[Suggestion] Putting a CAP on Currencies

[Suggestion] Putting a CAP on Currencies

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Posted by: phys.7689

phys.7689

@Phys

The difference being that the current implementation offers an optional conversion. A hard cap forces a conversion.

With respect to your analysis, the current conversion rates may be considered poor by some, and hence they chose not to convert, rather opting to bank the given currency. A cap will force such a conversion or result in wasted currency.

Regardless of what this rate is, it will be an increase versus the current rate.

In the simplest terms, an increase in gold and it’s resulting impacts.

it wont be an increase in gold, currencies pays out direct gold at abysmal rates. Its will be an increase in items, but thats why all the items currencies can make tend to be ones that are destroyed.
basic materials/crafting mats, which are destroyed so fast that if everyone cashed out, it would probably still recover in a few days.

so basically you get a small hiccup, and slightly increased supply, but that wont rock the market in the long term.

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Posted by: phys.7689

phys.7689

I’d be happy to just see geodes and crests go to the wallet instead of taking inventory/bank space..

I second this – reason why I have no interest in the new zones whatsoever “Take this junk to get that junk oh and you also need this junk and that junk and here’s some more junk and we also have that junk – all of it is 1% useful so don’t delete it”.

this is another thing i dont like about the currency implementation, its super unwieldy, and its getting worse with every zone.

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Posted by: Mourningcry.9428

Mourningcry.9428

@Phys

The difference being that the current implementation offers an optional conversion. A hard cap forces a conversion.

With respect to your analysis, the current conversion rates may be considered poor by some, and hence they chose not to convert, rather opting to bank the given currency. A cap will force such a conversion or result in wasted currency.

Regardless of what this rate is, it will be an increase versus the current rate.

In the simplest terms, an increase in gold and it’s resulting impacts.

it wont be an increase in gold, currencies pays out direct gold at abysmal rates. Its will be an increase in items, but thats why all the items currencies can make tend to be ones that are destroyed.
basic materials/crafting mats, which are destroyed so fast that if everyone cashed out, it would probably still recover in a few days.

so basically you get a small hiccup, and slightly increased supply, but that wont rock the market in the long term.

Only Anet has the numbers to determine the actual size of the blip.

On an individual basis it maybe small, but the immediate and ongoing impact would be essentially the scope of the entire player base.

To discount the overall impact so casually is optimistic at best.

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Posted by: fishball.7204

fishball.7204

It takes 10,290 tokens to finish each dungeon’s dungeoneer collection. Let’s say we set a cap of 15k, how many people have 15k dungeon tokens? Is it worth the dev time to even bother? Probably not.

FOR THE GREEEEEEEEEEEEN

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Posted by: phys.7689

phys.7689

@Phys

The difference being that the current implementation offers an optional conversion. A hard cap forces a conversion.

With respect to your analysis, the current conversion rates may be considered poor by some, and hence they chose not to convert, rather opting to bank the given currency. A cap will force such a conversion or result in wasted currency.

Regardless of what this rate is, it will be an increase versus the current rate.

In the simplest terms, an increase in gold and it’s resulting impacts.

it wont be an increase in gold, currencies pays out direct gold at abysmal rates. Its will be an increase in items, but thats why all the items currencies can make tend to be ones that are destroyed.
basic materials/crafting mats, which are destroyed so fast that if everyone cashed out, it would probably still recover in a few days.

so basically you get a small hiccup, and slightly increased supply, but that wont rock the market in the long term.

Only Anet has the numbers to determine the actual size of the blip.

On an individual basis it maybe small, but the immediate and ongoing impact would be essentially the scope of the entire player base.

To discount the overall impact so casually is optimistic at best.

im not really being optomistic, John smith and his bunch basically sit and figure out these things, thats why currencies are restrictive as they are.
the reason you cant directly salvage karma armor is because they decided thats too big a payout.
the reason they allow you to mystic forge it, is because they figured that payout is low enough not to be blip. They made some mistakes early in the games life, but they have been careful with it for some time. They got it down now. Its no longer a mistake, its part of their calculations now.
When they are unsure, they give them no value at all. account bound, cant salvage,
cant sell, like personal story drops now.

