Are teleports in general broken?

38 replies [Last post]
Malyce
Legacy Username

I like the idea of being able to join up with your friends painlessly, but letting people skip right to the more lucrative floors (close to Jelly King/Vanaduke) seems wrong somehow. The ports to Basil have made recipes that should be rare much more common too.

Anyone else think this is a problem?

Pawn's picture
Pawn
Not really

I see your point but i have to say they aren't broken. Who wants to run the 1st 3 floors anyway :) But the teleports will definitely extend how long i play this game.

Also, i think some of the recipes would be TOO rare w/out teleports. Although, as a recipe reseller i do get tired of ports to basil lol.

Hazel's picture
Hazel
The people who think this

The people who think this system is bad are wrong.

(Hint: This has been discussed numerous times before, always resulting in what I said being the popular consensus.)

Fenix-Stryk's picture
Fenix-Stryk
I don't think using teleports

I don't think using teleports is wrong, but I do think people who actually run the first half of a tier deserve more than what they get. It's a tough job, that.

Aznguy
I think teleports to basil

I think teleports to basil are fine. Its nice to sell some to make extra profit for doing a run :) Although I do see how the invites have effected the economy. Lots of 5* items have been going down in a price due to the high amount of people selling them. A few weeks ago Argent Peacemakers were like 3k CE but now down to 2.2k CE.

On the other hand, players need crowns to buy those expensive 5* recipes so the invites can cover the cost.

adrian783
Legacy Username
i think the mechanic needs

i think the mechanic needs some fixing up, its way too easy to exploit it right now. and all the GM can do is warn/ban, which are only stopgap solutions.

Pawn's picture
Pawn
Actually i've had a 100% change of heart

It's game breaking, it's broken. It completely destroys the idea and intent of putting basil with random recipes in the middle of tiers for players to purchase from. It makes no sense. It kills the recipe buy/sell market/economy. It's went from being clever and entrepreneurial to being an epidemic of people wanting and getting something for nothing.

IMO it needs to be patched IMMEDIATELY. It's a plague to tradechat, i hate it.

meowreka
Legacy Username
The teleporting to Basil

The teleporting to Basil thing isn't an issue with teleporting. It's an issue with Basil.

The way his inventory is handled needs to be fixed somehow so that this basilporting crap can be fixed. I don't know how. But I do maintain that it does need to be fixed.

Pawn's picture
Pawn
OOO

They need to do one of 3 things:
1. Block invites in terminals and disable whispers and mail in terminal.
2. Charge the inviter 4k to invite someone (thus making it cheaper to buy recipes from people in trade chat who legitimately own a recipe) disable whispers and mail.
3. Just sell all 4 star and 5 star recipes in town at 18/19k for 4 star, and 48/49k for 5 star. And sell the randoms at basil for the 15/45k prices.

Personally i'm in favor of a communication blackout at the terminal. It'd suck not being able to borrow money for that recipe u want, but...it would be better than what we have now. You would just have to come prepared with enough money/energy to either buy outright, or sell energy and buy.

RapBreon
Legacy Username
Inventory

Or just make it so that Basil has no inventory or it's set to zero for anyone who doesn't arrive from the elevator.

Syor
Legacy Username
@Hazel

You're definitely right and the rest are being too selfish.

piebandit
Legacy Username
Or just make Basil's

Or just make Basil's inventory random for every player so there is no guarantee of a particular recipe when you teleport in.

Pawn's picture
Pawn
@sycor

Disagree.

Or maybe they should just put all weapons/armors/mats/recipes/everything at basil for cheaper than players can sell them for profit, and then the entire market on the game could be buying ports to basil?
That way, nobody would be greedy or selfish with their inventory.

RapBreon
Legacy Username
Basil gets class?

Or Basil won't talk to non elevator arrivals? Classy Basil maybe?

LobsterHime
Legacy Username
Necessary service

Basil is one of two main crownsinks in the game (the other being the 2% tax on CE-Cr transactions). Recipe resellers don't provide as much of an impetus for sunk crowns as teleport sellers because, and this is the same reason that gate construction isn't an effective crown sink, it's simply transferring who spends the crowns. One reseller can spend a fixed amount of crowns and regain his losses (with a little profit) while a single teleport seller can sink a virtually unlimited amount of crowns from the economy.

