Nephtys wrote:
City of Heroes/Villains
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There is no economy period as far as I can see. Your money serves to buy stuff from NPCs that everyone else gets too, in unlimited quantity.
Not quite true any longer.
When CoH started, there was, essentially, no economy. Money was 'Influence', which was a nebulous concept that as a superhero, you could use your influence to acquire enhancements and inspirations (power modifiers and short-term consumable buffs). You could sell to other players, but there was basically no reason to. In the late game, you'd give away enhancements to players who needed them (like L53 enhancements, which are about 6% better than the L50s you can buy, that are occasionally dropped by high-level enemies). You can sell unneeded enhancements back to stores, but they're generally not worth much. At L50, a full tray of L53 enhancements will probably only net you as much Influence at a store as it'd take to earn simply by defeating even-level enemies for 15 minutes.
The only real items traded for significant amounts of influence are Hamidon Enhancements, which are enhancements that buff two or three stats at once, rather than the usual one. Since you could only get about one every day or two, and the drops were random, it could take a long time to get the particular one you want, so HOs regularly went for tens of millions of influence. There's really nothing else to spend it on. High-level characters would regularly just drop millions on some newbie or farm it off to their own alts or SG members. Influence is so common in the game that even 'chinese gold farmers' generally don't waste their time selling chunks of it on ebay or whatever.
Then, they added the first money sink: costume shops. You could enter these shops to tweak or totally remake your costume to your heart's content. A complete costume remake might take as much influence as 2-3 hours of playtime. Most people, however, would settle on a few costumes they like and not change them much ever again. Didn't help that the devs regularly handed out Free Costume Change tokens whenever they revamped some costume pieces, so lots of old wealthy characters can have a couple of dozen free passes to do whatever they want with their costumes.
Later on, they added Supergroup Bases, which changed what little economy we had. Now you could earn Prestige for your supergroup, which could be traded for decoration and useful items in your SG's base. You earn this by running your character in Supergroup mode, and once you hit a certain level (25, I think), if you run in SG mode, you earn less and less influence off mobs (to a point where you earn no influence at all if in SG mode). You can trade your influence for prestige, but the exchange rate is so insane (a million influence might earn enough to let you place a lamp), it's essentially unused. They also added Salvage, which is used to create base items, but it's pretty abundant and I rarely see any trading going on for it. The biggest effect on the economy was there was a lot less being earned by the more active players, since their SGs wanted Prestige.
The upcoming expansion, Issue 9, though, is going to throw the laid-back economy on its side. Inventions are the new addition, which will:
1) Rely on recipes, from common to rare. They are consumed every time you invent something.
2) Rely on Invention Salvage, again, from common to rare. Also consumed.
3) Allow the creation of Invention Enhancements, which will
3a) Create large buffs for powers, or
3b) Create multiple-buffs like HOs, and
3c) Create 'sets' of enhancements where the more you have of a particular set, the more extra bonuses are added.
4) Allow the creation of new costume pieces.
5) Cost large amounts of influence to both buy any recipes and Invention Salvage from a dealer, and even more to actually create the Invention
6) Introduce an auction house to allow these rare items to be bought by people who need them.
This game is 3 years old, and has many players who have been playing for a long time without any substantial money sinks. The economy is about to go really wonky.