) is pouring like a monsoon rainfall into the game economy. There is little to nothing to do with crowns in this game, except use it to purchase CE (or buy good UVs if you're endgame, but at this point you may as well craft your own, using more CE). Conversely, CE is necessary in everything from guild creation to crafting to adventuring. This is why everyone wants to purchase CE, and why this ever-increasing demand (as the playerbase grows) is overpowering the dwindling supply (many CE buyers have stopped, especially with the end of Rose Regalia).

Stability and manipulation aside (as those aren't as big problems, and I think I discussed it to death in my last post #166), there are too many crowns in the game and not enough CE. I'm led to believe many players buy large lump sums of CE occasionally (especially endgame) for consumption. The 1% trading fee isn't going to take out many crowns, but the consumption of hundreds of CE is going to ultimately remove them (a big problem is UV crafting).

To lessen the velocity at which CE leaves the system, things can either cost less CE or limits could be placed on how much CE one can spend/trade in a day. For example, a person shouldn't be able to craft more than 10-20 items in a day, or use more than 5kce--at least until Three Rings introduces an artificial method of creating CE. I can't say we can rely on the few CE that'll generate entirely, but crown/energy costs should be modified so that clockwork runs aren't as pricey (especially to new players) and crafting costs more crowns instead of CE (I really cannot see their justification for making recipes cost less CR and more CE--in fact it's considerably easier to get to endgame now, especially if you're P2P, and the general crown cost for crafting a single item remains the same--it's only UV crafting that has become more costly, and it's taking a larger toll on the economy since endgame players are practically crownsinks themselves). Anyway, like I said, there should be limits on how much CE can be consumed and traded daily (I went over this a bit in my last post again), as the high CE consumption rates as of now really do no favors for the game, they simply shred the economy for CE and for crafted items.

To all you players saying "Well that's dumb, I bought it with MY real money so I should be able to do whatever I want with it you F2P noob", no, you really cannot. It's like walking into a store and shooting the clerk because you paid real money for a gun and ammunition. You're paying Three Rings for a service, you're not entitled to anything more than they're allowing you, and if you're unhappy about that, go play another game and don't be so self-centered. This game relies on P2P players, F2P players, endgamers and newbies working together to keep it from collapsing on itself (as it is right now), and since many endgame players have resorted to mass UV crafting or market manipulating, the game is really going to hell.

Has anyone else noticed the high volume of newbies begging these days? It has a strong correlation with the higher prices of CE as well as the growth of the playerbase. It's the first summer this game has been released and so it's the challenge test this game has to face--whether it'll survive an influx of thousands of new players. Doesn't seem to be doing so well. This game is difficult for newbies, as entering a T1 gate for them costs the same as entering a T3 gate for endgamers--the difference between them is that the endgamer has hundreds of thousands of crowns (and therefore a considerably amount of energy) to spend, whereas the newbie does not. I'm not saying gates should be more expensive in T3 as there are so few runs allowed per day already, but they should be cheaper in T1 so as to keep newbies in the game longer (and those of us looking to have inexpensive fun in the earlier gates). I was talking to a newbie the other day, explaining the reliance on energy, and I told him you could get 100ce for 6k. I think he may have died inside at that. If no newbies can stick around to play (this game is highly unbalanced right now; all the power is in millionaire endgamers), how does Three Rings expect to make more money in the future?

Anyway, I think the above established how/why we need a cheaper CE system not only for newbies, but in general, too. In addition to this, we need lesser energysinks (just ones that cost less, or return energy at some point) in conjunction with more crownsinks, ideally ones favored to endgame players. Artificial sources of CE would be appreciated as well, since the game revolves on it right now.

Possible crownsinks that have been proposed: PvP arenas, challenge arenas that yield trophy items, Unbinding shops, Cosmetic shops, Customized purchaseable gear, Mist tanks, gambling/arcade rooms, a new crafting system.

To clarify, the energysinks are currently: clockworks elevators, crafting. These are the biggest aspects of the game, and they should cost less energy to stabilize the system, and limits should be enforced to make sure these systems (namely crafting) are not abused.

Really, the big problem is that the game right now is a massive energysink. There are millions of crowns circulating the system, but much of the CE is being consumed beyond replacement. The game's emphasis should be shifted away from the current clockwork runs or UV crafting ad infinitum and to new crownsink expansions/updates that offer incentive for players to have fun again, instead of becoming endgame and (maliciously, intentionally or not) ruining the game.
------------------------------
::IGN Guhnom:: #166 #180

Tue, 06/07/2011 - 10:10
#181
Guhnom
IGN Guhnom, what's wrong with Spiral Knights

::IGN Guhnom:: #166 #180 #181
------------------------------
Ultimately, when you have amassed a sum of 500kcr+, you've become a detriment to the economy since you have so many crowns in your possession and out of circulation. Oh yeah, sorry, a bigger detriment are those players (probably Guild) who have hundreds of thousands of crystal energy (CE). The fact that you retain so much vital currency (enough to feed all the game's newbies for a couple days) in your own account without it circulating the system (although it generally doesn't come back once it's done circulating, but I'll get there later) makes you in essence another giant energysink, since it's safe to say much (or all) the energy you have amassed has been from other players, and it's not going to gain interest or go back into the market any time. This is not what this game needs.

There's a sharp contrast between rich endgame players and starting newbies and it lies in wealth. A struggling player will have under 20kcr at any given time. Many endgamers are millionaires. And yet, they're all expected to pay the same amount for clockwork runs and item crafting. Granted 4-5* items cost more, but they're bound, and endgamers craft cheap items for UV anyway.