The suggestions in this thread for "fixing" the ""problem"" are pretty bad. As much as I hate agreeing with Hazel (moreso considering the recent fad of admitting one's hatred of agreeing with Hazel on these forums) there seem to be a handful of players, motivated by self-interest and a poor understanding of the Big Picture in SK economics, who don't want others to have fun.

Pawn's picture
Pawn
Basil Needs class

@Rap, i think the only real fix will be a combination of Basil not speaking to those who didn't come by elevator (great idea) and an auction house.

@LobsterHime, If i busy a recipe and resell it, that is a full crown sink for the selling of that recipe. Eliminating ports to basil will be replaced by players buying recipes to resell. More recipes will be bought speculatively, and more will be sold in tradechat. Ultimately, almost just as many recipes would be sold. It would simply eliminate people profiting from the sell of recipes they don't own, at zero risk. I could just as easily argue you are ignoring the big picture, but i don't even really think it is a big picture argument at all. Just as many recipes would be bough (or very nearly). But they would be bought buy people who resold them, for about the same price you are already paying for port+recipe. Right in the 48-50k range, or 17-18k range depending on level of recipe.

@lobsterhime also, see my suggestion #3.

3. Just sell all 4 star and 5 star recipes in town at 18/19k for 4 star, and 48/49k for 5 star. And sell the randoms at basil for the 15/45k prices. This solves the port problem, and fits your big picture argument better than the port system does.

Alexandriea
Or you can make Basil have

Or you can make Basil have only one of each recipe. Ever. No matter how many times you split or invite.

So many suggestions here that aren't well thought out. If you want to kill the "free moolah", do it in such a way that you don't give the normal players the finger.

LobsterHime
Legacy Username
Still not getting it

For a reseller to have any impact on the economy, that reseller has to have the crowns required to buy a recipe he thinks he (or she, but for simplicity's sake I will continue to use the masculine pronoun) can resell and then wait for a buyer to accept his offer. This is a fixed, one-time removal of crowns from the player economy with no guarantee that further crowns will be sunk. A teleport vendor, on the other hand need not have the crowns in-hand to cause other crowns to be taken out of the economy. As I said earlier, a virtually infinite amount of customers can take advantage of the teleport to buy as many recipes as they want.

Both merchants get a small premium for their services, but the total crowns earned by the reseller is just transferred from some other single player in a large sum (cost of recipe + premium); the profit of the teleport vendor comes in smaller sums from a lot of different players while the actual cost of each recipe purchase is taken out of the economy. With the resller you end up with one very rich guy (the merchant) and one poor guy (the customer), while with the teleport vendor you have one moderately rich guy (the vendor) and a bunch of poor guys (all customers). The goal of a sink is to get a lot of from a lot of participants in a virtual economy out of circulation.

Without Basil and players working to make access to recipes easier, more and more crowns will be generated (through normal gameplay) and continue to stay in the economy, driving up the price of other commodities (primarily ce, which presumably generates at a much slower rate than other virtually infinite drops from monsters). Resellers help this process, but not as effectively as teleport vendors.

Some other bad arguments:
sold in tradechat
That's a super great idea. I thought I was the only one who wanted more advertisements to sell things people don't necessarily want to buy in /2.</sarcasm>

suggestion #3
Yeah! I have been wishing there was a way for me to literally buy every single thing I need to make any equipment I want ever without once setting foot in the Clockworks. I mean, I can already do that now using the player economy, but I really wish it was much easer. Who the hell wants to play the game to show off any progress?!</sarcasm>

Negimasonic's picture
Negimasonic
*watches thread with a smile*

*watches thread with a smile*

Eeks's picture
Eeks
Just make basil levels ones

Just make basil levels ones that you can't join like JK, Treasure Vault, or Vanadork. I'm sick of paying 10CE to land there when I join a random party anyway. Problem solved.

Pawn's picture
Pawn
@lobsterhime

suggestion #3
Yeah! I have been wishing there was a way for me to literally buy every single thing I need to make any equipment I want ever without once setting foot in the Clockworks. I mean, I can already do that now using the player economy, but I really wish it was much easer. Who the hell wants to play the game to show off any progress?!

