We all know that people complain about energy a lot, usually because the prices are too high. Recently the prices dropped but now I observed that they are starting to rise again. Before this gets out of hand, I propose that we, the players, discuss and agree on a stable price for energy to be sold at. Not too high so that players can't afford, but not too low so that the ones selling don't make a good profit.
Energy Compromise
The problem with this idea is that many people will always want maximum profit from buying and selling CE. You can't form a user-based consensus to control the economy of the game, unless you get 100% of all players to form that consensus (i.e. it's impossible).
Many players don't read the forums. From the forum readers, some will not read this thread. From the ones who read this thread it's not certain how many would abide. I'm willing to guess not many.
Prices should be whatever supply and demand makes them. If you don't like that oh well, OOO chooses how it is done anyways. If CE prices is high it is better for them anyways. Right now the prices are to low for me to want to sell anything.
There is already a process by which the players collectively agree on the price of CE. That process is bidding for and offering CE on the CE market. Discussing it is pointless, but an absurdly popular pastime nonetheless.
geez, I'm just trying to find a solution to a common complaint without causing others.
I would like prices to stay right around 4-5k, so I can make a good even price selling it and I can still go do a Jelly King run and make a 2-3k profit after buying 100 ce, that being said it will not stay low because there is a huge amount of free players that will be coming on and buying up the energy like crazy.
well energy prices are at about 4k so I'm hoping it will stay there.
It being a common complaint doesn't necessarily mean we have to create a system to alleviate the issue. Likewise, I really prefer it when the price is about 5k. It makes mental conversion back and forth pretty easy; I like things that are 'chunkable'. I was playing when the energy sold for 2500 crowns and it when it was 6700 crowns or so. I actually prefer the latter, because I can sell my energy for crowns to buy things and not feel like I'm wasting that energy. I actually can't sell energy right now without feeling wasteful. It's like I survived a bizarre economic downturn or something...
I will be bold and make the following assertion:
People who want energy to stay low don't fully understand the value of their time. I love playing this game, but I only have so much time to dedicate to it every day. I have other concerns like family, education and employment. Sometimes it is really nice to be able to drop 20 bucks (cash made in less than two hours) and have 7500 energy. That's about half a million crowns (at the 6700 crown rate) to spend on recipes, cool UV gear on the AH or whatever. I love playing the game but I want my play-time to be quality and not just grinding the Royal Jelly for the 76th time. I want to be running T3 in my super-cool max UV armor and saving the day as I revive my teammates. It's a blast.
For people that are full-time students (I'm jealous, seriously) and don't have employment, I can see how you would want your ME to allow you to earn additional play-time efficiently, while still being able to craft your gear and buy your recipes. It's a tough grind.
Still, being able to spend $2.45 on a Friday night to make a piece of 4* gear and play for several hours doesn't seem like a bad deal at all. The system works and loudest complaints seem to come from people who just don't want to put any money down.
Also, people might consider the possibility of having more than one paid account. Twice or three times the mist energy. For the scanty price of six dollars you too can farm UVs in your spare time. Similar to other economies, the people who thrive are the ones who think harder and work harder than everyone else, making the most of their resources. (Those resources can be time, money, or in my case, dumb luck.) Three Rings has to take into account that there are some brilliant people playing this game.
Commence with the flaming and feel free to remind me that 'crowns are worthless, lolz'. :D
@itinerant: I was about to post a response to this thread, and noticed you had pretty much said all I wanted to. Kudos.
I would like to say, though, the issue here is that most players want the CE prices to favor themselves, and only themselves. Free players want it cheap, paying players want it higher. Personally I think OOO's existing system is brilliant in that it should eventually balance out depending on the CE floating around at the time. People won't tend to sell or buy at the same price, as it's faster to beat that price in either direction than to wait for a list of 500+ sales to get around to you.
The point of this thread was so that (hopefully) the majority of players, both free and pay, can allcome together and agree on a price that's equally beneficial to everyone.
As long as some players want to get energy faster, they'll put up higher offers.
I'm no exclusion in this statement, every 1 crown higher is a crown of inflation.
The point of this thread was so that (hopefully) the majority of players
Ignoring the migraine that has come because of, yet another, energy thread, you severely overestimate how many people browse the forums.
the majority of players, both free and pay, can allcome together and agree on a price that's equally beneficial to everyone.
Yeah, no one really cares. By that I mean, those who are driving the price up are doing it because they're bored and those that are buying just want their fix. Going "oh, can you keep it at this price so I can buy it?" or "can you not buy it when it gets to this price?" is silly; we are ignoring the fact that if it were too high, it wouldn't sell at all.