To be honest, Three Rings has worked themselves into a hole with this game, and it's gonna be hard to get out of, if at all. They'd have to radically redesign the system to place more emphasis on actually playing the game and leveling up as opposed to mass-crafting super-rare UVs to sell for half a million crowns. Step one would be to make UVs much more common so that people don't feel an incentive to mass-craft anymore. And for those that still do, I think a crafting cap should be in place--the average player will not need to craft more than a few items a day, let alone some guy talking about how he "just crafted 500 haze bombs".

Sure, making UVs common screws over the few who managed to snag an elemental:max! wolver cap for 300kcr earlier, but it remains that they're screwing the game economy, and Three Rings is screwing itself by allowing this to happen.

An alternative to this would be to make more, balanced gear or expand the clockworks. It's safe to say that people are UV crafting Caliburs and Haze Bombs and Wolver gear because those are literally the best equips in the game. Vog and Leviathan ARE endgame. They are the best equips in the game, and there is little to no argument about that, because there is only one endgame, and that's FSC, reachable in less than a week of playtime. Perhaps if different weapons were good in different situations (as opposed to certain swords being better than anything in every situation), there wouldn't be as much masscrafting, since there would be fewer people attracted to a high:undead Calibur since there's a nameless weapon that rivals/surpasses it in other situations.

There is no incentive for endgamers to do anything once they get their 5* elemental armors, so they spend all their time/money/energy on UV crafting or market manipulation. Perhaps if there was logical incentive to get anything besides Vog Cub, much of their time would be spent getting these other equips and actually playing the game like normal people. Hell, why not make recipes instant-learn so people can't just put up 80k and practically get their next full set of 5* gear?

The only problem this would cause is much more clockwork runs really, equaling more CE taken out of the system. To alleviate this, the less popular gates could cost less CE, and there could even be some areas that admission can be paid in CR (an alternative solution would be Father Creamy's idea #121 to give the option of charging CR instead of CE--maybe 1.1-2cr per place of 1ce to not render CE obsolete).

Solutions to SK's problems all involve adding crownsinks and removing energysinks (I discussed the hell out of stabilizing the market already, as have many others). Really, anything anyone suggests that will serve one of these purposes is an excellent idea, because something is better than nothing.

On sinks:
charging CR for trade chat
Charging CR for UVs
Adding gambling, challenge arenas or PvP
Customizable gear or appearance changes

On CE:
Charge less CE for easier/less popular gates and crafting
Add more CE to the game through artificial (non-market) means

On endgame ruining the economy:
Charge more CR/CE for deeper gates
Crafting caps
Add more crownsinks for endgamers (all players) to focus on.
Add more gear for endgamers to focus on, but it should be difficult to obtain beyond just having enough currency.

On stabilizing the market:
Sticky blind market price w/ variance limits (post #166, me)
Maximum % change in CE prices (post #112, Vysorn)

------------------------------
::IGN Guhnom:: #166 #180 #181

Tue, 06/07/2011 - 10:23
#182
Blueprincess
response to tennispro

I agree,

smart advertising which dose not destroy the atmosphere of the game can create so much headroom for new ideas. This is simply in the interest of all of us.

Cheers!

Tue, 06/07/2011 - 11:38
#183
Guhnom
IGN Guhnom, effects on Three Rings /Sega

::IGN Guhnom:: #166 #180 #181 #183
-------------------------------------------
Scroll down a bit for TL;DR
-------------------------------------------
I think a key missing factor in my last posts has been these solutions' effects on Three Rings itself. As is, I guess I'll reiterate the problems Three Rings themselves are facing first.

The main issue is that the game isn't enjoyable for most players after a few weeks to a few months, largely because there's nothing to do. Look at a game like WoW. I myself have never played it, but from what I gather it's got constant, giant releases of content, and there are different raids, etc that people always go on. There's actually content to keep them coming back, and there's no clear 'endgame'.

Now look at Spiral Knights. It's got a simple, out-of-the-way achievements system (no rewards to my knowledge) similar to those in simple Flash Games. In actual games, you get an achievement for an actual feat, like finding secret rooms and passing the difficult puzzles/passages to get there, or for maybe transporting some random item through to this point even though you don't have to. ...In Spiral Knights, you get achievements for using heatlh capsules. What else does SK have to offer? A very limited collection of grinding levels known as the clockworks. The only reason to go in there is to beat the boss or to try to find a super rare 0.001% drop such as the Mewkat Hat or Blackened Crest. You don't go in there for crowns--you'd be better off UV crafting or merching mats/recipes, really. Manipulating the energy market is even more profitable if you're doing it right.

It has a Guildhall, which is basically an empty room with a view that's nice for all of a few minutes. It has... well, wait, no tbh I think I covered all SK has to offer. Once you've achieved endgame aka having one set of the only good 5* gear, you're done. And at this point many players partake in actions that ruin the game, particularly for newly starting newbies or struggling players.

On top of it all, everything you do costs CE. Everything. And you get CE by paying Three Rings. In fact, if someone bought $50 of CE they'd be endgame within a few dedicated hours. And then what? There's absolutely no reason to make a 2nd character, since anything you do on that one can be done on the 1st. So, yeah, the game's pretty much over. So Three Rings gets some money from you and you're done. This cycle has been going on for a couple months, except a few of the endgame players have decided to stick around because they like the game so much, and all they do is UV craft, which screws the game really. It floods the AH with cheap vanillas and takes out large chunks of the valuable, dwindling CE supply.

-------------------------------------------
TL;DR start here
-------------------------------------------

Without incentive for people to stick around or continue purchasing CE, Spiral Knights is going nowhere. So, what ideas do you have? If you're endgame or even a regular player who's fed up with the lack of content, what should be added to make the game better?

**By the way, all of these ideas should be crownsinks.**

A PvP arena would be great, if done with parties it would turn out not unlike the Raid system in WoW I believe. Or at least it'd be fun to play with friends without a possible reward. Perhaps bigger, better guildhalls could be at stake.