Yeah except for buying a port to basil is no different than spending 49k in town for a 5 star recipe, just an extra loading delay. It's a really flat argument to say don't sell them in town so you can warp straight to basil to buy them instead...it's the same thing, wth!!!

Also, i have fully thought out the crown sink of no vendor ports vs vendor ports, and i'm still not in agreement with you. Especially when u discuss rich/poor roles.

LobsterHime
Legacy Username
Let's try this again

When you buy a 4k port to B23 to buy a 5* recipe, 4k goes to the port vendor and stays within the player economy while 45k is permanently removed. When you buy a 5* recipe for 49k, 49k goes to the recipe reseller and stays within the player economy. The recipe seller could then use that 49k to buy more recipes from Basil (the only situation when the two scenarios are equivalent) but most likely he'll spend it on other things like ce and mats. When buying ce, there's the 2% tax that goes out of the economy, but the remaining 98% continues to circulate. There are no crowns removed from the economy when mats are traded among players.

Teleporting to Terminal floors is a major convenience for all players. Making it more difficult/impossible to make use of that convenience to benefit a small group of merchant elites is not, in my opinion, in alignment with the nature of this game. Neither is opening up access to currently-Basil-restricted recipes in Haven. There's a reason Basil only appears on specific floors with a limited, random selection of recipes. Even the recipe vendor in town (whose name I've forgotten) does not provide all 0-1* recipes all the time. Furthermore, it is no consolation for the majority of players who must sacrifice a great convenience so that an extreme minority can profit off of a Basil-free economy.

BTW, I forgot another effective crownsink: crafting. I personally have sunk most of my crowns into recipes, though I'm sure players who grind for UVs have sunk a lot of crowns from the economy at some point. I also undervalued the 2% tax on CE<->Cr trades. They're probably the largest sink for crowns in the game due to the sheer number of trades occuring every hour spread across every player in the game.

xienwolf
Legacy Username
You could also have the

You could also have the inventory on Basil be unique per person. Then inviting someone in just saves them from running the first 3 floors themselves. They have NO idea what inventory may be present.

LobsterHime: You don't account for the fact that the recipe reseller had to acquire the recipe from Basil in the first place. For every 5* recipe that exists, 45k is removed from the economy. Period.

LobsterHime
Legacy Username
Nope

One reseller can spend a fixed amount of crowns and regain his losses (with a little profit) while a single teleport seller can sink a virtually unlimited amount of crowns from the economy.
I did account for it. What I meant by this statement is that a teleport vendor can continue advertising to allow other players to sink their 45k repeatedly while a recipe reseller can only resell as many as he has initial capital to spend. A reseller who completes 10 5* deals back-to-back will end up with ~490kCr when he's done, while a teleport vendor who gets 10 visitors will only have 40kCr. The "problem" is that if recipe reselling becomes the preferred (or only allowed) method of circulating recipes in the player economy, isolated pockets of crowns begin to accumulate among players who do nothing but reselling recipes. From there you face the usual problems of having too much currency and not enough commodities in a market.

Pawn's picture
Pawn
@lobsterhime

@lobsterhime

You're logic is still a little flawed. Now i'm not trying to argue with you here but i do want to point out that it seems like you are misplacing 45k crowns of sink.

Quote:1
"When you buy a 4k port to B23 to buy a 5* recipe, 4k goes to the port vendor and stays within the player economy while 45k is permanently removed. When you buy a 5* recipe for 49k, 49k goes to the recipe reseller and stays within the player economy. The recipe seller could then use that 49k to buy more recipes from Basil (the only situation when the two scenarios are equivalent) but most likely he'll spend it on other things like ce and mats."
***
In this example you are missing the fact that the player reselling a recipe ALREADY paid 45k for the recipe and that 45k is already permanently removed from the economy. At that point it is sunk. He would not have to reinvest the 45k from the resell back into recipes for them to be equivalent. Do you see what i am saying there? In both scenarios a single 45k recipe was bought from basil, the 45k is gone.