Im telling you anet has done the numbers, and if everyone liquidated all they had, the economy would still be going according to their plan. Aside from a dip before correcting itself.
none of these transfers are sustainable supplies for items. They have methods that earn you more of the items much much faster.

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Posted by: phys.7689

phys.7689

It takes 10,290 tokens to finish each dungeon’s dungeoneer collection. Let’s say we set a cap of 15k, how many people have 15k dungeon tokens? Is it worth the dev time to even bother? Probably not.

you wouldnt set the cap that high, because people can turn it per item.

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Posted by: maddoctor.2738

maddoctor.2738

It takes 10,290 tokens to finish each dungeon’s dungeoneer collection. Let’s say we set a cap of 15k, how many people have 15k dungeon tokens? Is it worth the dev time to even bother? Probably not.

10290 tokens if you get all items in one go. If you get them one by one, then you could set a much lower cap.

As for the dev time, it really depends on how easy it is to set that cap.

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Posted by: maddoctor.2738

maddoctor.2738

Rather than screw with all the old currencies perhaps ANet can add a new one with more stringent stuff so that you can’t “hoard” 10000000000000 of it, maybe. Although personally, I hoard a lot and don’t really see a problem with it.

There is hope that in Heart of Thorns they will add only one, or at least very few new currencies.

The difference between an expansion and the LS is that in the LS they want players to experience the new episodes in the new zones, so they add new currencies for each new zone. However, with an expansion, there is no need to focus on individual zones and instead focus on the entire expansion at once.

You don’t see a problem with hoarding, yet I see one major one: they haven’t updated vendors for currencies. I believe a cap would make old currencies usable again

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Posted by: fishball.7204

fishball.7204

But the old currencies are already usable. I have plenty of uses for them I just choose not to.

FOR THE GREEEEEEEEEEEEN

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Posted by: phys.7689

phys.7689

Rather than screw with all the old currencies perhaps ANet can add a new one with more stringent stuff so that you can’t “hoard” 10000000000000 of it, maybe. Although personally, I hoard a lot and don’t really see a problem with it.

There is hope that in Heart of Thorns they will add only one, or at least very few new currencies.

The difference between an expansion and the LS is that in the LS they want players to experience the new episodes in the new zones, so they add new currencies for each new zone. However, with an expansion, there is no need to focus on individual zones and instead focus on the entire expansion at once.

You don’t see a problem with hoarding, yet I see one major one: they haven’t updated vendors for currencies. I believe a cap would make old currencies usable again

hot may have avoided the currency problem. Most progression is mastery based now, and masteries are based within the whole zone.
So maybe you have to get to level 5 lore to find some area where you can get some item for a collection. But the only way to get level 5 lore is to generally play in Hot.

old tyria will have its own masteries, that will probably be less integrated.

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Posted by: Rasimir.6239

Rasimir.6239

I’d be happy to just see geodes and crests go to the wallet instead of taking inventory/bank space..

I second this – reason why I have no interest in the new zones whatsoever “Take this junk to get that junk oh and you also need this junk and that junk and here’s some more junk and we also have that junk – all of it is 1% useful so don’t delete it”.

this is another thing i dont like about the currency implementation, its super unwieldy, and its getting worse with every zone.

How about soft-capping the extra currencies in a way similar to how dungeon tokens were handled before the introduction of the wallet: Add a currency storage (wallet or whatever you like to call it) that holds a finite amount of the currency in question (e.g. 1.5k bandit crests, 500 geodes and whatever), and add any currency overflowing that storage to the inventory just like it is now. That way, you have an incentive for people to spend their currency (because, after a certain amount, it will clog their inventory/bank space) while still allowing everyone the freedom of setting their own limit. Pretty much the way it is with materials now.

