SwitchFade
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Everything posted by SwitchFade
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You're making assumptions. I've never stayed "I don't like io's. I have plenty of fill kit toons. I use io's as early as lvl 10 and 15. You're dismissing real reasons people stay with SO's, such as convenience or desire. The game is architecturally built around SOs, that's a good balance point. You're not being hurt by making SOs easier to understand, acquire and use. In fact this change can allow for earlier use of SOs, which then makes room to revamp io tutorials, introductions and transitions. If anything, this is good for everyone.
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Absolutely hard no vote on removing SOs. The game architecture is not even remotely designed for it, nor should it be. SOs exist for a good reason, what should be built, and now can be, is a comprehensive progression from SO to IO and a thorough instruction system. The game should not be balanced around io's.
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[Beta] Patch Notes for April 5th, 2020
SwitchFade replied to Faultline's topic in [Open Beta] Patch Notes
Funny, that's one of the aspects I find best, the right hold. -
[Beta] Patch Notes for April 5th, 2020
SwitchFade replied to Faultline's topic in [Open Beta] Patch Notes
That and the fun easy AV's and good exp. -
That's interesting, but I would recommend that we don't know the entirety of any plan. Things don't exist in a vacuum and this may be a link in a chain. Daily, I struggle with individual work package and department owners who vociferously, rabidly discuss how and why systems shouldn't be changed, or should only be changed if/in this way, have an opinion on system analysis and design, object without knowing, etc... This change is a logical step and link in a chain in many scenarios and I would wager there's more to come that will then bring a enlightenment as to the why behind the what. Further, think in terms of game sustainability and longevity, keep in mind that solutions must have two aspects: short and long term, because larger changes need time, there's a need for a short term patch. Now, also remember, - New players don't know about ios - New players don't have an integrated way of accessing and understanding DO/SO/IO - New players will use SOs regularly - New players are necessary for game longevity and healthy growth - Many knowledgable players use SOs And there's more. The change is a positive one and further improvements can now be implemented. All change must have an origin, and this is usually a key variable that unlocks a landslide. I wager this is a turning point. Be patient.
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Excellent improvement and first step. Once vetted and published, devs, please allow me to suggest compiling data as such for internal review, - Brackets by lvl 1-9, 10-19, 20-29, etc... - Inf generated by hour, by lvl, by bracket - Total average inf held per toon, per bracket - Total in spent on so's by bracket, by toon - Total inf spent upgrading by toon, by bracket Using the data it should be clear that SO prices are mapped a bit improperly into the progression matrix of DO/SO/IO, allowing for an adjustment by bracket of SO pricing in the different ranges and usages. This second step would aleviate many potential issues that mimic, essentially, a tax wedge.
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Discussion: Disabling XP No Longer Increases Influence
SwitchFade replied to Jimmy's topic in General Discussion
Due to the fact I'm exasperated from explaining and my fingers are bleeding...? 😋😋 -
Discussion: Disabling XP No Longer Increases Influence
SwitchFade replied to Jimmy's topic in General Discussion
I should probably mention that these factors of economics, supply chain dynamics and financial metrics are what I hold a degree in and my vocation... -
Discussion: Disabling XP No Longer Increases Influence
SwitchFade replied to Jimmy's topic in General Discussion
I've seen several io's that listed for 8, now at 5-6. I've seen others that were 5, down to 3. Ive seen converters go up. In this example buying power for a basket of goods, including the one you mentioned, has increased. Price of car 1 is up? That's ok, because you saved money buying house 1, dog 1 and boat 1, which compensated you in terms of consumer surplus, so when you bought car 1 you actually had more currency. A wash, as it were. -
Discussion: Disabling XP No Longer Increases Influence
SwitchFade replied to Jimmy's topic in General Discussion