A challenge arena that rewards trophies for time attack or puzzle or survival challenges would offer a great way to play around when you're tired of the clockworks.

An actual in-game arcade or gambling hall, even? I'm not sure how well these would work from a developer's standpoint since they seem a little complicated, but ultimately Three Rings has to put some work in to dig themselves out of this hole and achieve that pedestal status.

Guildhall furniture/upgrades. Ever been in guildhall and seen the blocked off passages and wished there was more? Or maybe you see that one table in the corner and wish you could deck the other wall with a couch or a painting. Either way, a shop of collectibles would be an excellent idea.

--- You can skip the rest ---

However, I get the impression that Three Rings would like to charge CE for these instead. I guess it'd be a good temp boost, causing another CE rush like the one during the Rose Regalia times. However, ultimately these would all be more energy sinks, and players would eventually realize there's no reason to sell CE if they don't need crowns for anything, and the economy would come to a standstill with 10k+ prices for 100CE. I guess it only makes sense that the best game aspects require real money or hours of grinding to afford, but it's silly and is really selling out on the side of Three Rings. Yes, they do need to make money, but they'd be driving away their F2P base, the largest portion of the playerbase, and the reason tens of thousands of CE are traded every day anyway. And ultimately many of the P2P players would realize how much money they've spent already, and that they'll keep having to spend money on the same things, and maybe even they'll stop.

It's a gamble really, what Three Rings wants to do with SK, but ultimately new players will keep coming in until eventually this game dies out. It's a matter of short-term (energysinks) versus long term (crownsinks) income for Three Rings, and with the massive, fresh rush of capital enticing all the devs right now, it'd be hard for them to choose to work on and implement a slower, long-term income solution.

Oh, also to address those who say Three Rings should actually sell CE on the energy market, that's what I initially considered, but they'd need to have a person or an algorithm constantly monitoring the CE market, and even then they'd essentially be creating walls of CE (discussed in the first page or so, and we concluded that walls are not an ideal solution). This method would be *giving* practically free CE, as aren't crowns worthless? And at what price would it be sold? Would they establish a wall at 5,000? At what point would CE be "too expensive" or "too cheap" for other players? There's no determined value for CR or CE, so it's not for them to judge. However, if CE was introduced randomly (an artificial method, which we NEED) and rarely, it would be a treat getting it at such a discounted cost--cost, not price--since nobody would really venture into the clockworks for CE (since I can't imagine Three Rings would be content distributing too much of it), but it'd really be a bonus I guess.. reverting us to the problem of too many energy sinks and not enough sources of said energy. Discussed endlessly in the past N pages of posts.

Also I have written over 12 full, single spaced pages so far at 8000+ words on this topic in the past day. I need to get out more.
-------------------------------------------
::IGN Guhnom:: #166 #180 #181 #183

Tue, 06/07/2011 - 11:05
#184
KillaChanh
Legacy Username
how about a poll by the players

a poll that only last a week to set up the limit to where ec should be price
for example 5k 6k 7k 8k 9k 10k 15k 20k and etc

when the final day comes
Example: 5k crown win the poll
the market can only sell 100ec for 5k crown

this poll can only be do only every month
you CAN only vote once

that first week there is no setting for how much ec will be
if 100 ec goes over 20k then this game is crazy

Tue, 06/07/2011 - 13:57
#185
Knifey's picture
Knifey
[Perhaps] a new idea to throw to the masses:

Going to keep it short, sweet, and unfortunately without citations. I present a good idea with moderate thought, but not a fully polished product.

In my humble opinion, the most effective solution would be to rework the system. Players will no longer deal player energy for player crowns as a primary vector for obtaining CE; instead, Three Rings can develop a system that either fabricates CE or crowns in exchange for a greater amount of player CE or crowns, effectively 'sinking' whichever - crowns or CE - is in lesser demand.

I would propose that this solution would be in all persons' favor, and that Three Rings has the data to implement this effectively. Here is an imaginary set of numbers to demonstrate the basic concept:
- Knifey can obtain 100 energy for 5000 crowns through the 'Three Rings Marketplace'
- After he has obtained a net total of 500 energy through the 'Three Rings Marketplace,' the value is of 100 energy is adjusted; 100 energy will now require 5250 crowns
- When he hits a net total of 1000 energy, the value is again adjusted; 100 energy will now require 5500 crowns
- Knifey decides he needs a large amount of energy to craft his 5 star set, and thus purchases a starter pack; 100 energy will still cost 5500 crowns, as cash purchases do not have any effect on the 'Three Rings Marketplace' exchange.

Why bother? This isolates the 'demand' to the individual player rather than the collective. Another players choices will no longer greatly affect your own. As well, this conceptual framework will encourage individuals to consider a cash purchase, all the more as they avoid realcash transactions. Purchasing energy will become increasingly more desirable the longer one attempts to avoid it through the 'Three Rings Marketplace.'

The repercussions:
- Impact on crafting -
In theory, it will no longer be efficient to mass-produce/sell any item that requires CE to craft (3 star and up), as it will consistently drive your crown -> CE rate up. This is fine and dandy for all the 1/2 star UV crafters (on ME), but it will hurt the niche for all other crafters whom rely on crafting with CE as stable source of income (ex. swiftstrike, stone tortoise, heater shield, etc). However, is it certain that this implementation will hurt the entire concept of crafting? On the surface, the cost to produce will go up up up per individual. However, we have already seen that within the current framework, this is already occuring. Crown -> CE rates are on the constant upswing, and producing 3 star and up items is becoming less and less worth the cost. This will only make crafters resort to other methods of obtaining CE, for example trade channel for player to player transactions. Keep in mind that everytime a player buys CE on someone else's behalf, it drives their own cost up, thus they will most likely take some form of premium for the transaction.