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Posted by: phys.7689

phys.7689

I’d be happy to just see geodes and crests go to the wallet instead of taking inventory/bank space..

I second this – reason why I have no interest in the new zones whatsoever “Take this junk to get that junk oh and you also need this junk and that junk and here’s some more junk and we also have that junk – all of it is 1% useful so don’t delete it”.

this is another thing i dont like about the currency implementation, its super unwieldy, and its getting worse with every zone.

How about soft-capping the extra currencies in a way similar to how dungeon tokens were handled before the introduction of the wallet: Add a currency storage (wallet or whatever you like to call it) that holds a finite amount of the currency in question (e.g. 1.5k bandit crests, 500 geodes and whatever), and add any currency overflowing that storage to the inventory just like it is now. That way, you have an incentive for people to spend their currency (because, after a certain amount, it will clog their inventory/bank space) while still allowing everyone the freedom of setting their own limit. Pretty much the way it is with materials now.

no point in a soft cap unfortunately. But honestly im willing to let the idea go. People dont really like how the word cap makes them feel, even if it can create more actual value for your time spent in game.

Worst case, too many currencies, and no real value outside of whatever they gave people when it was released. It makes the game messy, and makes earning currencies, in the long term unexciting (how many people still excited about their dungeon tokens after a year?)

but its not the end of the world. Eventually they will build better systems (maybe in HoT) and people will just ignore old content with inferior systems.

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Posted by: Seera.5916

Seera.5916

I’d be happy to just see geodes and crests go to the wallet instead of taking inventory/bank space..

I second this – reason why I have no interest in the new zones whatsoever “Take this junk to get that junk oh and you also need this junk and that junk and here’s some more junk and we also have that junk – all of it is 1% useful so don’t delete it”.

this is another thing i dont like about the currency implementation, its super unwieldy, and its getting worse with every zone.

How about soft-capping the extra currencies in a way similar to how dungeon tokens were handled before the introduction of the wallet: Add a currency storage (wallet or whatever you like to call it) that holds a finite amount of the currency in question (e.g. 1.5k bandit crests, 500 geodes and whatever), and add any currency overflowing that storage to the inventory just like it is now. That way, you have an incentive for people to spend their currency (because, after a certain amount, it will clog their inventory/bank space) while still allowing everyone the freedom of setting their own limit. Pretty much the way it is with materials now.

no point in a soft cap unfortunately. But honestly im willing to let the idea go. People dont really like how the word cap makes them feel, even if it can create more actual value for your time spent in game.

Worst case, too many currencies, and no real value outside of whatever they gave people when it was released. It makes the game messy, and makes earning currencies, in the long term unexciting (how many people still excited about their dungeon tokens after a year?)

but its not the end of the world. Eventually they will build better systems (maybe in HoT) and people will just ignore old content with inferior systems.

It doesn’t make my time more valuable. If I’m in the area to get lucky with an rng drop, eventually I have to decide to waste time to unload geodesic to something I’m not needing or wanting or get no return on any set of drops that would have given me geodesic without a cap. So a cap wastes my time.

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Posted by: phys.7689

phys.7689

I’d be happy to just see geodes and crests go to the wallet instead of taking inventory/bank space..

I second this – reason why I have no interest in the new zones whatsoever “Take this junk to get that junk oh and you also need this junk and that junk and here’s some more junk and we also have that junk – all of it is 1% useful so don’t delete it”.

this is another thing i dont like about the currency implementation, its super unwieldy, and its getting worse with every zone.

