Making/Money: Double the XP, Double the Funds
Filed under: City of Heroes, City of Villains, Economy, Crafting, Making/Money
A few of weeks ago, there was another double XP weekend in City of Heroes and City of Villains. In fact, not only was it double experience from each "arrest," but it also provided twice the Influence (or Infamy for you villainous folks out there) such that you got double of most everything you might want in the game. And so it was that, after stocking up on caffeinated beverages and microwaveable snacks, we in my house hunkered down in front of our computers for a three day marathon of leveling.
I must say that, while I do flit about from game to game, there is something about the additional reward incentive that draws me in for these events. Yet, in all the bustle of leveling, I got to thinking about the economic dynamic in these games and the ways in which they are different from our now-classic MMORPG systems.
The economic components of CoH and CoV were added late in the game - Issue 9, to be exact. Prior to that, most transactions were completely entirely through the in-game stores. Since arguably the "best" enhancements available, single-origins, could be purchased at an origin store in one of a variety of zones, there was no reason to buy, sell, or trade with other players unless the end goal was to transfer Influence or Infamy.
The two key economic components released with Issue 9 were the consignment house and the invention system, complete with additional types of loot. These new Invention Salvage items are used for crafting enhancements. Some of the invented enhancements, or IOs, can boost multiple stats on a power, rather than only one stat, in a single slot. Additionally, the non-origin crafted enhancements are generally better than comparably-leveled purchasable enhancements.
Since the IOs are better at lower levels that training origin enhancements, TOs, there is an incentive for players to purchase the salvage required to make and use (or sell) them rather than dump them at the store. There is also usually a demand for them due to their superior nature. As the level increases, the benefit to IOs increases, making them more attractive than dual-origin enhancements and eventually single origin enhancements as well.
In order to make the enhancements, you must use a recipe until you have made a sufficient quantity to memorize the recipe. This generates demand not only for the salvage but also for the recipes themselves. Players who are not interested in memorizing recipes or who have already done so, can sell them at Wentworth's for other players to use.
The interview with Positron (a.k.a. Matt Miller) at the time of the release of Issue 9 highlights that the design of the new economy was meant to aid casual players just as much as those who spend a lot of their time in end-game group events. To that end, it is not necessarily much harder to get a rare salvage drop at higher levels as it is at lower levels. And, as a rare salvage item, it may not necessarily cost much more at consignment than a common item.
It is also not always necessary to buy the most expensive salvage item at the consignment house to make the highest level enhancements, as is usually the case in other games. In fact, during the double XP weekend, it was a level 13 enhancement that pulled in the most influence - over 8 million - of all the items sold by those in my house. Meanwhile, the level 35 and 40 IO enhancements I was selling only brought in about 400,000 Influence each.
There are several reasons why this sort of price vs. level misalignment might occur. For instance, the specific enhancement in question was part of a set, which may explain how it managed to be worth so much to a buyer. Also, since lower level set pieces are not easy to come by, the relative lack of supply may have outweighed the demand of my higher level IO enhancements.
However, the double XP weekend itself may be to blame. Double Influence means that the game introduces periods of anticipated economic instability. Remember that in this game the "debt" you receive is not monetary, so there would be no reason to use extra money to pay it down. Instead, the only things to do would be spend or save. Given that players are leveling faster, chances are good that they will out-level enhancements and want new ones, increasing demand. As this happens, the price levels will go up creating an inflated market.
In the consignment house window you can only see the last few transaction prices, some of which end up being tremendously off-base. For instance, listing an item for 1 Inf. will generally get you a sale immediately if there are buyers bidding. But the sale you get is for whatever the oldest bid in the queue is. So for items where there were some very low bids you may end up with a lower than usual price. In fact, if that bid is for 5 Inf. you will end up losing money because of the consignment house's minimum fee. If enough of these bids go through, it may alter the sale prices as sellers see the average price as lower. The same is true of higher prices, causing some wild fluctuations.