The loopholes, and how to handle them:
- Creating new accounts to obtain cheaper energy -
The formula can have a playtime component to decrease energy cost, and that energy cost can be exorbitantly high initially to discourage buy and trade as a loophole. I thought through all options, and I think a great indicator would be elevator completion. Those who have not played through the clockworks multiple times simply won't have the crowns to purchase energy (nor is it in their best interest), thus it does not hurt them to frontload crown -> CE costs. The cost can depreciate over time in accordance with gate completion, which is already registered through the Progress tab. Alternatively, there could be a quest to allow access to the 'Three Rings Marketplace' which would require too much playtime to be a viable way of establishing a true loophole.

Other considerations:
- Gradual depreciation of the NPC rate over time, such as how ME is restored over time
Have not thought this through, but it may be a valid idea. Still, I think that trading other players whom have not used their NPC exchange rate will already be enough of a stabilizing force. Allowing depreciation toward a base cost (rate) may make the concept of purchasing energy entirely superfluous, which would hurt Three Rings too much - F2P can only last as long as there is a viable source of incomes. Seeing as there are no ads, I am assuming they rely primarily on the proportion of the community that is willing to pay for some fun, and it would NOT do to upset that balance.

TL;DR Concept:

1. Eliminate the current player -> player CE market setup
2. Establish a marketplace where player deals with an NPC for CE
3. The cost (rate) for CE appreciates with more crown->CE transactions
4. Purchasing CE through CASH or trading with other players does not cause appreciation of the NPC cost (rate)

IGN: Knifey

* Feel free to elaborate on my idea. I did NOT read through all threads, and would not be surprised if someone else thought of a similar concept. I'd much prefer a viable solution for the [disgruntled] community, than winning a competition for CE; that being said, love CE is always appreciated ;)

Tue, 06/07/2011 - 14:27
#186
LordDarkness
Legacy Username
Why are three rings asking us for help anyway?

Sorry people, i just want to know if it was really three rings asking us for help to lower CE prices. It seems to me that the higher CE price, the more people buying CE with real money, and they make more profits. If it wasn't them asking for us to help, then all these suggestion like crown sink would be meaningless, because that would require them to do stuff to lose profit.

Tue, 06/07/2011 - 14:46
#187
Oppenheimer
@LordDarkness Higher

@LordDarkness Higher prices=Lose players. Lose players=lose profit. Not all P2P players run strictly on what CE they buy with IRL money, so it still costs them more. Any F2P players may become P2P players at any moment, provided they are given a pleasant enough experience to put down money for more. F2P is basically a advertising model, so if what you 'offer' has a negative reaction to it, it's negative advertising.

More players = More profit. It's in their best interest to make players happy.

Tue, 06/07/2011 - 15:29
#188
LordDarkness
Legacy Username
@ohgodmyhead

Thanks for replying, but I was only trying to know who was asking for us to help lower the CE price. Is it the OOO staffs or just random player.
And I do agree with more players = more profit, but the impact of rising CE price on it is still debatable. And if OOO thinks it's not profitable to raise the CE price, there would be no reason for them to double all the crafting price of CE and lowering of Recipe prices.
Either way, I'm not trying to debate how they can make their profits, I just want to know if this discussion is about giving the OOO staffs tips to solve CE price problem, or just gathering up the community without OOO intervention to solve the problem. If it's the latter one, many suggestions here about crown sink would be meaningless.

Tue, 06/07/2011 - 15:36
#189
Tenkii's picture
Tenkii
Who fixes the problem? YOU!

Yeah. I'm not really sure who people are targeting these ideas to.

A more "grassroots" community-led thing will, no doubt, be the most effective and 'sure' way to ensure happiness for everyone, but that's kind of tough to start. Difficulty and effectiveness- that's what we're really balancing on here.

Any change Three Rings might make to the system doesn't guarantee anything and keeps everything in the realm of speculation :x
Though, first things first, (as I stated way earlier), if you guys want 3r to do something that doesn't immediately hurt any players - remember how this whole thing started -

Artificial walls. Players would hike up prices for the sake of being on the top 5 on either side.

Soon after Sinxeno's explanatory post happened, the prices went up. Other factors may have contributed, like (as someone else said in another thread) summer vacation and more people playing more often, but being able to see past the top 5 prices would be nice :3

Tue, 06/07/2011 - 15:48
#190
Copperwire
Legacy Username
Lack of Incentives

Short Version: New Content THAT COSTS CROWNS

Long Version:

CE is price is dictated by the behavior of CE buyers. Something I do not see given much time is looking at the current situation from the eyes of a CE buying player. Here's an example:

Lets say I am a moderate CE buyer with some experience in the game. I want stuff and am willing to spend $ to get it.

I want a new 5*. I buy a 3* with a minor UV off the AU (15k). I buy the recipes off Basil over time (Lets say 5 T3 runs to Basil - netting ~15k crowns and spend 35k on the recipes). I make a jelly run for heat (I trade energy for 6k crowns and heat). I craft the 4* (2500 crowns and 400 CE). I make another 5-6 jelly runs for heat (I trade energy for 30k crowns and heat). I craft the 5* (5k crowns and 800 CE). I make 10 jelly runs where I play with my new toy and get it to 5*/10 (I trade energy for 60k crowns and some heat).

Notice something in this chain of events? Come on, think a minute....

I made more crowns getting the needed heat and recipes then I used in the whole process.

Crowns Spent:

(35k recipes + 7.5k crafting + ??? on mats) = ~45kk

Crowns Earned:

(Basil + Heat) = ~120k

Yeah the math is kinda loose but I think the point gets across. Even if I am a CE buyer, I have no reason to trade CE for crowns. In fact, all said, at the end of making a 5*, I am likely to want to buy CE with crowns.