How about soft-capping the extra currencies in a way similar to how dungeon tokens were handled before the introduction of the wallet: Add a currency storage (wallet or whatever you like to call it) that holds a finite amount of the currency in question (e.g. 1.5k bandit crests, 500 geodes and whatever), and add any currency overflowing that storage to the inventory just like it is now. That way, you have an incentive for people to spend their currency (because, after a certain amount, it will clog their inventory/bank space) while still allowing everyone the freedom of setting their own limit. Pretty much the way it is with materials now.

no point in a soft cap unfortunately. But honestly im willing to let the idea go. People dont really like how the word cap makes them feel, even if it can create more actual value for your time spent in game.

Worst case, too many currencies, and no real value outside of whatever they gave people when it was released. It makes the game messy, and makes earning currencies, in the long term unexciting (how many people still excited about their dungeon tokens after a year?)

but its not the end of the world. Eventually they will build better systems (maybe in HoT) and people will just ignore old content with inferior systems.

It doesn’t make my time more valuable. If I’m in the area to get lucky with an rng drop, eventually I have to decide to waste time to unload geodesic to something I’m not needing or wanting or get no return on any set of drops that would have given me geodesic without a cap. So a cap wastes my time.

so basically, you have to use your geodes in order to give them any real value, basically the same thing whether you do it now or later.

eventually I have to decide to waste time to unload geodesic

no matter what, you will eventually have to waste time unloading geodesic to get any value out of it.

to something I’m not needing or wanting

so the currency has no value to you

or get no return on any set of drops that would have given me geodesic without a cap.

so now, the currency has value to you, even though your premise is there is nothing you want.

You want to save all that currency so you can get a return on it, but you dont want to exchange the currency because you dont feel like trading it gives you anything of value.

hey i understand, its psychological. Its not really a logical response. But it appears it is a common response. Sometimes you have ineffecient systems because thats how the user wants to interact with it.

we ll just keep getting more and more currencies that become useless over time. Or they ll make a better system for new areas, and people will ignore those areas as far as rewards go.

and it will make your time more valuable because they will start creating currencies with more uses, and unify currencies that serve similar purposes, they can then put them in the wallet without having to update the wallet every few months, and create a more unwieldly database.

So then you would be searching for a drop, and get a valuable currency, which is more likely to be useful for something you want, because it is tied to more things, it wouldnt fill your inventory, and they wouldnt have to make the numbers as high for new objects because some people wouldnt have millions of it on patch day.

which is a better system, but yeah, youd actually have to use your currency instead of holding on to it, to get nothing of value.

(edited by phys.7689)

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Posted by: Rasimir.6239

Rasimir.6239

Say we’ve got a cap of 1.5k bandit crests. I need to spend mine or loose out when I reach cap. I still need a pair of boots and a pair of gloves, so I randomly decide to spend them on a pair of gloves now. Half an hour later, I get a lucky drop of a gloves chest from the game, making me feel like I wasted the 1k crests on the gloves (that I have duplicates of now), while still needing to collect more crests for the boots.

Say we’ve got a cap of 2k tokens per dungeon. Approaching the cap, I either need to run off to the dungeon traders in LA to buy and salvage equipment to spend my tokens, or no longer gain tokens from running dungeons. A couple of weeks later, I level two alts and want to equip them with armor and weapons with a stat set this dungeon offers. Now I have to buy the equipment on the trading post, possibly spending 3-4 times the amount of gold I got for the salvaged materials earlier, leaving me feel like I wasted my earlier tokens instead of being able to save up to outfit the new characters.

These are just two of many examples how an artificial hard cap on currency savings forces people to waste their earned currency on stuff when they feel they could’ve gotten much better use out of it if they had the chance to save just a bit more.

Personally, I prefer systems that give everyone the freedom of choice.

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Posted by: Conski Deshan.2057

Conski Deshan.2057

I don’t think they should place a cap on currencies , it would just be annoying.

New currencies will continued to be added as well, they pretty much have to be, it’s the only way to add value to the content, otherwise everything is equated to gold or a single ideal farm. As you know anything buy-able for gold is instantly worthless since there is zero control on access to it.

If 5 different areas require 5 different untradeable currencies then the player must play all 5 areas if they want the rewards. If it were to say use only bandit crests they would just find the ideal farm and repeat that.

