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yellow

Junior Defender
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Everything posted by yellow

  1. I won't be playing much as gmat is coming up. However, I will be back as soon as that is over to farm myself some spider legs... Make love, not war. <3
  2. With the mass reduction in item tavern values, mana tokens based on anything else but non-elemental damage (from what I know) are now worthless. Hence, to deal with the large amount of players with near max mana and to restore confidence in the market, it is a good time to introduce taxes!
  3. Received an app guard and various loots from them during the level. This new DLC requires me to rethink my strategies and aura/trap placings to deal with the spiders and I absolutely love the new challenge :)
  4. To me its a good thing item tavern values were severely reduced. I had my shop wiped too, so....
  5. u have to complete it with the type of toon to unlock its corresponding costume.
  6. bump. Just saw omgwtfbbq hackers with mana tokens. Taxes FTW.:demon:
  7. Utility theory as described above is a better way of discussing this issue and should be what the argument is about in the 1st place. If you like it, buy it. If not, don't.
  8. Also, it's rather a simple 'supply-demand' story because if you overprice your product, you will sell less. You assume that Trendy's customers' price elasticity of demand is very sensitive, when in fact, current players will most likely buy the DLC due to the Nightmare loot and content, and new players be drawn to DD by good reviews. Also, I would hypothesize a higher marginal cost curve for Trendy than for other indie game companies, especially since they would most probably need to foot bandwidth bills to Steam for DD ranked (correct me if i'm wrong), and there are neither economies of sc
  9. 202 & 174. add future points into aura strength until it hits 300. get a ogre's childhood toy on ogre crush if you havent already done so.
  10. DEWs are much less of a threat post 7.11 as compared to before when their higher tower targeting affinity caused them to 1-shot defenses and crystals on high wave survivals. Seeing that DEWs are intended as an anti-player mechanic, I really think they should stay the way they are.
  11. http://steamcommunity.com/profiles/7...21/?tab=public 65^ Disc thrower (4968/6/166clip/33reloads) http://steamcommunity.com/profiles/7...86/?tab=public 69^ Bone Bow (5506/7/77clip/40reloads) http://steamcommunity.com/profiles/7...44/?tab=public 72^ Minigun (572/10/231clip) 7/72^ http://steamcommunity.com/profiles/7...54/?tab=public 68^ Minigun (5323/10/153clip/35reloads) Willing to trade any combination of the above for a great hamster/app guard/fairy. Mana offers are also welcome^^
  12. hey you still have that furry? :squire:
  13. mm you can create a visible "Total Upgrade Level" stat in the Hero Info page where TUL = Sum(all stat points) - 299 and create a filter based on the TUL stat. (Tier level = 100, 300, 500, 700, 1000, 1200 additional points)
  14. Well when the player base expands and intraplayer interactions, facilitated by a trading platform, become more frequent and more voluminous you end up with a fledging virtual economy.
  15. Posted this before in the general discussion on "inflation" but there were no response. Hope to generate more responses here. A simple solution: raise mana cap + proportional trade tax + drastically decrease item value scaling Raise player mana cap to 2b, then implement a tax structure that generates diminishing returns for players per unit increase in the value of trade. Proposed structure A (increment based): tax inc by 1% per 100m increase in trade amount for the 1st 500m, thereafter by 2.5% per additional 100m capped at a min amount of 5% and max of 25%. Ie: a casual trading 30m t
  16. Affects "casuals" positively due to soon-to-be-outdated less "godly" superloot trickling down to the "casuals", allowing them to attempt previously out-of-reach ex-end-game contents (UMF, ISMM etc).
  17. This thread shows that it is now possible for newcomers to jump straight into end-game content without spending hundreds of hours on grinding levels and gear (insane Deeper Wells from lvl 10-40 on 1st character anyone??), especially since prices will drop even more with the release of mythical quality items on the 15th. +1 to OP for such a great post.
  18. Proportional trade tax is the most logical and efficient solution to an inflated mana supply.
  19. Let players filter games based on host's sum of total additional stat points exceeding 299( lv 1-70) as levels are really irrelevant now. We can also judge whether the host is properly equipped to play the map he is hosting. This can go both ways to limit under/over equipped players from joining your games.
  20. A simple solution: raise mana cap + proportional trade tax Raise player mana cap to 1b, then implement a tax structure that generates diminishing returns for players per unit increase in the value of trade: tax inc by 1% per 100m increase in trade amount for the 1st 500m, thereafter by 2.5% per 100m for the next 500m, capped at a min amount of 5% and max of 25%. Ie: a casual trading 30m to buy his gear will be taxed at min amount of 5% = 1.5m A semi-casual trading 100m will be taxed at 6% = 6m A semi-hardcore trading 500m will be taxed at 10% = 50m A hardcore trading 1b will be taxed
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