I think the problem is that free players don't want to pay because the game is labeled as "free", therefore they see no reason to pay to play the game, which really should be the case for a supposedly free-to-play game. However, when the market is too high to make a new-mediocre free player capable of playing consistently without stopping that is where the problem arises. Not everyone wants to cash out to play an MMO, and even us paying players should respect that. I'd love to stay as a free player myself, but lately I've felt forced to pay for the game - which is a turn-off. If I didn't happen to have the spare money at the time I would wave the game farewell and quit. I don't mind cashing out $20-$50 every now and then, but when it's almost necessary to keep playing without being forced to stop due to lack of energy that's where the game starts becoming frustrating and not worth it. I've already dished out way over $200 since the official launch in April, and I'm not overly happy about it. I've kept my energy reserves high, but that doesn't mean I would want the prices to rise above what a free player can make in Tier 2. Not everyone have the "skills" to go through Tier 3 without deaths and/or taking on Lord Vanaduke. I would like to play the game alongside any one player without hearing "Ugh! The market is high again!" every time.
Yes, I am aware that anyone can play the game for free if they want to, but that's not the problem. The problem is that they want to play for free without stopping. Stopping is necessary to keep playing for free, as they're completely relying on their Mist Energy to keep going without dishing out thousands of crowns for 100 Crystal Energy, or purchasing Crystal Energy with real money. With the alchemy patch this has become even more frustrating as they now have to get over twice as much Crystal Energy to get into Tier 3.
All in all, the problem isn't the market itself, but because people think that the game is supposed to be free to play and they are determined to keep playing for free despite how "cheap" Crystal Energy is.
Market equilibrium itself is intrinsically a compromise between sellers who think the price should be higher and buyers who think it should be lower. Attempts at fixing some other price intrinsically lead to either shortages (if the fixed price is too low) or gluts (if the price is too high). If it cost 100 crowns to get 100 crystal energy, then lots of people would want to buy, but hardly anyone would want to sell--so the people who wanted to buy, couldn't. If it cost 100000 crowns to get 100 crystal energy, then lots of people would want to sell, but hardly anyone would want to buy, so again, the people who wanted to sell, couldn't. Trying to fix the price at anywhere else apart from market equilibrium only causes a different degree of one of these problems.
basic micro-economics 101
I know that I tend to use a lot of big words and people say I'm writing at too high a level for the average reader fairly often, so I'm probably not in the -least- qualified to do this, but...
What Quizzical is saying is that the price of CE is roughly what people think CE is worth, slighty more than buyers think it is worth but not too much, and slightly less than sellers think it is worth, but not too much.
I wouldn't say that's -quite- accurate. I feel CE is 'worth' around 5k, and I'm quite happily buying at today's prices... however, it is true that 'supply and demand' decides the market price. What people think something is 'really' worth isn't so relevant when someone can afford something and buys it despite their misgivings.
There's a saying about many things that are found in commodity markets or auctions... 'it's worth what a buyer will pay for it', and that is -completely- true of CE. There is no real need for it... playing the game for another hour or crafting an item is not a -need-, it's a desire. The value of crowns relative to CE is almost completely in people's minds and only resolved into anything remotely concrete by the values in the energy exchange.
Anyway, no amount of forum discussion can actually -change- the price of CE in -any- direction, though hopefully it can help people understand why CE is sold at the price that it is.
This isn't to say -nothing- can be done, but players cannot do it. Three Rings developers can change the value of CE indirectly - if we rolled back to old crafting costs, the price of CE would go down with reduced CE demand. If the unbinding gremlins only accept crowns, the price of CE will go down as crowns become worth something. If unbinding gremlins and/or PvP require CE but not crowns or only a few crowns... the price of CE will go up. Every design decision with a cost or a chance to drop coins has an effect on the ultimate stable price for CE. The high price of CE is largely based on the lack of interesting things to spend crowns on. Recipes are cheap; materials are cheap; UV maximum gear is sold in the forums and channels to avoid the extortionate auction house fees, and non-UV and low-UV gear is cheap... but with a mist tank to everyone and hundreds of starter packs being sold, CE is in plentiful supply - for now - but the fundamental balance is unchanged so 7000 crown prices are in the future, unless the next release of SK changes that balance.
My thoughts are that nothing ever posted to these forums will fly, as only the vast minority of players ever even look to the forums. Regardless of what players decide on, the higher Energy prices go the richer I will become.
There's been a topic like this before, all that happened was energy rose again until Steam players showed up. As nice of an idea as this is, this will never hold because as mentioned before, not enough people, and even so, why should they care? The ones who don't read are fine with it as it is.
