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Offline iDaireTopic starter

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Re: Elements Economics https://elementscommunity.org/forum/index.php?topic=57673.msg1181191#msg1181191
« Reply #12 on: March 05, 2015, 12:47:39 am »
When I was a n00b and just starting out, I couldn't effectively build decks because I lacked the capital to buy any card more than 100 :electrum or so. Inflating the prices makes it harder for noobs to get started and reduces the amount of new players.
Generally, I really like the idea, but I doubt it will ever be able to be implemented effectively.
I was thinking that a grace period can be put on new players so that they will be able to buy cards at the lowest price possible in the market for a while. Either that or newbies would start out with better starter kit or start out with 1K electrum.

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Re: Elements Economics https://elementscommunity.org/forum/index.php?topic=57673.msg1181246#msg1181246
« Reply #13 on: March 05, 2015, 04:20:27 am »
That would make the whole stock concept lose its meaning. It would only get stuck at the normal purchase rate.

For a collectible card game with infinite supply of card copies, it wouldn't work in the first place.
How so?

Say 100 people bought 10 copies, 50 people bought 6 and sold 2, and 50 people sold 1. Also say the price changes by X each time.
You would have a change of X*(100*6+50*4+50*-1)/200 = X*(750/200) = X*3.75
Since 3.75 =/= 0, the stock concept is not lost by the cap of per person influence on the market.
That's largely theoretical. The problem is that no one would actually buy 10 copies, and that people would be selling far more than that amount. The problem is that buying and selling cards don't ever correlate with each other, people usually just buy the first few key cards and then sell a ton of excess. For example, I know I've sold at least 200 copies (low estimate) of Dim shields and bought none. It's similar to most other cards that are actually winnable from AI. So for the most part, you'd have cards that are stuck at 0.8 price because of the infinite supply from ingame winnings with low demand cause you only actually need 12 of the card at most. Locking in the effect on the economy per account won't help much either: a majority of the cards one owns won't be locked because you won't really have to buy 6 of a card to complete a set anyway. Most of the prices will still sit forever at 0.8.

It's hard to make an economy of buying and selling from the bazaar work when a majority of the cards come from the infinite supply from AI spins.

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Re: Elements Economics https://elementscommunity.org/forum/index.php?topic=57673.msg1181250#msg1181250
« Reply #14 on: March 05, 2015, 04:43:42 am »
That would make the whole stock concept lose its meaning. It would only get stuck at the normal purchase rate.

For a collectible card game with infinite supply of card copies, it wouldn't work in the first place.
How so?

Say 100 people bought 10 copies, 50 people bought 6 and sold 2, and 50 people sold 1. Also say the price changes by X each time.
You would have a change of X*(100*6+50*4+50*-1)/200 = X*(750/200) = X*3.75
Since 3.75 =/= 0, the stock concept is not lost by the cap of per person influence on the market.
That's largely theoretical. The problem is that no one would actually buy 10 copies, and that people would be selling far more than that amount. The problem is that buying and selling cards don't ever correlate with each other, people usually just buy the first few key cards and then sell a ton of excess. For example, I know I've sold at least 200 copies (low estimate) of Dim shields and bought none. It's similar to most other cards that are actually winnable from AI. So for the most part, you'd have cards that are stuck at 0.8 price because of the infinite supply from ingame winnings with low demand cause you only actually need 12 of the card at most. Locking in the effect on the economy per account won't help much either: a majority of the cards one owns won't be locked because you won't really have to buy 6 of a card to complete a set anyway. Most of the prices will still sit forever at 0.8.

It's hard to make an economy of buying and selling from the bazaar work when a majority of the cards come from the infinite supply from AI spins.
Agreed. Infinity supply means demand is very, very low. And that makes economies of cards hard.
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Re: Elements Economics https://elementscommunity.org/forum/index.php?topic=57673.msg1181257#msg1181257
« Reply #15 on: March 05, 2015, 05:37:58 am »
That would make the whole stock concept lose its meaning. It would only get stuck at the normal purchase rate.

For a collectible card game with infinite supply of card copies, it wouldn't work in the first place.
How so?

Say 100 people bought 10 copies, 50 people bought 6 and sold 2, and 50 people sold 1. Also say the price changes by X each time.
You would have a change of X*(100*6+50*4+50*-1)/200 = X*(750/200) = X*3.75
Since 3.75 =/= 0, the stock concept is not lost by the cap of per person influence on the market.
That's largely theoretical. The problem is that no one would actually buy 10 copies, and that people would be selling far more than that amount. The problem is that buying and selling cards don't ever correlate with each other, people usually just buy the first few key cards and then sell a ton of excess. For example, I know I've sold at least 200 copies (low estimate) of Dim shields and bought none. It's similar to most other cards that are actually winnable from AI. So for the most part, you'd have cards that are stuck at 0.8 price because of the infinite supply from ingame winnings with low demand cause you only actually need 12 of the card at most. Locking in the effect on the economy per account won't help much either: a majority of the cards one owns won't be locked because you won't really have to buy 6 of a card to complete a set anyway. Most of the prices will still sit forever at 0.8.

It's hard to make an economy of buying and selling from the bazaar work when a majority of the cards come from the infinite supply from AI spins.

Good explanation. I had forgotten about cards won from the slots. What if it only took average buys into account? Nah that wouldn't work.
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Re: Elements Economics https://elementscommunity.org/forum/index.php?topic=57673.msg1181262#msg1181262
« Reply #16 on: March 05, 2015, 06:12:36 am »
There has got to be a good money sink if we are to prevent a giant amount of demand-pull inflation in the game economy...
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Re: Elements Economics https://elementscommunity.org/forum/index.php?topic=57673.msg1181292#msg1181292
« Reply #17 on: March 05, 2015, 09:07:51 am »
There has got to be a good money sink if we are to prevent a giant amount of demand-pull inflation in the game economy...

Upgrading is a good money sink
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Re: Elements Economics https://elementscommunity.org/forum/index.php?topic=57673.msg1181325#msg1181325
« Reply #18 on: March 05, 2015, 02:42:53 pm »
There has got to be a good money sink if we are to prevent a giant amount of demand-pull inflation in the game economy...

Upgrading is a good money sink
Only for some people. A lot of the long term players have hundreds of thousands saved up.
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