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Credit Prices - A Discussion | Started by: Donbot on Jan 25, '13 16:36 |
My name's Donbot and you will doubtlessly be aware of me from my extremely popular fables reverberating around the Streets. Today though, I'm taking a break from my fables and instead I'm looking to discuss the state of the Credit Marketplace and the price of credits. |
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Donbot, |
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Reply by: Creep at Jan 25, '13 16:40 | |
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The credits are way too high. And running sales is fantastic and all... But it only benefits those people that are able to donate their rl money to the game. And those that can and that receive bonuses, rather free credits essentially, are then turning around and taking advantage of those that are not capable of donating themselves and selling them for extreme profits. |
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Reply by: Cassi at Jan 25, '13 16:58 | |
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"Currently, the market is telling us that the credit price is between $495,000 and $500,000 because that is the level that people are prepared to pay for credits at; the market value. If we stopped buying credits at these prices, then the market value would decrease until it was, for me at least, more affordable." |
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Reply by: Squishy at Jan 25, '13 17:01 | |
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There are a lot of old accounts around at the moment, which means a lot of high ranked accounts, which means a lot of accounts capable of making good money. This means that marketplace credits can command a higher price than they can at other times (say, after a site-wide war when there's a lot of low ranks without susbstantial income).Basic economics tells us that this will boost the price on the market.
It's also worth noting that it's January, people generally don't have a lot of spare (RL) money in January following the holidays, so I suspect there's fewer credits purchased despite the offers, so again basic economics tells us that limited supply increases price. (note: this is pure supposition, I haven't spoken to the admins about it as, frankly, their salary is none of my damned business)
There are far too few "suppliers" of credits at any time to really introduce competetive pricing though, so the impact of this may well be minimal. |
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Reply by: The_Red_God at Jan 25, '13 17:08 | |
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Personally I believe the problem is that there are too many things in the game to spend credits on. |
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Reply by: DeadlySin at Jan 25, '13 18:04 | |
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The credit prices are ridiculous in my opinion. Yet, even though I could make enough money to afford buying a few here and there, I don't bother due to the situation stated by Donbot. The situation where you accidentally forget about an MIA or wackback on it and can't stay up to shoot it.
Even though I wish we could do something about the credit prices themselves, I know it is best to let the supply and demand take its course. With that being said I feel there is somewhat of a solution. A way to make more people want to pay that much money for a single credit.
What is it? Make it so when you spend that credit, it is yours and yours only. You spent the money on it, it should be rightfully yours. What am I saying? Don't allow people to shoot someones spawned MIA. Make it so they cannot be found at all unless the person who spawned it gave away the name of the MIA its self.
This is merely a suggestion, one that I think would increase the amount of credits being bought, if people knew that they wouldn't waste it. I know that this covers only one of the many things credits are used for, but it is probably the main thing people buy them. So I only covered it, rather than trying to completely change everything credits involve.
Thanks for your time. |
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Reply by: Keme at Jan 25, '13 18:12 | |
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I actually like DeadlySin's suggestion really. Maybe one for the PC before it is dissolved? |
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Reply by: PoisonousJelly at Jan 25, '13 23:02 | |
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i do agree with GF deadlysin's suggestion how about make a reset timer for a credit it would help a lot for example reset timer for flight or for wacking IA with this credit will be use efficiently |
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Reply by: iGoBerserk at Jan 25, '13 23:06 | |
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"how about make a reset timer for a credit it" |
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Reply by: Squishy at Jan 26, '13 05:14 | |
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I must admit i would hate resettable feature, as know how much i have heared certain accounts poured into the game when less features were available. I know i cannot keep up with credit prices to buy timers etc and know on my wages i am not going to put real cash in to a game when i would rather put it in to my kids wellbeing or future. I quite enjoy keme's idea of an mia is yours if you spawn it which would save some money and i also realise even though i am not willing to pay 500k for a credit someone else will. |
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Reply by: Stephen_Flemmi at Jan 26, '13 07:25 | |
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I think a lot of the problems boil down to people not using the time they do spend online wisely enough. There are ways to "pay for" MIA's, without hitting your bank so hard (commence rent boy jokes).
I once mentioned being able to throw jails via game cash at a slightly reduced price and was laughed off (not by the admins, by other users). I don't think it would be the cure to the sky high prices, but I do believe it would help.
Personally, I feel we need to shorten the life cycles a little. When you have numerous people close to or over a year old they are going to have built up their own stash of credits and therefore wont purchase them with real money.
