CO: It’s the Economy, Stupid!

Chronomancer talks about CO’s economy. Folks have been griping about too few drops, too expensive retcons, etc.

Actually, at the risk of alienating people early days, I agree with the caution they’ve shown. Balancing always needs to be handled carefully. Make things too stingy, yes, and people grumble about it not being fun. Make things too easy, and people have the same grumbles. But loosening up always makes people cheer, while tightening down makes folks fume. Better to make few changes, and make things more fun, than to thrash back and forth frequently and “take things away.”

The bottom line of the analysis since they’ve gone live is that … well, yes, the economy was too tight. So there’s changes a-coming, starting on Test this weekend:

We’re increasing the number of white upgrade drops in the world by a substantial amount – close to double of what you’re seeing now.

Yay! Granted, that puts pressure on people’s inventory while in game, so expect some frustration if stores aren’t easier to find.

We’re also flattening out the curve on resources gained for selling upgrades to stores, meaning that you’ll get a lot more for white primaries, a little less at the highest end (blues and purples). This equates to distributing about the same overall potential resources while skewing gains to the lower end. We had originally considered just simply increasing the amount of resources you earned from selling all items to “fix” the economy. However, this would have broken crafting – hence the shifting of primary and secondary upgrade values that maintain a net balance of total resources you have coming in from selling upgrades.

Not breaking crafting is, I guess, good. At any rate, this shows a reassuring level of nuance (assuming they are correct). Ratcheting up the costing slider or the drop slider would be easy, but probably too crude.

We’re also increasing the amount of resources you get for defeating all enemies. This means not only will you naturally get more for doing missions, but you’ll also get more by helping others on their missions or by sweeping the streets. We’re also increasing the resources you get for mission rewards specifically.

More money is probably good.

The retcon pricing curve is going to be much gentler so that players can undo more decisions at any time. It’s important to note that although we’re tuning the overall costing model of retcon during this phase, a substantial retcon will still have a high price. The heroic, thematic nature of the game doesn’t support letting players constantly change their fundamental character concept. But at the same time we want to make it possible for them to completely retcon their character if it’s their goal.

I’m glad they’re easing the curve on this. Honestly, though, I don’t see the problems with letting folks easy re-roll their characters, esp. since I don’t anticipate it’s something that most folks will do.

Finally, we’ll be issuing a free retcon for all heroes when the economy changes go Live since it will take a little time for the effects of the new economy to allow players to build up a retcon bankroll.

I’ve inferred elsewhere that, like CoX, you can only have one “freespec” in your bag. The result here being, if you still have early-days characters that have a freespec, you should probably go ahead and use it before this goes live, since 1 + 1 will still equal 1.

Note that this is all giving us some data points, too — how frequently freespecs are given is always useful info as to how much they should be hoarded or spent.

Anyway, it’s good to see that, yes, they have been paying attention to player unhappiness on this, and that the direction is to loosen up on the money supply a bit. Good times should ensue.

9 thoughts on “CO: It’s the Economy, Stupid!”

  1. Very cool! I’m all for starting stingy and getting looser. IT feels like a ‘gift’ from the Devs every time it happens.

    That said, I still think there are issues with the game that should have been addressed before launch simply because these Devs were working on CoX when they resolved EXACTLY the same issues and saw how positive they were to the game, ie radio contacts, etc.

    Something I’ve noticed is that my Science character slots the enhancements that aren’t of his school and breaks almost all the Science ones down for crafting.

    I’d like to be able to break ANY enhancement down for crafting so I can slot just Science . . .

  2. I’m not sure conceptually how that would work — how would a Science char be able to break down a Mystic widget (for Mystic supplies)?

    OTOH, why would a Science char wear a Mystic widget around his neck?

    Maybe the problem is with having schools of crafting.

    Some of the areas where lessons ought to have been learned from CoX are, indeed, irksome. One must conclude either that (a) it’s an intentional design decision, or (b) they ran out of time / priority.

  3. I can easily envision a Science character taking a Magic widget apart in an attempt to ‘find out what makes it tick?” Mr. Fantastic often uses superscience to analyze magic, fer instance.

    Then I’d see the need for conversion recipes to convert magic components into science components.

  4. This is a post merely because I had to note the reCaptcha: 10,000 orchids

    Very cool! =P

  5. I do the oposite. If A and B are equal. I slot the enhancement from my school knowing that I will soon replace it with a better one. I can then break it down for parts. When picking a mission reward, I will often pick based on school not ehancement. This is especially true when the enhancement would offer only a marginal benefit compared to what I already have slotted.

    Did you know that components in the bank are available for crafting?

  6. You can MAGICALLY DRAW ON COMPONENTS IN THE BANK FOR CRAFTING AT CRAFTING TABLES??

    Brilliant!

    So store all your components in the bank. And they’re always available when you need them.

    That just gave CO a huge leg-up in the crafting arena vs CoX.

    Now if only they had direct deposit of components …

  7. ~looks sheepish~

    I sooooo did not know this.

    ~feels silly just selling them~

  8. Dave, you married a genius. But you already knew that.

    It took me quite a while to realize that I could use Magic and Arms items. I assumed that taking Science locked me into using just those. /shrug/

  9. Yeah, chalk it up to not-very-good-tutorial. 😛

    You can use items of any source, but you can only break down for components — or use those components — items that are of your school. The other items you can only sell.

    As far as I can tell, there’s no effective difference between specializations in the schools — the specialization-specific items made are of the same cost for the same stuff, just with different names.

Leave a Reply

Your email address will not be published. Required fields are marked *