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1/7/2014 2:52:53 AM
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excellent description! some of these i've even used myself to quell the naysayers abound on this site. i was interested to see your opinion on exotic weapon prices, though. i would think that the lower the number or exotics required per build would mean that less exotics would be sold overall, meaning that the exotics which were sold would be a higher price. as it is, exotics will be expensive due to their rarity, but when certain exotics are more sought after than others due to certain builds being played over others, and every person only needing one of each exotic, the price should rise. the demand will vary by exotic, which means the price will as well, but the supply will usually remain low.
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  • Edited by Hylebos: 1/7/2014 4:19:38 AM
    Naysayers are fine, they can often bring perspectives that someone who is excited about the game might not have considered. The way they present that perspective is not always constructive or civil, but the core idea behind their words is valuable and far more important that the presentation :) As for the entire prices things, I don't think that a lower number of exotics required per build thing would mean that fewer exotics would be sold overall, at least not compared to if we had no restrictions on exotics. I can imagine players for example who are trying to roleplay as a very specific archetype, for example, a Sniper, who decides to sell off non-Sniper Exotics like Shotguns or Rocket Launchers to fund their longer range hobbies. If we had no restrictions on exotics, those players might be inclined to hold onto an Exotic Primary weapon because it's something they could actually wield. I'm sure that there will be plenty of hoarding on the part of completionists who want to acquire a complete set of items, but the majority of players will be casuals who don't have the time to play the game that much. They have short-term goals and solid ideas of what they want their character to become, they are the players that will flood the market with unwanted exotics. Naturally, flavor of the month builds will undoubtebly exist, and the exotics required for those builds will probably be quite expensive due to the demand, but again, that helps to decrease the prices of many of the other exotics as they'll be sold en-masse to help their former owners afford the newest and best builds. Also, Bungie mentioned some system they've created that will be able to deal with any sandbox elements that become two popular, that will hopefully ensure that no one exotic stays too expensive for too long and keeps the metagame fresh and shifting. Another thing: It sounds like when we first find exotics, we won't be able to use their special abillities right off the bat, it sounds like we have to sink some serious time into playing with and upgrading the weapon for those things like the Health Regen on Red Death or the ADS Cloaking on Closing TIme to become unlocked. That was certainly the case with the explosive rounds on Thunderlord. Anyways, it's not entirely clear to me whether or not investments made into a particular weapon will be preserved when it is sold to another player (So if I have a full upgraded thunderlord and I give it to a friend, if he'll have to start all over with the weapon because investment progress was wiped or if he'll be able to use it full strenght, there's honestly pros and cons to both methods and I'd have to think about it more), but if investment is preserved through trades, then the biggest demand will be for fully upgraded exotics, while players should be able to easily acquire the fresh-off-the-drop exotics from players who don't want to spend the time to upgrade the weapon to the highest level. In fact, I could see a buisness being made off of grinders who buy blank exotics, train them up to the highest level before selling them and buying more blanks with the profits. One more note: Remember, players can equip only one exotic weapon and one exotic armor at a time, but they can carry as many backup exotics as can fit into their inventory and swap them out with existing exotics (though with some difficulty apparently, they haven't quite detailed how that will work). So while you need only one of each exotic to have a competitive "build", players will still want to purchase additional exotics for situational uses like "Oh god, this vehicle is murdering us, let me hide behind this rock for 20 seconds and swap out my Exotic Sniper for an Exotic Rocket Launcher I packed...", that alone should keep the markets running for longer than two purchases per person :) A bit of a ramble, but I thought of some good points and I figured writing them down would be better than trying to remember it all.

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  • i see your points, and i understand them. let me see if i can clarify my thought process. these weapons are going to be dropped by bosses and bought from various factions. if someone buys them from another player, its because they don't want to run the instance or go through the faction to get it. a person with a warlock might not need all of the exotics in the game, and so running them all down for that one character would be pointless. and any exotics he comes across which would not benefit any of his builds he may choose to sell (he's a caster and is either going to be something like a glass cannon or a healer, so something like a percentage armor boost wouldn't really benefit him as much as a titan or hunter). and if he does, once someone buys that weapon for their character, its going to be the only weapon they need for that particular build. that means the players buying exotics will be buying less exotic gear than if they needed to fill their entire loadout. to me, that means that exotics should be more expensive, since people will be buying less of them, as less will be needed.

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  • Edited by Hylebos: 1/7/2014 5:11:45 AM
    It's possible that someone might end up buying two exotics and then being satisfied for the rest of eternity, but if Bungie designs the game right, players should always be discovering new things that makes them want to say "Oh damn I want to try that out!" I might have a Hunter that is a dedicated Sniper, but then I meet a player during my adventures who had this really cool melee-focused knife build that focuses on high mobillity and tricks to survive. Maybe I'd give that a try for a couple of weeks, and hell, I have all this glimmer saved up from just playing the game as a Sniper, might as well spend it to speed up the process a little bit. Bungie has definitely designed the game to allow for those sorts of spur-of-the-moment reimaginings without losing your previous progress. Not to mention, if Bungie only makes one way to become a Sniper or one way to become a Close Quarter Fighter or whatever, they're doing things wrong. Do you use the Sniper that lets you cloak and pick up ammo remotely, or do you use the Sniper with piercing damage? Or the Sniper that causes explosions on headshots? I can keep coming up with all sorts of appealing exotic snipers that would cause people to want to spend more and more, balancing them is another problem, but I'm not sure people realize just how much potential there is to be played around with. We'll have to see when it comes out, but if I'm anticipating the mentality that players will have with this game, I really don't think it will be too difficult to keep the economic engine chugging.

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  • haha! you're right, the market will work without a doubt. honestly since we don't know what "expensive" means in terms of glimmer, this is a little pointless, we already know exotic weapons will be more expensive than non-exotics. im just hoping that there wont be people buying this stuff with a few levels worth of glimmer i/o a few raids or strikes worth.

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