Pointedly correct in highlighting the detriment of scarcity. Converters assure all goods are normal goods, all goods are substitutes and converting has opportunity cost, just like not converting has opportunity cost. -
Discussion: Disabling XP No Longer Increases Influence
SwitchFade replied to Jimmy's topic in General Discussion
Which is exactly why this had to be fixed sooner rather than later. Any economy that reaches a certain critical mass will see exponential increases in detrimental factors, should they remain unaddressed. Rampant inflation is never good for an economy, and this fix was necessary. -
Discussion: Disabling XP No Longer Increases Influence
SwitchFade replied to Jimmy's topic in General Discussion
Economics is not a real world or not-real-world, thing. It's knowledge. Knowledge about wealth, production, consumption, distribution, disparity and related topics. It's related to Human behavior so it applies. And I'm sorry, but what you're staying is incorrect, economics doesn't work that way. Please read through the numerous posts many of us have made explaining why. -
Discussion: Disabling XP No Longer Increases Influence
SwitchFade replied to Jimmy's topic in General Discussion
I'm sorry but, your post that it's not correct, is incorrect. Buying power is not reduced. Currency generation is reduced, inflation is reduced and buying power is increased. Please read relevant posts in this thread about economics, normal goods vs inferior, substitute goods, factors of supply and demand, surplus, income disparity, inflation, income concentration, price ceilings, determinates of supply and demand, time value of money, ROI, rate of exchange, etc... That I have discussed multiple times. Or you can save yourself some time and trust me when I say again, for the umpteenth time (not to you, to everyone posting thing such as this)... Economics doesn't work that way and you will have more buying power. Concerning your comment regarding AE, it should NEVER five abnormally higher rewards than normal content. So whatever we call the adjustment to that it should be brought in line with normal content. -
Discussion: Disabling XP No Longer Increases Influence
SwitchFade replied to Jimmy's topic in General Discussion
Not sure you could tank the untyped, non-positional eRage coming at you. Unless, ForumRegen? -
Discussion: Disabling XP No Longer Increases Influence
SwitchFade replied to Jimmy's topic in General Discussion
I feel you. What you may have missed, had you not read the explenations, is that your personal reduction in income will be moot, due to the reduction in the cost of a basket of goods. Example: you made 100 an hour before and a good cost 100. Now, you make 70 an hour and the good cost is 60. Your buying power went up, the value of each unit of currency increased. You can read all the posts explaining why (the thread is growing due to mergers, this will take time) or you can trust me, you will be able to buy more. -
[Shield Defense] Invisible Shield for Costumes
SwitchFade replied to ScarySai's topic in Suggestions & Feedback
I'd yes vote an alternate like a PFF. -
Discussion: Disabling XP No Longer Increases Influence
SwitchFade replied to Jimmy's topic in General Discussion
If you scan through and look for my many posts about the functions of economics {as well as many others' posts about the same functions) and why this change is positive, it will help with understanding. This change will help increase buying. -
[Shield Defense] Invisible Shield for Costumes
SwitchFade replied to ScarySai's topic in Suggestions & Feedback
I did, I read them all. I yes vote alternate costume pieces, but not removal of all shield pieces. Edit: meaning a "no shield option" -
Yes vote! And also Tribbles. And, Tonka trucks.
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[Shield Defense] Invisible Shield for Costumes
SwitchFade replied to ScarySai's topic in Suggestions & Feedback
So, I'm a shield toon, with no shield? Should a blaster have invisible blasts and instead look like he's swing a Titan weapon? I'm all for a great amount of customization, but we have to have some bounds of reason. As an MMo, I do take many queues from other players, like when I see a stalker go running off so don't tell them to stop because I can SEE they are hidden. When someone hits me with invisible, I know I can sneak. When a shield drone has a visible bubble, I can tell where to stand to be unkillable. You with no visible shield, would make it harder for others to synergistically team with you. Turning off things like this, or where the green numbers are for heal, or fire cages graphic... Makes it just difficult to tactically operate. I'm very truly sorry, I must no vote.