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Jacked Out

Joined: Sep 1, 2005
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I seriously don't see much of a problem with nerfing the info rate in Data Mine.  It's 10x now, with the nerf a normal tap will yield 5x.  We're talking about 70-90k per tap.  The construct is not going to turn into a ghost town with the nerf, because ppl are still going to make huge sums of money, instead of making 100 million in 4 hrs, they'll make 50 million.  And with the devices, and making people smile with rays of sunshine, that'll keep the Mara PvP crowd in there looking to play hunt the rabbit.
Even if the info nerfgoes into effect, it's still going to change the MxO economy.  Wreck the economy?  No.  Hyper inflation?  Yes.  Just like how some "Real" economies have gone through inflation, with soaring prices, same goes for MxO.  The grandpa players in MxO who've been around since launch, farming and building info will grumble about how much things cost, that they remember in the old days how a beer cost 10 info, but it's now 10 million.  There's no avoiding it.  The same grumbles happened during the ability buy back weekend.  The Data Mine is going to be around for much longer of course, so prices will rise on items, no matter if the info is nerfed.
Sorry, but the Mega City Federal Reserve decided to print money out of thin air, not seeing the consequences, and people will start noticing the devaluation of the currency within a week.  If you really wanted a balance and constrain the possible inflation explosion, the nerf needs to be at least 3x, and 1-2 device per server, yielding 5x.  Maybe a Super Node that spawns a few times a day, accessible with the Device, yielding 500k to 1 million.  Just my opinion, and maybe the doom and gloom scenario some are warning us about won't happen.... but there needs to be constraint.  Content is what should bring people into the construct, greed will last for only so long, and when people begin to join the Filthy Billionaires Club within a couple weeks, the Data Mine will start becoming a ghost town.  With no content and a vast amount of rich lvl 50s, the incentive for entering the ghost town will disappear, the players seeking to take out data miners will lose interest gradually because of a lack of Data Miners, and after PvPing amonst themselves, they'll eventually head back to Mara C.
But in the meantime..... I'm having a blast, and think everything is swell... cause I'm gonna be a member of the Filthy Billionaires Club soon and spend it on strippers in Westview!


Vindicator

Joined: Sep 22, 2005
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Atem wrote:
 cause I'm gonna be a member of the Filthy Billionaires Club soon and spend it on strippers in Westview!
Win.
It's all a playout to see how the economy will hold up, I personally believe things will equal out - the trick to avoiding inflation is not to go with the flow, but rather sell items for what they are normally worth and not jack the price up 500%.
Instead of listening that Sakura for 50mil like back in CS1, keep it at 20mil. You've got a billion info already, so what's the point?




Jacked Out

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Yup, no problem at all. 

Don't mind me, I'm just farming.



Systemic Anomaly

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I for one am sick of always being flat broke in game, and not having a rediculous Faction Bank to dip into when I need something.

Anyone who says they want the info nerfed because of the economy is talking out of his/her arse, and just trying to keep themselves rich, and the poorer players poor.

Datamine pays off simply because the risks are higher, please DO NOT nerf the info!

Thanks.




Systemic Anomaly

Joined: Aug 27, 2005
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narfcrow wrote:

Not a poster.  Would rather ljack-in than troll these forums.  At least for two years anyway.  This DataMine construct was a good idea gone way bad.  There should not even be a higher rate of $i per tap.  There should have only been new and different spawns, which if successfully handled would yield more $i or purple frags for an extremely rare super-tap, etc..

There was great demand for a FFA construct.  There was a popularity of the enhanced data-mining feature primarily because of the spawns and their drops.  These two ideas don't seem to have been combined in a well-thought out way.  Hardly anyone is actually even making an attempt to form a team and/or defeat the spawns in the FFA construct.  It seemed as if the thought behind associated updates of the ForceMultiplier abilities would suggest that there was an expectation that teams would be assembled to work on the data-mining spawns in the new construct.  This would coincide with the FFA design, prompting alliances to be formed in order to survive what was expected to be a chaotic environment in the Construct.  However, the predominant LO used in Datamine is a Shadow Master/Miner LO.  This has exactly the opposite effect.  It completely nerf the potential for chaos and motivation for teams in the new FFA environment.