quote:2
I did account for it. What I meant by this statement is that a teleport vendor can continue advertising to allow other players to sink their 45k repeatedly while a recipe reseller can only resell as many as he has initial capital to spend. A reseller who completes 10 5* deals back-to-back will end up with ~490kCr when he's done, while a teleport vendor who gets 10 visitors will only have 40kCr
***
In this scenario it is not portrayed accurately--it is a very very biased way to break down the numbers. Here is the TRUE equivalent:

IF a player starts with 450k and spends it all on 10 recipes and sells each for 49k, he has 490k crowns--a 40k profit. He took a financial risk, speculating he could sell for profit, and spent X amount of time separated from his money and trying to recoup it and make this profit.

If another player starts with 450k crowns, and buys no recipes, but sells 10 recipe ports to basil, he now has 490k crowns (40k profit) while taking no risk financially from the selling of the recipes.

Again, i'm not saying your opinion is right/wrong in regards to whether ports should be sold, but i wanted to point out a fallacy where it seems you are overlooking the initial investment of a player purchasing recipes that he later resells.

Sketchytexas
Legacy Username
ITT: Opinions. The only two

ITT: Opinions.

The only two I actually see using numbers/statistics to back up their statements are Hime and Jeburk. [opinion]The best scenario, IMO, has to be the one proposed by Piebandit. Randomizing Basil's inventory as players go in will prevent someone staking out the "best" inventory he has, while still making Basil-porting as a viable means of profit.[/opinion]

Khaim
Legacy Username
Energy sink

Doesn't a teleport also cost 10 energy?

Kaybol
Legacy Username
Randomizing Basil's inventory

Randomizing Basil's inventory opens up a new problem: for 10 energy you'll be able to change Basil's inventory, again and again till he's got what you're looking for. It would also make finding recipes easier in parties of four, since everyone has their own set of recipes presented to them, so four chances of finding the recipe you need. This doesn't appear to be the setup that OOO is after (although most of us players would love to see this).

Simply making the Terminal non-invite would already help a great deal. Then the only way to obtain recipes would be to mail the crowns, if you could trust the person to mail the recipe back. And after that transaction, the recipe can't be bought again. It would limit the no-risk recipe selling considerably. I'm against non-chat Terminals. Don't punish honest players for other players' possibly undesired behaviour.

But why are we trying to fix this anyway? Are some people here jealous at how inventively others can make crowns without investing crowns first? Why are players concerned that players are helping eachother out to find recipes, or to reach the more profitable floors? Isn't this what a multiplayer community is about?

LobsterHime
Legacy Username
Miscommunication?

I'm pretty sure I didn't say that teleport vending sinks more crowns than reselling recipes. I was only making the point that selling access to Terminals sinks the same amount of crowns from more people (with the potential for unlimited sinking, given proper supply (of paying customers) and demand (for available recipes)).

My issue with encouraging recipe resale (by mandate or other incentive) is that it gives the potential for massing large sums of crowns among a small group of players. When you have a large enough portion of the population asking for higher prices for a commodity, say CE though it applies to some of the rarer mats as well, and another sector able to pay those prices, it can lead to tighter budgets for the rest of the population. Maybe I'm just paranoid, but I do think having too much fluid wealth amassed by certain players who wish to game the market, especially when the system is changed to encourage such behaviour, is bad for the economy as a whole.

I don't intend to turn this into an Energy debate (so please don't). I just think that the state of recipe circulation in the player economy is fine as it is now. Discouraging/disabling teleports to Terminals would inconvenience a lot of players who are not affected by competition brought by teleport vendors (or are even interested in their wares) and, in my opinion, could cause market destabilization by incentivising crown hoarders.

DragnHntr
Legacy Username
Player A buys 10 5* recipes

Player A buys 10 5* recipes and sells them all for 50k each, he now has 500k
Player B sells 10 ports to basil for 5k each, he now has 50k

However, Player A, in order to buy those 5* recipes ALREADY HAD 450K, he only made 50k off the sales, the same as the second guy.

As for the argument of money pooling in certain people, while the player with a large capital has the greater ability to invest in recipes and sell them and anyone can sell ports, there are still only certain types of people who will take the time to do this and therefore the money is still pooling in certain individuals.