Here is another example. Lets say I am a UV grinder and I want cool UV's:

I am a end-game player with nothing to gain but UV's. I am willing to buy CE for this and do. I bust out my MasterCard and get to work.

I make 100 Wolver Coats (lets use 1k in mats just to keep it simple and assume I buy them off the AH - so 100k mats, 40k crowns and 5000 CE alchemy fee).

I end up vendoring 90 of them as they have no value at all (90 * 750 = 67.5k). 8 have minor UV's people will buy so I AH them for 5k or so (8 * 5k = 40k). 1 is not what I wanted but has real value. I sell it either on the AH for 35k. The last one is neat and I AH it for 150k or so (or keep it). Results vary, but this is a decent example.

Crowns Spent = ~140k

Crowns Earned = ~300K

Again, after all is said and done, I have no reason to sell CE. If anything, I take the crowns I net and buy CE of the market.

One last example:

Lets say I am a 5* veteran player. I am willing to buy CE and do, both to support my habit and because I want to support OOO.

Ok, so, I do some runs with friends each day. This costs me some energy. At the end of this, I have extra crowns and mats and whatever. If I sell anything, I sell enough some mats to buy enough CE to play with my friends tomorrow.

See a motive to sell CE here?

Conclusion?

Ok, so, even if I bought CE, what would possess me to sell CE, ever?

Me, I am not sure why anyone besides new players selling some to buy basic equipment would have a motive - and that is a serious issue.

I think I am like many other players. I am willing to buy CE with $. I would be more then happy to sell CE for crowns. I just lack a motive.

Change that and the CE market stops being a problem.

Tue, 06/07/2011 - 16:00
#191
LordDarkness
Legacy Username
New direction?

I feel that OOO are not going to do anything to lower the CE price, they actually purposefully raised the price with that update we had not long ago, so asking them to add new content is meaningless. I think it's time for us to change the direction of the discussion. We should focus on the power of the community, and not OOO.

Tue, 06/07/2011 - 20:27
#192
Guhnom
In response to LordDarkness and Tobsterz

::IGN Guhnom:: #166 #180 #181 #183 #192

@LordDarkness:
Three Rings isn't asking us; Sinxeno (just a player, to my knowledge) is bored/frustrated with the game, and he's looking for some intelligent discussion before he leaves, hoping that this thread will be seen by Three Rings staff members, and hopefully some of the ideas would be implemented in-game.
TL;DR No, OOO isn't asking for help, it's just us talking amongst ourselves.

@Tobsterz:
I like your idea, but ultimately there's some point in time where a player would altogether stop buying CE because the vendor price has incremented too far, or because he has nothing left to craft--trying to get a full set of 5* gear even, what with all the energy you've already bought, would cost far too much. Additionally, I've said this before, but it's not for Three Rings to dictate what crown prices CE should be selling at. CE and CR have no real value--their value is determined by their difficulty to obtain. Let's say someone does 20 jelly runs on ME. He gets 200kcr. The only thing to do with this money would be to buy more CE. Why? Because in this game, you can't do anything with CR. Everything revolves around CE. Now, this isn't bad--our player can purchase maybe 3500ce until it becomes too expensive for him to profit. And then what? The 'free' demo is essentially over. The player must now become inactive or P2P, because nobody's going to grind 4 days on ME just to be able to purchase 100CE.

Again, there can be no automated, preset value placed on crowns or crystal energy. The exchange rate should be determined by the players, and this is why an open market system works best. The downside of this system is that it is very prone to manipulation, as we've seen so far. I've already explained a sticky price proposal in TL;DR #166, but ultimately there's still massive CR inflation and massive CE deflation in the game right now, which cannot be stopped without modifying the existing sinks in the game or adding more energysinks. These sinks will reduce the rate at which CE is taken out of the system, and they will increase the rate at which CR is taken out, especially for endgame players.

TL;DR the game needs new content that meet these criteria if it wants to survive.

::IGN Guhnom:: #166 #180 #181 #183 #192

Tue, 06/07/2011 - 16:24
#193
Merlzebub
Legacy Username
Surprised

IGN: Sparck

Hi Sinxeno -

Saw your post on Friday, took me a while to get around to reply. I am pleasantly surprised how many people correctly identified the issues at hand.
I’m not interested in the prize as much as I am in the success of the game, so here’s my analysis of the current situation. The main concern most players recognize is the instability and rapidly increasing price of CE. But there is a combination of factors leading to this issue, so here’s what I’ve found to be the leading causes .

1) The CE market can be manipulated by one or a few extremely wealthy individuals.
2) CE is a superior currency to crowns.
3) CE is becoming illiquid and is being removed from the market

Analogies to real life can’t be used since similar circumstances rely primarily on litigation and adjudication for resolution, so the solutions must be implemented on a system level.

The solutions I’ve thought up are mostly given a negative light, where fixes take away from players without giving any incentive or value add in return. I understand that “giving” anything would entail additional coding and work, so consideration has been given in regard to the amount of effort involved in implementing my suggestions.

Solution to 1 – Preventing manipulation

Players may not bid for more than 300 CE (3 bids) at any one time.

The best solution so far is to correct the mechanism that players are exploiting in order to manipulate prices. By making this change, a player can still rapidly buy CE by making winning bids as quickly as possible, thus reducing their total number of open bids. A player can still post bids and cancel, but the key to an exploiter’s scheme has been broken – inflated bids will quickly be bought up, and there would be no other inflationary bids remaining that could be cancelled to avoid a loss.