The ideal situation is that to get the most rewards a player must play all the content. reusing the same currencies doesn’t help with that even when capped.

[RoF] and [BL] guild leader
11x level 80’s 80+ Titles 2600+ skins , still a long way to go.

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Posted by: maddoctor.2738

maddoctor.2738

Say we’ve got a cap of 1.5k bandit crests. I need to spend mine or loose out when I reach cap. I still need a pair of boots and a pair of gloves, so I randomly decide to spend them on a pair of gloves now. Half an hour later, I get a lucky drop of a gloves chest from the game, making me feel like I wasted the 1k crests on the gloves (that I have duplicates of now), while still needing to collect more crests for the boots.

If only there were different things to get with Crests that are not also RNG rewards. Oh wait, there are lots of things you can get for Crests that have nothing to do with RNG, therefore a cap on Crests, would simply make you get those keys or bags of gear more often. And in exchange, those traders could be upgraded to have new things for sale every so often.

Say we’ve got a cap of 2k tokens per dungeon. Approaching the cap, I either need to run off to the dungeon traders in LA to buy and salvage equipment to spend my tokens, or no longer gain tokens from running dungeons. A couple of weeks later, I level two alts and want to equip them with armor and weapons with a stat set this dungeon offers. Now I have to buy the equipment on the trading post, possibly spending 3-4 times the amount of gold I got for the salvaged materials earlier, leaving me feel like I wasted my earlier tokens instead of being able to save up to outfit the new characters.

That 2k token cap is more than enough to gear one complete character in full dungeon gear. So you mean a couple of weeks later you will level 2 alts to max level at the same time, without playing anything else in the mean time (like running that dungeon again?) I find that unlikely, and as those 2k tokens are more than enough for a working build, it should be enough to gear one character.

Or you could get the gear for both characters while playing the game, just not able to get full gear for 2 characters on day one. Now imagine this, if there was indeed a cap in how many tokens you could get, the daily token cap could be reworked (not completely removed but tweaked)

Dungeon tokens are a special case, maybe there is no need for a cap anyway on them because because dungeon tokens DO HAVE an excellent sink. Also, I don’t see any indication by Arenanet to add new rewards on dungeon vendors any time soon.

These are just two of many examples how an artificial hard cap on currency savings forces people to waste their earned currency on stuff when they feel they could’ve gotten much better use out of it if they had the chance to save just a bit more.

And both examples have serious flaws. You basically do the exact same thing you would do without a cap, only it requires slightly more spread out usage instead of all at once. The difference is very small, and the potential benefits high (making currencies important again)

Personally, I prefer systems that give everyone the freedom of choice.

There are two currencies that give lots of freedom to the player: gold and karma. They can both be earned with a variety of activities, gold is fine. Lots of new sinks introduced often and the gem → gold conversion takes care of excess gold just fine, but what about karma? Sure you have all the freedom to earn it however you want, but are there enough sinks to spend it?

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Posted by: maddoctor.2738

maddoctor.2738

New currencies will continued to be added as well, they pretty much have to be, it’s the only way to add value to the content, otherwise everything is equated to gold or a single ideal farm. As you know anything buy-able for gold is instantly worthless since there is zero control on access to it.

That’s true for the LS system, each release needs to have unique rewards to have any value. But what about expansions? Do you want HoT to add one new currency per zone, or isn’t it better to add one currency HoT-wise?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

There are plenty of sinks for every currency in the game. If people are hording that currency then it is because they value the currency more than the sink. Capping the currency doesn’t solve anything, it just makes more problems. With a cap people will continually spend the currency to stay below the cap, meaning everything tied to that currency with trend towards vendor value since you will increase supply without increasing demand.

All this will accomplish is a ton of worthless rewards that people just sell to vendors, and people feeling much less rewarded for their play time.