I have a number of screenies of players bragging about how they have mined for $i100mil, $i150mil and even $i200mil per day.  Contrast this to the motivation for strategic development that was necessary to succeed in the various quests from earlier updates (Patcher's Headgear, defeat of Tengu Spawn, or even just surviving when the Reactors roamed all districts) and collect a modest $i sum to this point.  Now, any and all work put into previous quests, missions and sales on the marketplace can be earned by the singular simplistic and completely RP-devoid "strategy" of being a Master Shadow Miner in just a few hours!!  Creativity is gone.  The economy of the entire time of MxO has been nerfed.  The cat is out of the bag.  Literally $ibillions have been mined already, mostly by individuals, not teams.  What motivation will there be to work on strategies in the future if the $i gained by avoiding all interaction in Master Shadow allows previous-slackers to simply purchase everything with their earnings from largesse of the new Datamine?

Previous posts say that the mining rates might be nerfed to only 5x in a "few weeks" if the MxO economy seems to be in trouble.  How many billions will have been mined by then?  Then, it will take just 2 days to earn $i200mil.  Well, boo hoo!


See, my experience has been exactly the opposite of this. I have been on teams in Datamine where we tried to work together (keep in mind, it's so new, we are all still trying to work out the strategies) and I have seen teams working on spawns all over the place.

I went into Datamine last night with only the mining abs and the rest of my loadout up in the patcher tree. No Master Shadow because I personally detest it, and that was only after using it for one night (anyone wtb MS tree leveled?). I kept myself buffed, especially with the new and improved buffs, and when Deecodes and I tied up, I was able to throw a couple of debuffs, a couple of shotty rounds, hit my mobius and got the hell out of there (cause let's face it, no hybrid Data Miner lo is ever going to stand toe-to-toe for long against an MKT who knows what they are doing). After that, I stayed buffed, had a couple of snipers take pot shots at me and miss, and I was able to datamine until I was done for the night.

As far as the worry about everyone making "billions" off of this, well, I'm sorry I just can't agree with that concern. Sure, you might have a few people who don't have to work and can spend all day in there, mining away. But I doubt they are coming up with "billions" (plural) just yet. And if they do, so what? The majority of us can only farm for maybe a couple hours every night, and I can tell you from experience that that ain't gonna get anyone billions, unless they've found an exploit. Between evading ganks, finding good node clusters, and the failure rate, I'm going to go out on a limb and say that by working hard at it, one might be able to farm and average 5 million an hour. That's hardly going to break the economy.

Because, as I said in another post with regard to this bizarre fear of hurting the economy, people may try to jack up prices for sakuras and the like, but who's going to actually pay more for it today than they did last week? I'm not going to pay 50mil when I know it should only be 5 or 10 at the most and I think most people feel pretty much the same as I do.

The thought process was to create a FFA construct. But how to get people in there? Easy, pump up the data mining payout. Now you have the gankers (who choose the killing over the info) killing the miners (who are willing to take the risk due to the reward). Based on this, I'd say it was a success. If the info is nerfed down to the average amount you can get farming Downtown, with no chance of getting ganked, I dare say that will kill Datamine faster than anything else. Miners will stop going, which will leave only the pvp'ers to fight over the supertap. Talk about cutting your nose off to spite your face.

 




Development

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Any long-term method of making more $info than there was previously will inflate the economy eventually, that's inevitable.

Atem's probably on the money that it has to be more like around x3 base to remove serious inflation threat. At that rate, there's still incentive to try it solo (you can make x3 times the cash that you can missioning or tapping in the high level areas of DT), and even when you take a guard in with you, you still come out ahead, since you're both up for 150% payoff for time invested--if you're good at avoiding ganks.

That's probably what I'll end up going with, although if I do, then I'd put the say two "super taps" at x3, instead of just x2. That way, there's always the chance that if you go in there, you can make x9 for a while, but since it's limited to just a few people at a time (and possibly under heavy fire), that should put a pretty effective bottleneck on its damage to the overall economy.

One thing that I think is interesting about this FFA mining thing is that it actually benefits those who play in low-population hours more than those who play during US prime-time, since there's less competition for the area.

And there will be several more reasons to want to go in there besides the node tapping, at least...hmm...at least one of which should be along for update 59.

I'm not too worried about people making x10 for 3 more weeks (until the Anniversary Event update). It will create a bit of an economic "bubble," but that'll work its way out of the system after a little time goes by.


Message edited by Rarebit on 02/29/2008 10:17:19.



Jacked Out

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Is it possible that we might see some more "high end" info priced items sooner then later Rare?


Systemic Anomaly

Joined: Nov 18, 2005
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Rarebit wrote:

Any long-term method of making more $info than there was previously will inflate the economy eventually, that's inevitable.

 

BUT 

I'm not too worried about people making x10 for 3 more weeks (until the Anniversary Event update). It will create a bit of an economic "bubble," but that'll work its way out of the system after a little time goes by.