The problem is that to shorten the life cycles here we would probably have to dramatically decrease the bodyguard cap. I have long championed a maximum of 101 BG's but havent found enough warmth from other people about the idea to put it up in the suggestions forum, most people generally use the ratio of for every 1 BG someone has, you need 5 kills to"shoot through" it so capping at 101 leaves someone still needing at least 500 kills to shoot them (plus whatever base defence they had on signup)...500 kills in my opinion should be MORE than enough to take someone down. I feel the admins are against lowering the cap too much as it might hurt their income and also may turn the game into something resembling the wild west. However I believe it would encourage more users to go IWP as they have more of a chance of doing something special with an account, they also know that they may be able to rack up enough kills to take out an enemy.
If the cap was set at 101 then more people would be tempted to IWP themselves up, therefore adding more stock to the marketplace and hopefully lead to slightly cheaper prices. People wont be alive as long so wont be able to build up such vast fortunes through crimes/drugs/crews etc.
Like everything else, it does have its obvious drawbacks. When do you do it? Because like in our current situation there are many users out there who have more than 500 kills so BG's would be rendered pretty useless. On the flip side to that, we're taking away reliance on game features or deep pockets to keep us alive and moving back towards skill, politics and street smarts. Which in my eyes should be what the game is about.
To get the prices to go down we need more people dipping in their pockets, not more money from the current crop who do use real money. I am one of a few people who has been around a long time and never donated for credits (I used to donate from time to time back on .org but I didnt get anything in return) and the only way you're going to get my wallet open is if I think its money well spent. After all, I play this game for enjoyment... and I do enjoy myself here. There hasn't been many things in my life that I have given this amount of time and attention to. However, with the current length of accounts (this is the longer living account I've ever had in just over 10 years of .org and MR and I'm alive today by pure luck), the current size of guns and the current amount of bodyguards I refuse to use my money knowing that I'm still going to have to stay alive for at LEAST 4-6 months to be anywhere near the "top dogs" (and I'd still have to spend and massive amount of time online to do that). That is a mighty long time to remain among the living... so I don't spend my money here because the chances are that before I even get close to the likes of DeadlySin, SammyGarcini and Phil_Steak I will go down in flames. Therefore I'd rather take the risk of dying while trying to build an account using only game cash... even though it may take even longer. If I die before I'm able to achieve my in game goals then at least I haven't wasted money as well as a huge amount of time on something that I've had very little reward for.
I don't tell people I'm "bored with this game" because it really is a quality game with a quality community, but the frustration at spending a good chunk of my daily life here and getting very little back in terms of success ensures I'm not buying credits. From what my friends and associates tell me that dont buy credits, they too believe you have to stay alive for too long to be relatively successful.
If you didn't want to play with the BG's then the other option would be to increase the kills... more RIA's, smaller number of MIA's between Durden spawns, etc. However this could discourage people from adding to the marketplace stock.
We could always try having a big advertisement push, swelling the numbers would no doubt bring in more credit purchasers with real money, again adding to the stock of the marketplace.
A totally non-admin-help solution?
There's only really one... a cartel type situation. The big buyers or large part of the population all agree to stop buying credits over a certain price. The problem with this however is people would have to be extremely faithful to the cartel and not snap up credits at a higher price, or just constantly refresh the marketplace until credits are available at the agreed price of the cartel and leave everyone else short.
The discipline would have to be phenomenal... something I don't believe we have enough of.
Think that's enough for now.. went off on a wild tangent there, which sapped the last of any brain power I had left after going to work for two 9 hour shifts at work today and being quite high.
Good day. |
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Reply by: Countdown at Jan 26, '13 07:47 | |
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I must agree with countdown, the bg limit and forts were something i was never a fan of, i remember a bg free org which was a lot more fun but understand the economic viability unfortunately |
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Reply by: Stephen_Flemmi at Jan 26, '13 08:30 | |
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Unfortunately I think MR has reached a tipping point. What do I mean by that? Well basically for every person out there unwilling to pay the high prices, there is someone who is willing to pay. |
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Reply by: Raoul_Silva at Jan 26, '13 13:18 | |
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The Credit Problem Vs. A Player Trying to Max Out Monthly
Assumptions:
- Credits are 500k each
- Players want to maximize their time on MR
- Limit to one month (30 days)
Results:
Timers and Perks
- Timers for a month: 5 credits = $2.5 Million
- Optional timers for a month: 6 total = $3 Million
- CAs for a month: 10 credits each = $5 Million each (But they profit back about a million each)
Jails and Wack:
- MIAs = 8 every 2 days = $4 Million each set of eight. Maximum would be $60 Million.
