How about capacity expansion for the overflow stash from 6.4 T2A?
SuperSam57
Member Posts: 325 ★
I am very happy with the T2A in 6.4, but Im concerned with the overflow capacity to handle it all. I have 9 paths left in 6.4 and have T2A in the overflow even after taking up 2 R5's and 1 6* to R2. I have the sigil, but the capacity is not enough. Any plans or thoughts of increasing the capacity? Thank you
@Kabam Miike
@Kabam Miike
1
Comments
But there's another more subtle reason, and it is difficult to convey without a boat load of game theory. But consider gold in MCOC. Gold is uncapped: there is no limit to how much gold you can have (at least, no practical limit in sight). As a result, there is a huge range in both the earning rate and the total amounts of gold across the playerbase: some people have very little, some have hundreds of millions of gold.
Question: can you sell anything of significant value in the game for gold? Not really. If the price is small, the people with mega hordes of gold would be able to buy too much of it, but if the price is meaningful for those players it would be astronomical for everyone else. You can play games with purchase limits, but this is a major constraint on using gold as a manageable interchange resource in the game. You can mostly only use it in areas where valuations don't matter much.
For inventory capped resources, this is less of an issue. You don't have to worry about players having huge reservoirs of these because it is much more difficult to have those. They could *earn* them, but they have to spend most of them.
You could argue that whether they have them in inventory or spend them on rank ups that the player still "has" them, so isn't that the same thing? No, because of inflation. The game slowly inflates the power of the champions it adds to the game, the content it adds to the game, and the other abilities and effects in the game. Resources spent on a rank up begin to depreciate over time as the game evolves. Resources in the stash don't depreciate. And this inflation and depreciation effects are important game design components of games as a service, or at least for games like MCOC. If you like, it powers the treadmill that all players are on, that prevents them from simply sitting on past accomplishments while other players fail to be able to catch up to them.