Thank you.  Now, can that be the final word, people, or does the "OMG..Z...ZOMGZLOLZ... NONOTLOLZ...OMG...*CENSORED*, THE ECONOMY WILL KILL US ALL...OH GOOOOOOOOOOOOOOOD...AGGGGGHHHHHHHHHH." need to continue?

No?  Awesome.




Jacked Out

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Quote: Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn't go off, which is especially noticeable in Nuker-types.

Not working in IL. Style still switches AFTER the win/lose calculation is done so karate bites the dust again....and the kung fu whores will keep running around using abs with bigger acc bonus...

Message edited by The Leo on 02/29/2008 13:37:27.


Systemic Anomaly

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I think "instant" means like, no timer, which 4 second interlock moves have?



Jacked Out

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Bayamos wrote:
I think "instant" means like, no timer, which 4 second interlock moves have?
as do all hacker moves I am aware which are offensive and were bugged and now "fixed"


Ascendent Logic

Joined: Mar 16, 2006
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The Leo wrote:
Quote: Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn't go off, which is especially noticeable in Nuker-types.

Not working in IL. Style still switches AFTER the win/lose calculation is done so karate bites the dust again....and the kung fu whores will keep running around using abs with bigger acc bonus...

Yes, I approve.



Code Breaker

Joined: Jan 9, 2006
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The Leo wrote:
Quote: Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn't go off, which is especially noticeable in Nuker-types.

Not working in IL. Style still switches AFTER the win/lose calculation is done so karate bites the dust again....and the kung fu whores will keep running around using abs with bigger acc bonus...

Your reading to much into this Patch note. The fix doesn't address the scenario you are describing nor was it intended to.

The fix is intended to correct an order of operation problem that had the ability start to be used then cancelled when the style switched. In this case the style should switch then the ability invoked.

The problem you are expressing is another bug entirely.


Message edited by 9mmfu on 02/29/2008 14:05:25.



Jacked Out

Joined: Aug 29, 2005
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9mmfu wrote:
The Leo wrote:
Quote: Executing instant abilities while in the wrong style will now change styles and invoke the ability. This also fixes the problem with NPCs where sometimes their instant and delayed abilities wouldn't go off, which is especially noticeable in Nuker-types.

Not working in IL. Style still switches AFTER the win/lose calculation is done so karate bites the dust again....and the kung fu whores will keep running around using abs with bigger acc bonus...

Your reading to much into this Patch note. The fix doesn't address the scenario you are describing nor was it intended to.

The fix is intended to correct an order of operation problem that had the ability start to be used then cancelled when the style switched. In this case the style should switch then the ability invoked.

The problem you are expressing is another bug entirely.

Well hope it's being noted then. I /bug-ed it LONG time ago but maybe I should again.


Jacked Out

Joined: Sep 1, 2005
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Rarebit wrote:
Any long-term method of making more $info than there was previously will inflate the economy eventually, that's inevitable.

Atem's probably on the money that it has to be more like around x3 base to remove serious inflation threat. At that rate, there's still incentive to try it solo (you can make x3 times the cash that you can missioning or tapping in the high level areas of DT), and even when you take a guard in with you, you still come out ahead, since you're both up for 150% payoff for time invested--if you're good at avoiding ganks.

That's probably what I'll end up going with, although if I do, then I'd put the say two "super taps" at x3, instead of just x2. That way, there's always the chance that if you go in there, you can make x9 for a while, but since it's limited to just a few people at a time (and possibly under heavy fire), that should put a pretty effective bottleneck on its damage to the overall economy.

One thing that I think is interesting about this FFA mining thing is that it actually benefits those who play in low-population hours more than those who play during US prime-time, since there's less competition for the area.

And there will be several more reasons to want to go in there besides the node tapping, at least...hmm...at least one of which should be along for update 59.

I'm not too worried about people making x10 for 3 more weeks (until the Anniversary Event update). It will create a bit of an economic "bubble," but that'll work its way out of the system after a little time goes by.

Rare, ya hit it right on the "money."  I think leaving the info at 10x until the Anniversary will be fine, sure there'll be a bubble, but like all bubbles (ie, tech bubble, real estate bubbles in RL) they burst and values will become normalized over time.  I love the fact everyone is becoming an economic analyst in Mega City, lol.  As long as there'll be no more than 2 Super Taps on each server, the 9x rate will be a great incentive for people to mine, and the "hunters" will be happy seeing that shining rabbit run around.  I'm excited when Rare makes suggestions that there'll be more content coming in Data Mine, you rock!  Phase 2 should be interesting....
 
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