- Jails = 1 credit each at an unlimited amount of times, with tapering off = $500k with a random amount of XP given how many people are around etc.
Conclusions:
Based on simple analysis, no one can be expected to max out with regular earnings of any sort. However, that is what every single user on here would want to do and strives for. It is from these numbers that we can really deduce what the price of credits is drawn from. Credits are the only stable form of wealth, and being in possession of them is a requirement these days. As stated time and time again, they are far too expensive these days, and fixing this is a matter of finding the cause, which isn’t all that easy.
The average person tends to pick and choose what is required, the basics: timers. A person would then then move up from there buying other things. When one considers the cost of timers if purchased with $5 RL USD a month, that price should seem perfectly reasonable. The extra perks also seem reasonably priced. I could see people willing to spend more on timers someday if credit prices lower drastically enough to balance out to about the same in RL money. The current in-game cash cost isn’t terrible relatively. It is those other purchasable items that I will call into question.
MIAs aren’t all that overpriced, and there are other alternatives. I think the price helps deter users from “buying the game” so really I don’t see a big problem there. I think they should be a bit cheaper based on how many hours it takes to make 1 credit. For starting users, it must be terrible. However, I don’t think their cost, 1 credit, should change even if the market shifts downward.
Jails, on the other hand, are overpriced. I don’t see any reason why they would be at that price level, for a single user, except for where the market price of credits stands. They don’t achieve all that much for a single individual, and I’ve only noticed a benefit when I’ve pooled together with others for a crackdown. I think that perhaps the pricing of crackdowns should be reconsidered as the XP given to the initial buyer is usually not that high, with the tapering off effect not even being considered. Maybe the pricing could be derived from the number of active users in the city or active users online with the max price being 1 credit for a full CD and the lowest being .5 for a full CD. If this isn’t a possibility, people should keep in mind to do jails in a group fashion, and then they’ll realize the cost isn’t that terrible if they’re splitting it up.
The only thing with a sure fire profit or return is a CA, and I think a large amount of the market price of credits balances on them. I imagine if there wasn’t a cap on credit prices, it would balance out to about ten divided by the earnings: ~$600k. That means that a person with a CA currently has a consistent return on their investment of their 10 credits at the cost of 500k each. A consistent return is something that should exist in no market. There needs to be risk for a market to fluctuate. With no risk, it will stay stagnant and like in our situation inflated.
Credit prices are going to be a bit tougher to lower until the stored away credits are spent. Squishy keeps referring to how many credits are held by users, and it’s as simple as people with credits aren’t going to sell them for any less than they have to. So the only real ways for the market to shift is to shift the credits either back into cash (which is a terrible idea, and might take forever) or to simply shift it into XP for players. However, this is not cost effective either. I do not expect people with credits to do anything to shift the market as they want to maximize themselves, and they are not the problem really.
I think at the core the credit problem can be realized from the current status of CAs, as I was saying before concerning their consistent returns on investment. They should probably be dealt with first. I’m pretty sure they’re the answer for our inflated market. Lowering their profit by a fair amount is the key. A brief suggestion for a change could be perhaps setting them with a decently variable amount of the drug units they gather (with the maximum still being around the same, but people generally getting a fair amount less, so it’s a bit of a gamble and there is actual risk). Doing this would change the entire market, and we would draw our credit prices from elsewhere. Initially, it would probably be more drawn from staple goods like timers. Over time, it would probably be from an averaging out of CAs’ profit, but that might take a while for people to figure out.
Monthly, we are spending way too much with in game cash on credits. I think there should be moves to reconsider the cost of certain purchasable items like CAs and jails. If prices of the market lower, it might help lead people to spend more of their stored up credits as well. One other thing that Squishy refers to is the time we put in to make money, and $500k takes… a good amount of time for any user to make, relative to the costs they have. Daily, it’s not hard to make that much. When one tries to do that multiple times over a day, it’s not easy, and even then a player could never keep up with the cost of credits and the striving to max out.
Note: If my math is off at all, I’m very tired so I hope only that just my theory is at least coherent.