-----------------------------------------------------------------------

Solution to 2 – Encourage the use of the crown currency

Make crowns more desirable

Understandably, Three Rings has focused on the sale and consumption of CE as the cornerstone to both the game’s economy and their business plan. All available bonus items are priced and paid for in CE, which is the superior form of currency for the following reasons:

i) CE functions perfectly as money – it is divisible, durable, transportable, and not counterfitable.
ii) CE is as good a medium of exchange as crowns, is a more stable unit of account, and is a better store of value
iii) CE has more uses than crowns – it is a requirement for crafting 3*, 4*, 5* items and for exploring more than 10 floors in a single day.
iv) Mist Energy can effectively be converted to crowns on a daily basis by going on runs, but it cannot become CE without the market.

As a result, players hoard vast amounts of CE that may never see use – an extremely dangerous prospect for continued growth of the player base and economy. The question then becomes how to encourage players to hold crowns over CE without the façade of a money-grab.

I propose that CE be subject to energy leakage where 1-2% of the total CE over 5000 is lost per week . CE still in the mail would not be affected. CE mailed from player to player would be subject to a 1-2% fee, whereas in person trades would still be free. Players could buy batteries (priced in crowns) that would prevent leaks for 10,000 of their CE, requiring multiples if they have more. This essentially creates a progressive tax.

!Note! – if the caps suggested in solution to 3 below are implemented, the leak will not be needed.

I realize how harsh this might seem, but this is required to coax players into holding their wealth as crowns. Three Rings must give some value add to having crowns as well in exchange for the penalty – perhaps a 10% damage multiplier item (stackable 5x) for 10,000 crowns each, good for 24 hours. Or some kind of res insurance item that lets you revive yourself priced in crowns (directly related to the cost of 10 CE, good for 24 hours). These are merely suggestions to reinforce the point that crowns need to have more utility on a permanent, on-going basis in order to create demand. The leak idea is key to creating a migration from CE to crowns on a significant scale.

I also propose adding underutilized 0* and 1* materials to the base cost of all recipes. For example, all guns would now require 8 scrap metal to craft. In turn, the demand and sales through the auction house would increase therefore requiring more crowns to place bids, which would be removed from the game by means of the AH cut. This would also have the benefit of providing new players a source of income from their low level runs.

-----------------------------------------------------------------------

Solution to 3 – Getting CE back into the market

Create stratified CE caps – 10k for free-to-play, 25k for paid accounts limited using the same IP restrictions as are on Mist Energy regeneration.

The cap quantities can be moved, but the goal is to get the majority of the hoarded CE back into play. The solution from 2 already attempts to shift the currency balance toward holding crowns, but in order to prevent some from gaming the system caps may be implemented. Players that have CE in excess of their cap will have the remainder sent via mail in 5k groups, and it will expire in 30 days if not removed from the mail.

    If anyone wishes to debate with me why these are necessary and why most of the other suggestions on this thread won't work, I'll be happy to reply.

FYI - Blind auctioning sans other changes still results in the same effect whereby one player with sufficient funds can close out the market by buying everything available below their chosen price point, thus resulting in the same net effect.

Tue, 06/07/2011 - 16:48
#194
Captain-Teemo
I have just posted this

I have just posted this thread http://forums.spiralknights.com/en/node/10694

Inspired by your thread a few of my friends and I have decided to form a coalition to take on the market forces. After investigation we feel it is something that we, as players, can combat with the proper coordination through the same forces the market was derailed through, without the intervention of OOO or any game changes.

I would like to invite you to participate, as we are looking for players who desire a fair market trade. We will be looking into the entire SK economy, dives, crafting, material sales, and auction house items to fully explore the situation so that we may provide better feedback on the state of the SK game.

We do not require any CE or USD to implement our system, but are looking for players who wish to dedicate some of their time and resources to maintain this system with us. We are also looking to sponsor a newbie guild which can assist players in making the best choices as they begin exploring the SK world. A good newbie guild can help players get the most out of the game, and keep many players from falling into begging by helping them understand what they can do to achieve their goals through their own efforts, and help them avoid choices which could cost them without bringing them any benefit.

Tue, 06/07/2011 - 16:52
#195
LordDarkness
Legacy Username
in response to unicornkitty and all repliers

I agree Sinxeno is bored/frustrated with the game, and he's looking for some intelligent discussion before he leaves, hoping that this thread will be seen by Three Rings staff members, and hopefully some of the ideas would be implemented in-game.

But, OOO definitely already saw this thread since I saw their replies on multiple other threads recently.

And three rings are not going to implement these ideas since they don't want to lower the CE price. If they do, then they should not have double the CE price to craft items and lower the Crowns price for recipes.

And if someday they do want to lower the CE price, I really don't see how hard that would be, I mean all you need to do is make things cost more crowns and less CE, that should not require any of our help since it's so easy.

If I am Sinxeno, I would want suggestions that works. And basically 99% of the replies I see are asking for OOO to help which are meaningless.

That's why I really think we should change the direction of this thread and offer tips to gather the power of the community and not help from OOO.

Tue, 06/07/2011 - 17:26
#196
Hemlock
Legacy Username
Economy -- Fix number 4112886654396230

To fix the economy you need to have both Sides of the Economy (Crowns and CE) valued and have to have both used often to require people to do activities to get more. Some fixes...

1. Have a random recipe slot machine type thing... place x amount of crowns in, get a random recipe... possible put in some that can only be obtained through this slot machine, that just so happen to provide bonus geared towards PVP or other activities... can be updated to go with the future expansions... Chance for a unique costume... things of this nature...
Amount placed into machine would vary for the level of gear you would like to receive. Level A 1* Level B 2* Level c 3*... Ect...

2. Mark things like Trinket slots and Weapon slots, and even the new heat amplifier cost crowns to get... Would require a monthly amount of crowns to be invested to have slots usable. Also add levels to hear amplifier... higher percentage for more crowns...

3. Allow Mats to be purchased from vendors... 1-3* for crowns, not an extremely low price but high enough to allow people to still want to trade to get a better value or to find in clock works to save crowns.