If you want real advice, if you're not a paying player, stock up on CE now, as much as you can afford while progressing, you're going to want it later. If we're lucky, it won't hit 7k again for another month. (PS make lots of friends so you can run half tier runs for profit :D)
Here's the thing: I can cash-drop $15 and get a month of UNLIMITED gameplay on any subscription-based MMO. That's around 50c a day. For this money, I can play 30 8-hour days if I want to. I can team as much as I want, I can play at all levels, I can earn all items, all perks, all achievements, at least potentially. I just cash-dropped $20-something for the Starter Pack for Spiral Knights the other day, and got 7500 Crystal Energy for it. After a couple of disastrous T2 runs and about half a kit of three-star gear, I'm down to about 6000. IN A DAY.
Here's some simple math: A full set of three-star gear (that's helmet, armour, shield, sword, gun and bomb for me) costs 1600 energy just in itself. A full set of four-star gear costs 3200. Just that alone is about the size of me CE reserve, and that's if I never play the game. A lot of my energy goes into powering the elevators, a system which I feel is the biggest energy sink and what's likely to drive me out of the game once I run out of energy and the prices increase so I can't stay on top. There's no way I'm going to last 30 days on just the Starter Pack, and there's no way in hell I'm spending EVEN MORE money for Spiral Knights than I already have in a month. I mean, the game is good, but it's not $20 a month good.
I realise that for some Americans that may be lunch money. To me, it ain't, and I have other things to pay for. More than anything else, I can pay less for a traditional MMO and get far more in return. I could stomach not being able to progress my gear fast. I could stomach not being able to make many crowns. But what I CANNOT stomach is being essentially banned from playing the game for the rest of the day when I run out of energy. Because there are only so many times that a game can tell me I should stop playing before I elect to never go back.
I'm running on paid energy right now, and will be for some time yet. But "losing progress" by spending more energy on a run than I can buy back WILL break the game for me when that's used up. Simple as that.
I said it within the first couple weeks after release, and I'll say it again.
I have a dream that one day, grade school economics will not need to be explained to each and every new player of every single new MMO.
Four pieces of five-star gear would cost you 3200 energy, not four-star. Are you paying for revives? You should at the least party with pubs for the free revives.
As far as economics goes, if you're referring to how they work in-game, then this doesn't need to be explained. I've seen how these markets work, and the price will settle on whatever it is people are willing to pay. If the prices are too high, that's just because there are many people willing to pay high prices. Instead of walk out the door.
If you're referring to the economics of a software developer looking to turn a profit on a "free" to play MMO, then I might rise an eyebrow in this particular case. I don't know how much Spiral Knights costs to run, but I can tell you for a fact that the game isn't nearly big enough, expansive enough or - let's face it - cool enough to be worth even the standard $15 a month that far larger MMOs charge. Excluding the initial purchase price (which tends to be $20 after a while), I can play Aion, Lineage II, City of Heroes, World of Warcraft, DC Universe Online or really any other subsctiption-based MMO for $15 a month, and this gives me full access to all features. I don't miss out on specific gear, I'm not prevented from entering instances, I'm not level-locked, I'm not forced to grind just so I can keep playing. And all of the games I listed have significantly larger production values than Spiral Knights. They are "worth more," as it were.
Take City of Heroes, for instance - last I checked, I could make 165 characters across 15 servers with just the base monthly fee, and a great many of those can have a drastically different playstyle, all the while the game gives me enough settings variety, storyline, gameplay variety and added subsystems to need years to see it all. All of this for $15 a month. How much will fifteen dollars buy me in Spiral Knights? 3000-4000 Crystal Energy? Think that will last me a month if I were a new player just starting to gear up and not being very good? I know I burned through over 1000 Crystal Energy in a single day just making stuff and going deeper than I should.
To my eyes, Spiral Knights is worth - again, to me - a single $20 to $40 purchase, more or less what I paid for Left 4 Dead 1 and 2. I'd pay that. Hell, I've ALREADY paid that for the Starter pack. I'd pay that for Spiral Knights and play the hell out of it. Barring that, Spiral Knights would be worth a $10-$15 subscription a month if it removed energy costs from the Clowkwork Elevators. I'd pay for that in a heartbeat. I HATE loss of progress, like what happens if you spend more energy going through the levels than you can buy back.
But the kind of money it looks it'll require for me to keep playing it at the speed with which I'm playing it, that ain't worth it. Like I said before - we'll see how far the 7500 CE gets me.
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Also, Dirt, my math was shoddy. I have six pieces of gear that I want (WANT, not necessarily NEED). Each three-star piece costs 200 energy to make, so that's 1200 energy. Each four-star piece takes 400 energy to make, so that's another 2400. All told, that's 3800 energy, or over half my Starter Pack without even using a lift.