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Reply by: SpikeSpiegel at Jan 26, '13 17:30 | |
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Maybe it's 8 MIAs every 4 days, I'm broke as hell so I wouldn't have noticed. |
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Reply by: SpikeSpiegel at Jan 26, '13 17:42 | |
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CAs don't consistantly provide a profit. Yeah if you pick and choose when to sell you can maximise your profit, but despite averaging over 10 hrs per day play, there are whole weeks that go by without me ever getting coke over 8.5k. Down to luck of the draw, whether I've already flown etc. |
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Reply by: Raoul_Silva at Jan 26, '13 17:56 | |
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Yeah, CA's do consistently provide profit over a month. You come out with more than you invested. You can choose to sell your coke for less, but either way you leave with at least 5 mil, which is what you paid in the beginning... unless you're really broke and desperately sell the coke for nothing
I mentioned hoarding, and I'm targeting intrinsic worth in my argument. :P |
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Reply by: SpikeSpiegel at Jan 26, '13 18:18 | |
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I have been away a long time so to come back to this feature, was, initially anyways, fairly awesome. I bought some credits and promply got underway.
A few days later, realising I was out of credits I bought some more to be sure I could get all the "perks" I felt I needed.
I have been trying (as everyone has pointed out) to maintain MIA limits, whilst donating. I have never, ever had a problem making money in this world, it's something I have always prided myself on actually. Playing as much as I do, I routinely found myself at the top of most donation lists. Under the current economic climate, there is no ways I can accomplish this.
Even with the head start (50ish dollars) spent, and a steady income from CA's, I literally can't keep up with buying credits at 500k a pop and maintaining what I feel to be decent levels of donations. (Not that there have been many credits to buy of late anyways).
Even blames this feauture, and that feature and market place restrictions etc etc etc. We are striving for a perfect balance in a world, that is not even slightly perfectly balanced. The issue with such an overwhelmingly top heavy userbase is obviously going to destroy the economy... The efforts that have been put in place to "control" too much money in the game, isn't actually effecting these heavy accounts. It is effecting the new people in the game, the new BG system is a particularly tough pill to swallow for anyone who has made an account in the last 20 days or so (or anyone still wanting to buy BG's)
Everytime you introduce a new restraint/restriction/control into a system, it is going to react... My limited observations lead me to believe that the more this has been tried to be restricted and controlled, the worse the situation is getting. Not for lack of good ideas, and not for lack of trying/execution. But simply because, trying to bring balance to an imbalanced world is no small task.
Yes increasing BG prices will take money out the game (lets just be honest here, it is more expensive now) but all the accounts that are sitting with millions are (for the most part) IWP already, so you won't be removing money from them. You are essentially hurting the people who are playing catch up.... But for me the really depressing part is, should you create a world where the newcomers are not disadvantaged, you would be creating a system that will only bring even more imbalance to the world....
Economies are no simple system. People who study them their whole lives can't figure them out and despite their best efforts inflation spirals out of control and economies crash. It is not the fault of the administration. It is not the fault of the user base. In my very humble opinion it is just the current trend in a tremendously complex system. It sucks for the time being and at the moment there doesn't seem to be any light at the end of the tunnel...
I did like the idea of some of the feautures being available for cash purchase (bringing down the utile value of a credit thus hopefully lowering it's cost). Currently credits impact essentially every part of the game which is why one can demand such a high price for them, when there are sooooo many feautures that they unlock. Not to mention selling features for game cash will reduce cash in game, it will however lower revenue which is not an ideal side effect for administration obviously. I simply can't justify spending the credit on "Jail breaks", "Petties", "Felonies", as there is no ways it will be worth the 500k at the end of the month.
Flight timer perk could potentially make 500k depending on how and when it triggers. Wack perk is definitely worth it since a trigger during a durden spawn means another kill and a kill is essentially 500k in itself so one trigger at the right time and it pays for itself.
CA's and Timers definitely worth it.
Anyways, I don't have any great ideas, just some opinions on the situation. I hope we can find some sort of middle ground here, though I think a lot of trial and error will be involved. |
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Reply by: Epsilon at Jan 26, '13 19:20 | |
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I'm sorry but that's not a consistent profit. A guaranteed profit of MR$1,000,000 is consistent. Some people hang on to every unit they get 5o try and maximize profit, others sell as long as there is a decent profit. To make MR$6 million selling at an average of 9k per unit means you have to sell 1334 units at that average. I don't know how many units a CA actually produces over4 its life so I can't make any other analogies. All I have to go on is my average. |
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Reply by: Raoul_Silva at Jan 26, '13 19:29 | |
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Minimum $20,000