4. Danger Rooms... how many people pass these up... how many people would pass there up if the reward for completion was CE... teir 1 10CE (Free elevator ride) teir 2 25CE... decent amount... Teir 3 50CE... Fair Amount... Maybe even have mobs in clockworks have a RARE chance to drop CE (Given party wide like gold... in 1CE or 2CE mounts...

Now Crowns have more value and more reason to be used... CE is still valuable and people will still want to buy CE to have the 5* toys faster...

Tue, 06/07/2011 - 17:32
#197
Knifey's picture
Knifey
@unicornkitty, LordDarkness

- Strictly a response; assumes you read #185, and then #192

In response to the "buy into a hole" thought, In-Game-Trading effectively controls for that. If Player1 has worked himself to say 10000 crowns per purchase, he can always offer to pay Player2 7000 crowns for 100 CE (which they can purchase at say 5000 crowns). Everybody is happy.

This encourages active use of player interactions, and a sliding scale to profit/lose. Not all crown->CE transactions will be recorded, and thus to make a trade, a gamble is necessary. As it stands right now, the CE market is too predictable and constantly a bull market. Buy now, sell later. Something needs to mix it up.

Alternatively, there can be play-based-incentives to lower the cost of the crown->CE rate. In response to your example, the grind itself can be set up to subtract from the NPC rate. This can be done in the form of a 'quest,' elevator completion, or achievement system, or token sink, all of which are already implemented. Three rings only has to figure out how to effectively anticipate the most fair way to regulate, and as I said, I'm sure they have the data.

Another airy-faerie idea, is NPCs requesting certain armor pieces (or mats, or some combination) to decrease the cost of the crown->CE rate. This is an effective way to encourage individuals to buy more diverse recipies rather than demo/vog/owlite. Also, it can give some return for players who build into one line and realize that it is no longer of any use (rather than shelving it as ugly costume which never gets used). Liken this to a weekly quest, or a per-patch quest line.

Anywho. Take my initial idea in simplicity. I just thought it may be an avenue for discussion which was not thought of.

Oh and @ LordDarkness (#195), I think a reply asking for OOO help may be legit, given that it explicitly lays out what OOO can gain from said implementation. In my example, the model preserves the Energy-Purchasing proportion of the community, allows for a macrocosm of stability (yet a microcosmic market of instability) that blends player-NPC and player-player transactions, adds incentive to purchase, and utilizes elements which are already implemented in the game. The only cost it requires is time (to work out a formula and analyze moving parts), and community PR to introduce the new makeover to the community. It allows for the semi-serious players to be retained within a partial F2P strata, which is the main population they will want to focus on. Casuals will always play off ME only, and hardcores will likely stay given the wealth they have accumulated and their ability to sway the game. Most (though definitely not all) of the quitters I have heard of are from that nebulous semi-serious, "I play with friends, not everyday, but in binge amounts" category. That group is who my model tries to retain.

Tue, 06/07/2011 - 19:31
#198
Crysadia
Ce prices

So, after much thought about the current system I think I have figured out a unique way in order to balance out the problems in the Energy trade.

The problem currently is there is only a single input for CE into the game and that is buying it. While this is good for three rings, in the long run it will actually hurt the game as very quickly the energy market will climb to a point it is pointless to even try to get CE to upgrade your gear.

So I suggest the following option.

A Daily quest (aka: Able to do it only once a day) that requires you to delve to Basil from floor 1. It rewards 50 crystalized energy. This would allow players who still want progress in the game to have it, even if they choose not to pay for CE, albeit at a much slower rate. A 5* piece of gear would require running the daily for 16 days solid to just get the CE to go from 4* to 5*, but it gives people an option. This in turn would take the load off the Energy market, as people could choose not to pay and just work towards it over several days.

Just my 2¢.

Tue, 06/07/2011 - 21:13
#199
Shinko
Legacy Username
Wups forgot my IGN

wups... forgot to post my IGN ^^;

It's Shinko also edited it into my original post :P.

Also, since I only covered market trolling in my post, the system I outlined does answer some of the other questions in the OP:

What do you think about energy system is flawed and why do you think so? (maybe it isn't)

In the case of market trolls the market reacts too strongly to a single user's input. This shouldn't be the case as one person does not represent supply and demand accurately. However, I believe that supply and demand should be the single determining factor in CE pricing so a system which completely obliterates market trolls (a set value system) wouldn't work. I believe my system promotes the giving of pricing power over to supply and demand as much as possible while limiting the power of those who might wish to control the market.

Where do you think the value of energy/crowns comes from?

The "fair" value should be based on supply and demand. Outside forces (like market manipulators) disrupt this balance and therefore I believe that a market insulated from these trolls will be more fair. Right now part of the value comes from supply and demand (in short the players set the value) however some of it has also been coming from market trolls.

Do you think the interface of the energy system should be changed? How would you change it and how do you think it may alleviate the problem?

Obviously answered in my first post.

Do you think Three Rings should limit the power of the "big players" and if so, how should they limit it without ruining their own sense of fun?

The market model I outlined does limit the power of those who have enough money to manipulate the market. However, it also leaves the door open for those who have the money to place many offers for the same value and still get what they need. Theoretically the limitations would only be a bother to those who have ill intentions, but there are limitations regardless of what their intent is.

What are people's thoughts on mini-games or gambling [what kind of gambling (UVs)] for crown sinks?

Crown sinks would control inflation which affects every market. However if the number of players continues to grow and the amount of crowns in the market cannot keep up we will end up with an overvalued crown which won't be good either. As it stands now a bit of inflation wouldn't be bad so I don't believe a massive crown sink would be the best solution to the problem. Recipes can only get more affordable since OOO controls the recipe pricing.