The design of crafted items in CoH and CoV makes it easier to find buyers for items you want to sell and gives players additional incentive to actually use the invention system. There are a lot of gains to be made from crafting the recipes you collect or purchase, adding another level of involvement to these established games. But double XP, as enticing as it is, debases the currency in the games making it more difficult to keep purchasing enhancements beyond that weekend. And the lack of historical data transparent to buyer and seller on the consignment house makes it easier for prices to swing.
How important is economic stability in a game? Do you have any tales of receiving admirable sums from selling low-level items? Memorized all of the recipes available to you and now want more? Share with us.
Alexis Kassan is a numbers nerd. She spends her days with statistical programs and her nights with spreadsheets and textbooks. She's also a MMORPG addict, having gotten sucked into Ultima Online at a formative age. In her time away from work, books and games, she can usually be found drowning in pools of sprinkles. If you have a question about in-game economics or how crafting fits in with them, hit her up at alexis DOT kassan at weblogsinc DOT com.

















Reader Comments (Page 1 of 1)
Jeromai said on 8:32PM 8-10-2008
> But double XP, as enticing as it is, debases the currency in the games making it more difficult to keep purchasing enhancements beyond that weekend.
I don't quite get how you came to this conclusion. From previous double xp weekends, the prices came right back down after a week or so and restabilized.
Prices shoot up during double xp simply because more people are willing to spend more. They think "gee, that'll just take me a few rounds of farming to earn back" and plop, goes the couple million on whatever they want.
It's a great time to sell. There was one double xp weekend, before Cimerora came into existence, where I ran lowbie alts through Dark Astoria accumulating arcane salvage. I kept all the rares for myself for future crafting, but the common ones used for making recipes (also selling like hotcakes) were going for inflated prices.
I figure the middlemen were turning a larger than usual profit on crafted enhs, and weren't afraid to bid in 10k increments. That pretty much got all my lowbies rolling in wealth for future enhancements.
As for why a lvl 13 enhancement sold for more than a lvl 35-40 enhancement, it's simple. You're looking at the wrong qualifier for value. Level just means a small increment in percentage value, plus less people being able to slot it in (because they have to be near that level range). The crucial factor is: what was it?
A defence set like Luck of the Gambler, or a hard to get proc is going to be more valuable to more people, than something like a dime-a-dozen confuse or a snipe.
Certain lower level enhancements are also hunted by PvPers of a certain level range - twinking themselves out the best they can for a certain zone.
The best thing about the CoX economy is that it really helps those not chasing for the very best to siphon off some money from the mad-crazy achievers - just by selling a rare drop or two. And I suppose the mad-crazy achievers have a new goal to attain by accumulating their desired enhs one piece at a time.
Trader types and middlemen are probably overjoyed by the sheer lack of economic sense of most of the population.
There's also a middle ground that I fall into. The build tweaking game of checking market prices and crafting an enhancement combination on the fly that performs better than SOs, but doesn't break the bank. Most of my enhs are bought for 100k or so as I level up. Only at 50, do I think about splurging 1mil a time to "finish" the build.
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Heraclea said on 11:43PM 8-10-2008
There is another dynamic that actually makes some lower level invention enhancements more valuable than higher level ones.
Now, most invention enhancements function like others, and increase their bonuses with increasing levels. There are a few that work differently. An enhancement with, for example, a fixed level of knockback protection; or a percentage chance for "build-up" (a damage and accuracy bonus) works exactly the same throughout the level range for which the set is available.
The only difference between a low level version and a higher level is that the lower level can be equipped sooner and used over a longer stretch of the game. Many of these enhancements are pricey at any level; but the lower level ones tend to be the costliest in the spread; they are more useful than the high level versions.
This may be counterintuitive for some. Myself, I am just glad that loot in CoH/V is personal and private. Your drops are not disclosed to teammates. There is no mechanism under which team leaders can decide who gets what. This removed my biggest fear from adding loot to the game, and has kept the player base relatively friendly.
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Lemmo said on 11:57AM 8-11-2008
Agreed. After most task forces I've been on, people post their rare recipies to the chat to show and tell, some get lucky and some don't, but there's no in-fighting over who gets the best. It's all luck of the draw.