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BodyGuard Prices Started by: Stallion on Mar 28, '11 07:13

I know the Admins must be tired of people offering suggestions in relation to bodyguards but I just thought, wouldn't it be more realistic if Bodyguard prices fluctuated in relation to the games economy. The prices of them should go up if there is a lot more game cash going around as well if bodyguards become in high demand. But if the economy is down (like after a war) and not as many people are buying them then the price for them should go down. Just thought this would help the game seem more realistic as well as solve some issues people are having with the amount of bodyguards people are getting by adjusting prices. Also I saw how credit prices always changed in relation to the economy i thought why can't bodyguards be the same. But yea share your thoughts on this please.

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One of the problems here is that we can not find a decent way to get a lock on "average credit price" that can't be intentionally swayed.

I just cant seem to find the right combination of days/prices/sale versus no sale, even with removing the outliers to come up with an actual "average" that can't be skewed by evil users :)

Thomas got me on the right page with his suggestion on how do to this previously, but because of the relative low volume of sales with do, and the events in the game that can drastically change the prices in a short amount of time leaves "holes" where the prices don't necessarily reflect the true price.

I am open to suggestions, for this is a math battle that has caused me to beat my head against the wall many of times.

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My suggestion? Leave it as it is. As they are well priced at the moment and those who have the money to buy loads then they deserve it because they have earned that money.

Why change the price of them just to stop people being really IWP?

The people of our world live longer now so the hitters build bigger guns so its gonna require more BG's to survive. If you change the price and people can't get the amount of BG's that they am gonna need to survive then the unbalance of hitters guns to BG's becomes unbalanced a lot more than it is.

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But then do hitters live longer because there are so many bodyguards?

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"Why change the price of them just to stop people being really IWP?"

Because the game is in a death spiral where each month it takes longer and longer for any given group of characters to even have a drug-induced-dream of being able to change anything on this site. Because each time the number of bgs on the site increases, the more and more underpowered the bg-wack button gets. Because trading obits of even one-month-old accounts for a 5.25 or 5.75 million dollar bodyguard (just try to find someone who has a younger account that can actually do real damage to a high ranking bg)is not, never has been, and never will be a good deal. Because realistically, that's not even the tradeoff that's being made: it's a potential pro-wacker instead swinging a pitiful 10 hp shot at a bg, so you've just actually traded one of your hitters for a bg.

"those who have the money to buy loads then they deserve it because they have earned that money. "

This is the problem with BGs. You don't have to personally earn the money for them like you have to personally earn kills. You can share, extort, or bribe (with RL cash) your way into them. And they just pile up more and more over time as you and your posse continue to work at it. Contrast with kills that are yours, yours alone, and never anyone else's. And you want to share? Well, you can bg wack someone and take away less than 1% of their defense, then die and spend another month working to get to that point again. When you get there, you'll find they've bought five bgs in the meantime. Congratulations, you've accomplished less than nothing.

If someone proposed adding a "group-wack, charge-shot" feature, where you join in a menu like an OC and each hour your "plot" with your friends added even more to your "group wack stat." Then you could unleash the whole bloody mess on someone at once. People would instantly cry foul about how broken it sounds. You could kill anyone.

But that's pretty much just the reverse of what bgs are. Instead of "kill anyone" it's "make anyone invincible." A city can do exactly this to a person about once a week if they're good at saving up.

I've got no problem with people being able to work hard and gain an advantage over others through it. I've got no problem with people being able to spend RL cash and gain some advantage over others. The problem is when that advantage is no longer a "thumb on the scale" but is instead a ten ton boulder that falls onto the scale crushing it, rolls down the hillside and steamrolls your mother, anthropomorphizes into a rock giant, teabags you with 300 lb stones, and laughs at your suffering. Less caustic version: it's broken.

There needs to be some sort of a trade-off, somewhere, to offset the absolutely massively ridiculous amounts of defense you can stack up on people with absolutely no risk and practically zero long-term costs. Without a change, the trend we are stuck in will just continue. 30 bgs was a lot before Marietta. When ThomasRourke left power, 50 was still at least nothing to scoff at. By the time Diemne was taken down, if you couldn't hit 75 bgs your gun was nothing special. Come TheDean, 100+ bgs was the new standard. Now we're approaching 200 as a starting place. It's simply out of control. These lumbering giants of accounts are not healthy for the site.

No one can reasonably do anything about it. A game mechanic is broken. It doesn't matter who gets on top. Once top dog, the only way anyone has left in the last two years was by quitting. And when they did, they left a site with an even higher bodyguard count than when they started. You can't tell me that everyone who's been on top has just plain been loved enough that no one had any motivation to take them out. No, anyone who tries dies a laughably pathetic death in the face of game mechanics that stack everything a city has against noting but their own individual efforts.

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I heard Deimne disagreed, rofldog.

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I heard Deimne disagreed, rofldog.

Oh really? You caught him during one of the approximately five times he's been on the site since two months before he died? Let's be honest: he did everything but press the retire button. And even not playing, it still took every other city on the site and half of his own to actually end his reign.

If that's not broken, I honestly don't know what is.

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So it should take what, a week to train up enough to destroy six months worth of bodyguards then?  That would be awesome.

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Yes, that's exactly the argument I was making when I said "I've got no problem with people being able to work hard and gain an advantage over others through it." That's why I continued on to suggest the ever so extreme idea that "there needs to be some sort of a trade-off, somewhere, to offset the absolutely massively ridiculous amounts of defense you can stack up on people with absolutely no risk and practically zero long-term costs."

In fact, I think I heard myself arguing that we should just remove defense and give everyone 100% chance to hit on everyone else. Life insurance companies will go bankrupt!

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