Personally i think selling ports is great, it allows a greater variety of recipe purchases for people in the market. It also gives people who make it to t3 basil an opportunity to make a little extra money if he has nice recipes without needing the capitol to invest in buying them. Not to mention avoiding the risk of buying recipes that you cant sell.

Jerakal
Legacy Username
I think the should just have

I think the should just have the Basil in the dungeon only sell (number of players in party upon arriving at Terminal) of each recipe he has at that time, this would allow all the players who got to the terminal legitimately to get the recipes, and stop all this teleporting nonsense. Or at least, lessen it to a degree.

Pawn's picture
Pawn
Wish we had statistical evidence

@ lobster and Dragn,
Again i want to preface this by saying the spirit of this is "Discussion Mode", not attack, flame, bogus comment driven.

I think that the player buying and selling recipes is generally a player who is more likely to be sinking money in general. People trying to hustle up 1k-2k profits on speculation reinvest that same money elsewhere, driving the market. The player who buys/resells recipe seems like would have little incentive to say, whew got 48k, 3k of profit, time to invest that all in CE and let it sit.

Conversely, i think the player selling ports to basil is much much much more likely to take 4-5k profit, and immediately convert it to CE. Repeat. Which would contribute to some of the market issues existing. I wonder if this type of behavior outweighs the positive sink they create.

It's impossible to know without some actual statistics that correlate how much money sunk it takes to offset X purchases of 100 CE.
I wish we had some kind of statistical analysis to check this type of thing.

Negimasonic's picture
Negimasonic
Spent an hour and a half on

Spent an hour and a half on and off shouting
/2 BUYING Volcanic Demo Helm Recipe 48k OBO / Negotiations are ok

(gotta start low after all).

No one. Nothing. At all. No basil sellers, no recipe sellers were selling in trade chat nor did I get contacted with a deal for something greater than that amount.

So much for being able to get what you want anytime :D :D :D (similar story for my shivermist buster last week).

Pawn's picture
Pawn
@ NegimaSonic

People like myself used to carry 10-15 recipes (usually only 1, maybe 2 five-star, i don't have that kind of crowns to have a full stock of 5's) at all times to try and resale. Once upon a time (previous 2 weeks), i may have had that volcanic helm when i saw you shout that. If not me, then someone would have had it in their inventory.

As of about 3 days ago i came to terms with buying and reselling recipes is now a horrible horrible horrible horrible horrible (etc) investment. I have been slowly moving those last 3 recipes and will not buy a single one i don't plan on using again--unless later it's viable w/ auction house. Once upon a time (a week ago) i moved recipes easily w/in hours, next day max, of purchase. Now i've been trying to sell a heavy demo armor for 3 days. And several times have got no takers @ 15k. Horrible investment. Do you know why? Well, you guys know my feelings on this already.

Jerakal
Legacy Username
^

^

Negimasonic's picture
Negimasonic
:o It's just like playing

:o It's just like playing stock though. You get gains, you get losses, if you take a risk, that's business with your selling profession

Pawn's picture
Pawn
yeah but

no one can sit around and play stocks risk free, while at the same time nerfing your ability to sell stocks with risk. So it's not JUST like playing stocks...actually, it's very unlike it in that regards.

Negimasonic's picture
Negimasonic
Actually you can, its just

Actually you can, its just not called stock, its called bank account saving (yup I used the wrong term so sue me :D :D). Those people who are recipe sellers risk nothing but gain their money at a slower rate AND they have to divide it with a partner. But I went over the differences between all these services elsewhere.

At this point I'm ready to make a thread on a poll of things I bet won't change.

Kaybol
Legacy Username
I'm still not sure what's the

I'm still not sure what's the argument for fixing this.

As for those arguing about which sinks more crowns, teleport selling or recipe reselling: if anything, it's teleport selling. In both cases a recipe gets bought for the recipe price, in both cases the (re)seller gets a little profit (presumably). But only in the case of teleporting 10 energy gets spent. In the cheapest case this could be mist energy from a person who wasn't going to spend any more energy that day (meaning it's free). In other cases it could mean they'll spend 10CE extra that day, which they may have bought with crowns or cash.