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Posted by: phys.7689

phys.7689

There are plenty of sinks for every currency in the game. If people are hording that currency then it is because they value the currency more than the sink. Capping the currency doesn’t solve anything, it just makes more problems. With a cap people will continually spend the currency to stay below the cap, meaning everything tied to that currency with trend towards vendor value since you will increase supply without increasing demand.

All this will accomplish is a ton of worthless rewards that people just sell to vendors, and people feeling much less rewarded for their play time.

you realize, if you find the currency more valuable than the items that you can exchange for it, you are very separated from logic?

The only value the currencies have is what you can trade it for. Thats it. You are basically saying people just like having a high arbitrary number that has no use for them. Which is probably true, but it is also pointless.

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Posted by: maddoctor.2738

maddoctor.2738

There are plenty of sinks for every currency in the game. If people are hording that currency then it is because they value the currency more than the sink. Capping the currency doesn’t solve anything, it just makes more problems. With a cap people will continually spend the currency to stay below the cap, meaning everything tied to that currency with trend towards vendor value since you will increase supply without increasing demand.

All this will accomplish is a ton of worthless rewards that people just sell to vendors, and people feeling much less rewarded for their play time.

I think lots of people are missing the most important part of my opening post and just stay on the “let’s add a cap” part.

I suggest a cap on currencies, so the devs can ADD MORE ITEMS to exchange for them in the future, and on a regular basis. I do not suggest a cap to current currencies so the players feel punished for their play time or so their currencies are useless or wasted.

I DO feel that the main reason they don’t continue to use some currencies like Badges of Honor and Karma is because they are overfarmed and hoarded and there aren’t enough sinks for them. If they had to introduce new content for them, they would need to make them very expensive to account for old players who hoarded them over the years.

Just look at how expensive new skills are in skill points compared to the old ones, why do you think is it? Because most older players have loads upon loads of skill points (no I’m not saying to cap skill points too, it’s just an example)

So the full suggestion is:
Add a cap to currencies, add more rewards for said currencies (on a regular basis) making them FUTURE proof.

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Posted by: Conski Deshan.2057

Conski Deshan.2057

New currencies will continued to be added as well, they pretty much have to be, it’s the only way to add value to the content, otherwise everything is equated to gold or a single ideal farm. As you know anything buy-able for gold is instantly worthless since there is zero control on access to it.

That’s true for the LS system, each release needs to have unique rewards to have any value. But what about expansions? Do you want HoT to add one new currency per zone, or isn’t it better to add one currency HoT-wise?

I believe HoT will need to add several currencies as well.
Firstly lets say we can break down HoT’s activities into four areas , Raid, Adventure, Open and Guild.
Time spent doing one of those activities should not advance you in the other three.

Secondly say Raid’s are only completable by 2% of the player base, the value of their rewards is that they can get it while others can’t. Not that they get the same reward faster. A unified currency would not give the sense of fulfillment given by that.

Thirdly, Look at the problem we have at the moment. The single best way to advance in-game (I.E unlock as many skins as possible) is through gold it doesn’t matter what you’re doing as long as it generates gold, that’s not inherently bad but the two best ways to generate gold are TP flipping and converting Gems, neither of which are actual game-play activities. Using untradeable currencies allows the game to move past this and shuts down those methods.

Fourthly, This one is mainly just my opinion but someone should not be able to sit in the same area doing the same thing over and over to keep generating new rewards, to advance players should be forced to play more and more content. which additional currencies help with as do untradeable items.

[RoF] and [BL] guild leader
11x level 80’s 80+ Titles 2600+ skins , still a long way to go.

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Posted by: tfcgeneralkmk.9508

tfcgeneralkmk.9508

There are plenty of sinks for every currency in the game. If people are hording that currency then it is because they value the currency more than the sink. Capping the currency doesn’t solve anything, it just makes more problems. With a cap people will continually spend the currency to stay below the cap, meaning everything tied to that currency with trend towards vendor value since you will increase supply without increasing demand.