Also, no, I generally don't pay for revives aside from the very cheap ones. On average, I pay 2CE for one T1 revive and 5CE for one T2 revive. If I play smart, I don't need to pay for more. If I play with other people who aren't smart, I usually pay more and don't make it to the end, especially since most people I run into are sporting at best mostly two-star gear, which gets them killed past the T2 Clockwork Terminal. Yeah, and you try telling your team-mates not to bum-rush that swarm of death laser robots. Whenever I try it, it ends up with a team dining on laser explosion spam and me having to share three quarters of my health for them.
My cost is almost entirely Clockwork Lift fees. When CE was a little over 3000 for 100, I could make around that much from a single T1 run. I spend 60, buy 100 and slowly make progress. Yesterday, though, I considered myself lucky if I could spend 90 to buy 100, and that's just lift costs, no crafting considered.
I just don't want people to stop playing because they can't afford energy...
Honestly I love playing with the newbies who rush in and die lots. I'll gladly take their heat. ;P
@ repair: i doubt anyone wants that. heck the more the merrier
@ dirt: the best is to pretend to be lagging. always fun especially in a 4 man graveyard or when u tell them to chuck shock vials at quicksilvers coz 'it makes them happy' X3
jks aside, o man another energy thread >_> there should srsly be a separate section just for energy "discussion"
Ppl should just have casual fun with the game and play something else in the downtime. With reasonable wallet management and practice, it's fairly straightforward for a F2P-er to get to end-game i.e. full 5* and duke runs within 1-2 months. May be new to some of you but *SHOCK HORROR* this game takes time! XD
The ce market is fairly instable and ppl need to realise that you just have to deal with it with all its faults and failings. CE rose to 7K just before steam, and during beta is apparently shot up to even higher peaks. It's not rly OOO's fault per se, just supply and demand. no use trying to introduce some complex scheme to make the market "fair". Real-world economic rules don't necessarily apply in a virtual environment.
Anyway srsly ppl, less forum-ing and more SK-ing. cy'all in haven X3
Well you can get about 5k per jelly - thats 20 CE if you join there so 5k x5 is 25k so we're looking at like 30K per 100 CE NOT to mention 100 free mist - so I mean CE price should be somewhere in the ballpark of 35k per 100. conservatively
Fazan, I appreciate your use of paragraphs, grammar and coherent expression. You make some excellent points. And it sounds like you understand the value of the energy and are playing intelligently. (Edit: Just read some of your other posts, and I can infer that you would be pretty awesome to run with.)
Just some of my thoughts:
Firstly, Spiral Knights is hard mode. There are some players who have pretty well conquered the content and are looking for new challenges, but the game is HARD. Much of the reward comes from playing well and not using energy to revive. I personally love that the game penalizes people for not learning and adapting to situations. It rewards people for doing research and utilizing the forums and wiki to figure out what gear to use. The game encourages smart play.
Secondly, once you make that initial investment, and get a 4* rig (Ashtail set, Owlite Shield, Ascended Calibur, Vile Striker and a bomb or gun) you can run the game perpetually. Sell those iron gears on the AH. Earn crowns from runs. Take a Sunday off and just use that mist energy to craft or whatever. Once you get that set up, there isn't any limit to how much you can play. Unless you just don't have time.
Drawing comparisons between this and monthly subscription MMOs is missing the point. You can spend money to ratchet through the gear progression or never spend a dollar. Three Rings is giving you the choice. I think that's pretty powerful. "You decide your level of involvement!"
And here's a kicker. As a hypothetical, if I had decided to get back into playing WoW (I did the Beta through Burning Crusade) the grand total would be well over a hundred dollars, assuming that I paid retail as each new expansion came out. Plus the monthly fee. Yes, that's a lot of content and a ton of play time for the money. I would rather buy Crystal Energy with that money, which is a commodity I can invest and grow if I play the market. It's pretty neat.
the point of the market is that p2p players can get crowns without having to grind for hours since they dont have the time to do so, and f2p players can get CE to keep playing right? so the prices should be a bit less that the crowns a f2p player would get from a run that way kids that have the time but not the money can advance in the game at steady pace while players that dont have the time to grind for hours can sell their CE at a reasonable price (above 4k i would say) and thus get their stuff together without having to spend $50 a week on the game
^ that's all wishful thinking tho
but for me the balanced prices would be between 4.8-5.8k for 100CE. again not that it matters what any1 thinks....we as players cannot impose any kind of rules on other players, all we can do is to pray.
It has to be a number that's more than you can make in one run, otherwise players will run themselves silly on a treadmill and immediately exhaust all the market. (Without, you know, spending any on important goods such as crafting.)
I propose that the price be fixed as roughly twice what a T2 run makes, or 7000 Crowns.
Thoughts?