Tue, 06/07/2011 - 22:26
#200
Guhnom
Sadly,

::IGN Guhnom:: #166 #180 #181 #183 #192 #200

------------------TL;DR, scroll down------------------
I am under the impression that without an enforcing body (in this case, Three Rings), you cannot get anything done. It would be ideal to think that we could run a democratic union in the game where everyone cooperates, but there's really no incentive for anyone (with power aka CE) to cooperate with our community rules. So to curb the players' power, OOO really needs to intervene.

Anyway, shying away from that topic as I suppose it's been overdone ten times over, the problem is that there is not enough CE in this game. I'm surprised there are still hundreds of trades every day, what with so much CE being consumed.. I figured much of the P2P body had stopped paying/playing due to the little this game has to offer. That deals with old players leaving, but what about new players coming in, or current players considering paying?

Well, I'll elaborate on old P2P players first, then move on. Players became P2P back in the day largely because the game was new and exciting, and in part because of the Rose Regalia promotion. There was an influx of CE in the market and everyone was happy. People would actually sell their CE because recipes were so expensive back then, and nobody wanted to grind for hours just to be able to afford a single recipe.

Anyway, once the promotion ended and Rose Regalia slowly left circulation, those P2P players had already achieved endgame status and really had no more reason to purchase CE. I wouldn't really expect endgamers to purchase CE in order for the game to survive, anyway. But it's true that their time came too soon, as this game really does not have that much to offer.

Moving on to current players. Well, if any of you have come upon the battle of purchasing CE or not, the downsides are that you're spending real money, but the upside is that you get 5* gear that much faster. The main reason you wanted to buy CE anyway was so you could do more clockwork runs, craft more and get a few extra crowns so you can buy that last recipe. So really, most of the CE would be spent by you (unless you're one of the few players who likes buying max! UVs for outrageous prices). As you can see, a pretty limited amount of CE is actually sold and circulated in-game.

Because very few players do sell their CE (probably not enough to keep the game world spinning round), we need to encourage more players to purchase CE, be it for themselves or for others. I think it's safe to say that the only reasons a player would sell a large amount of CE would be a) 5kcr for 100ce or b) selling leftover CE they don't need. So we can really only encourage players to buy CE for themselves, because they have greater reasoning to buy for themselves than for others--purchasing CE to sell is essentially buying CR, and crowns are sorta worthless beyond a certain point.

------------------TL;DR start here------------------

Anyway, how do we get more people to buy CE? They need incentive, and that comes in the form of game content. Different types depending on the different gamer, I suppose. Let's divide people into categories:
>Newbie
>>>Dedicated newbie
>>>Begging summernoob
>Average player
>Endgame
>>>One who chills
>>>One who screws with the market for their own gain

------------------TL;DR end here------------------

And, well, here I'm stuck. Looking at noobs, we can ignore the beggars since, well, you already know. They beg because they don't know how games work, and I don't expect them to become P2P without first becoming a dedicated newbie (this can be influenced only by a helpful community). So, dedicated newbies. They start playing the game, and it's not bad. They get to haven, see all the wonders the world offers, and then make their first, second, third trips into the arcade. Uh-oh, expensive elevator and revive fees mean they're already out of mist. There's no way they'll have made enough CR to afford more crystal energy in that short trip, so they're sorta stuck. They pay the same fees as everyone else, only to get inferior drops.

Going off of Tennispro's suggestion #173 (no-fee elevator), I recall an MMO I used to play that had a 'training ground'. You could either go ahead and enter the real game that everyone else played--tougher monsters, better rewards--or you could (only if you were below a certain level) enter a newbie training ground which isolated you from the rest of the game world, but still offered you a unique leveling experience, and kicked you out once you reached a certain level (high enough that you would survive alone). So let's say a player can enter the newbie clockworks for a small CE(ME)/CR fee (similar to the 'advanced training' hall, but with actual threats and gains, although minimal), and they can train in there N times or until they are at n* gear. Now of course the grounds wouldn't be profitable to any player above that amount, so we can't turn around and claim that this new zone is free gold farming for noob accounts. To further assist the situation, T1 should cost less than T2, and T2 less than T3. Why should a 0* player pay as much energy as a 5* player? Furthermore, the noob grounds would need to have a high enough payout to assist newbies in affording T1 runs. To keep the amount low, it only makes sense to make easier gates cost less--this would also offset the low gains to be reaped from lower gates, but not so much that farming T1 would actually become profitable for the average 3* player.

Three Rings could add new, bonus gates that cost MORE--said gates would require you to have completed X amount of runs and have full 5* gear before entering. I won't say they should reward anything valuable, but they should act as a sink for endgame players. Again, reverting to the whole energysink/crownsink discussion, though.

I digress.

------------------TL;DR start here------------------

This game needs 1 of 2 things. Incentive for players to sell crowns or incentive for players to buy crystal energy. This would be done by making crowns more valuable or lessening the game's reliance on CE. Some buyers would inject CE into the game in exchange for CR they needed, or enough players would come to like the game enough that they would pay for the occasional CE, and also be able to play for a bit without having to buy more.

All in all, no manifestable solution comes to mind, but there have been a multitude of good, easy solutions so far..

-------------------------------EDIT----------------------------------
After finally going into the clockworks to play again with the ME I hadn't touched in a few days, I realized why everyone gets bored of this game and moves on to other things. There's simply not enough content, and even delving into the clockworks is repetitive and seems like grinding after some time. Tbh it makes sense that in a game with maybe 30 'different' levels, most of the people get bored and stop.

Three Rings should add fun things to do OUTSIDE the clockworks, really. They should start with a PvP system that emulates miniature WoW raids, and maybe add shinies to Guild hall. idk, the clockworks as-is are just dreadfully boring, which explains why everyone just stops playing the real game, and instead decides to mess with other fun things.
::IGN Guhnom:: #166 #180 #181 #183 #192 #200

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