All this will accomplish is a ton of worthless rewards that people just sell to vendors, and people feeling much less rewarded for their play time.

I think lots of people are missing the most important part of my opening post and just stay on the “let’s add a cap” part.

I suggest a cap on currencies, so the devs can ADD MORE ITEMS to exchange for them in the future, and on a regular basis. I do not suggest a cap to current currencies so the players feel punished for their play time or so their currencies are useless or wasted.

I DO feel that the main reason they don’t continue to use some currencies like Badges of Honor and Karma is because they are overfarmed and hoarded and there aren’t enough sinks for them. If they had to introduce new content for them, they would need to make them very expensive to account for old players who hoarded them over the years.

Just look at how expensive new skills are in skill points compared to the old ones, why do you think is it? Because most older players have loads upon loads of skill points (no I’m not saying to cap skill points too, it’s just an example)

So the full suggestion is:
Add a cap to currencies, add more rewards for said currencies (on a regular basis) making them FUTURE proof.

sad to say a topic that i agree with isn’t getting any progress people on both sides are just repeating the same points=/

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Posted by: phys.7689

phys.7689

hmm i guess it comes down to salesmanship. The post should have been something like
LESS CURRENCIES!
MORE COOL ITEMS FOR CURRENCIES!
NO INSANE CURRENCY COSTS FOR COOL ITEMS!
CONTENT REWARDS THAT STAY RELEVANT!

I mean thats actually the reason for this thread, the cap is just one means to achieving those ends.

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Posted by: emikochan.8504

emikochan.8504

No Caps, adding new stuff to buy doesn’t mean you’ll automatically want to buy it, items still take up inventory space / armour slots.

I’d love more uses for current currencies. There are new players too.

Welcome to my world – http://emikochan13.wordpress.com

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Posted by: Jana.6831

Jana.6831

I think it’s difficult and only working in theory. Adding luxury items to an existing currency (Ascended trinkets for laurels) is something different than adding neccessary stuff (traits) to skillpoints which are rather hard to come by as a new player. So, I get that a cap meaning that the cost would be lower would be kind of nice as there are people here who have played for a long time, but that still doesn’t mean that they can predict what they’re going to do in the next few months*. For example crafting a legendary (~500 skillpoints, 500 dungeon tokens, 500 badges of honour, ~1 million karma) , starting to do wvw (siege), earning gold for whatever by turning karma into linen.. So by being able to accumulate as much as we like we actually have the freedom to use it whenever we like/need it. I don’t care about the 8 mio karma I own – I still play wvw and I’m not really looking for ways to make use of it – as long as I don’t have to carry that stuff around and fill my bank with it I’m good.

Edit: * and that still doesn’t mean that newer players would profit from that cap – as an example traits for skillpoints (and a lot of other stuff like ascended weapons/armor and so on – it takes a while to accumulate that many skillpoints).

(edited by Jana.6831)

[Suggestion] Putting a CAP on Currencies

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

There are plenty of sinks for every currency in the game. If people are hording that currency then it is because they value the currency more than the sink. Capping the currency doesn’t solve anything, it just makes more problems. With a cap people will continually spend the currency to stay below the cap, meaning everything tied to that currency with trend towards vendor value since you will increase supply without increasing demand.

All this will accomplish is a ton of worthless rewards that people just sell to vendors, and people feeling much less rewarded for their play time.

you realize, if you find the currency more valuable than the items that you can exchange for it, you are very separated from logic?

The only value the currencies have is what you can trade it for. Thats it. You are basically saying people just like having a high arbitrary number that has no use for them. Which is probably true, but it is also pointless.

I guess I should say that people value the future value of the currency more than what they can exchange it for.

For example, karma can easily be turned into gold. However most people don’t convery karma to gold… why? well they either think karma will have more uses in the future, or they don’t think it is worth the effort to convert it. Time is also a currency, and the most limited one at that.

Sure maybe I can get 2g/hr converting karma, but I can get 10g/hr doing something I enjoy more. The end result is that I have a big pile of karma. Putting a cap on it will make me spend time in game doing something I don’t like so that I don’t feel like I am missing out. As it is now, I can keep playing the game how I want and eventually spend the karma when I want, how I want.

[Suggestion] Putting a CAP on Currencies

in Guild Wars 2 Discussion

Posted by: Seera.5916

Seera.5916

I’d be happy to just see geodes and crests go to the wallet instead of taking inventory/bank space..

I second this – reason why I have no interest in the new zones whatsoever “Take this junk to get that junk oh and you also need this junk and that junk and here’s some more junk and we also have that junk – all of it is 1% useful so don’t delete it”.

this is another thing i dont like about the currency implementation, its super unwieldy, and its getting worse with every zone.

How about soft-capping the extra currencies in a way similar to how dungeon tokens were handled before the introduction of the wallet: Add a currency storage (wallet or whatever you like to call it) that holds a finite amount of the currency in question (e.g. 1.5k bandit crests, 500 geodes and whatever), and add any currency overflowing that storage to the inventory just like it is now. That way, you have an incentive for people to spend their currency (because, after a certain amount, it will clog their inventory/bank space) while still allowing everyone the freedom of setting their own limit. Pretty much the way it is with materials now.

no point in a soft cap unfortunately. But honestly im willing to let the idea go. People dont really like how the word cap makes them feel, even if it can create more actual value for your time spent in game.

Worst case, too many currencies, and no real value outside of whatever they gave people when it was released. It makes the game messy, and makes earning currencies, in the long term unexciting (how many people still excited about their dungeon tokens after a year?)

but its not the end of the world. Eventually they will build better systems (maybe in HoT) and people will just ignore old content with inferior systems.

It doesn’t make my time more valuable. If I’m in the area to get lucky with an rng drop, eventually I have to decide to waste time to unload geodesic to something I’m not needing or wanting or get no return on any set of drops that would have given me geodesic without a cap. So a cap wastes my time.

so basically, you have to use your geodes in order to give them any real value, basically the same thing whether you do it now or later.

eventually I have to decide to waste time to unload geodesic

no matter what, you will eventually have to waste time unloading geodesic to get any value out of it.

to something I’m not needing or wanting

so the currency has no value to you

or get no return on any set of drops that would have given me geodesic without a cap.

so now, the currency has value to you, even though your premise is there is nothing you want.

You want to save all that currency so you can get a return on it, but you dont want to exchange the currency because you dont feel like trading it gives you anything of value.

hey i understand, its psychological. Its not really a logical response. But it appears it is a common response. Sometimes you have ineffecient systems because thats how the user wants to interact with it.

we ll just keep getting more and more currencies that become useless over time. Or they ll make a better system for new areas, and people will ignore those areas as far as rewards go.

and it will make your time more valuable because they will start creating currencies with more uses, and unify currencies that serve similar purposes, they can then put them in the wallet without having to update the wallet every few months, and create a more unwieldly database.

So then you would be searching for a drop, and get a valuable currency, which is more likely to be useful for something you want, because it is tied to more things, it wouldnt fill your inventory, and they wouldnt have to make the numbers as high for new objects because some people wouldnt have millions of it on patch day.

which is a better system, but yeah, youd actually have to use your currency instead of holding on to it, to get nothing of value.

If there is no cap, then I don’t have to waste my time.

Silverwastes and Dry Top currencies do have a cap. The amount of inventory I CHOOSE to give it. Meaning if I want to have 3k geodes I can. Or I can cap it at 250 geodes. And why is having a choice in the matter a bad thing? The vets who get the new stuff quickly show it off and ping it and make those who don’t farm the area or keep up or had initially written off the item decide they want it.

I bet that’s one reason so many wings sold a week or so ago. People saw others with them and asked where the wings came from.