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Posts
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Quote:I don't understand how what you are saying is any different than things are now. Players can post an item now and be screwed over. The only different is under a system that displays the current best bid price and best list price they'd know they would be getting "screwed over" before posting it./unsigned
This would defeat the purpose of the highest bid going to the lowest sales price. If you can see what the asking prices are your just going to bid the lowest amount listed and screw over that seller.
For example a player gets an extremely valuable drop that normally sells for 50 million but for whatever reason he can only afford to set a price of 2-3 million. under your suggestion instead of getting the true value of the drop, you'd be able to snag it for far less than it's worth.
For example, under the current system the last 5 might display: 50, 50, 50, 50, 50. It may display 100 bids and 2 items listed for sale. The current highest bid may be 10. If you can only afford to post your item for 2, and you do so, you would get 10. If the best bid and best list were displayed then you would know that you would receive 10 before you posted your item for sale.
The entire act of posting an item for sale and setting a reserve price is an explicit statement of "I am willing to accept this much Inf for my item." If you can't afford to post the item for the value you want then don't. The display of best bid price and best list price doesn't screw any more people over.
Quote:Now that I understand what he means, I'll have to /unsign it also.
If this were implemented you'd quickly see a BLACK black market/wents expand. (There is already one for PVP IOs sold away from wents/black market). I'd rather not see more stuff taken OFF the market and sold for price levels at 3 times what it goes for on the market.
I'm offering no opinion whether I think this suggestion should or should not be implemented. I'm merely stating that both of you unsigned this suggestion for reasons that don't make any sense. -
Quote:I should have been more clear, honest, and straightforward in my post that I quoted here.According to someone, this is definitive proof that flippers raise prices.
My point was that anyone who has an opinion that this picture demonstrates that flippers raise prices is incapable of rational thought and if you know such a person please do not think that rational discourse will sway their misguided opinion. Further, if you are going to give a noble attempt to educate such a person please don't quote them in your posts so that those people who put them on ignore can refrain from reading their ridiculous misguided opinions.
I suspect that people who have such an opinion are also of the opinion that Equilibrium Price is a concept that does not exist. Equilibrium Price is a difficult concept to properly quantify due to its ever-changing nature and value that is virtually impossible to accurately describe. However, the simple concept that somewhere exists a balance point can give one enlightening information. Such an example is when an item in City of Heroes constantly sells for a certain price, sells very quickly for that price, and when almost none or none of that item stay listed as "for sale". One can ascertain from such a situation that "the equilibrium price must be higher than this price listed in the last 5" and know that items listed for sale above this price are likely to sell in a reasonable amount of time. Equilibrium Price is just a bunch of fancy words for "that's too hot", "that's too cold" and somewhere in the middle is just right.
A person may ask me a question like "How has the talking up of respec recipes gone?" Perhaps they were making an honest inquiry. In that case the answer is "very well", but not as well as the people who invested immediately after I did due to drop rates being changed. Perhaps they were making a mocking statement showing that by talking up an item one can get more people to buy such an item and thus raise the price and profit. In such a situation I am flattered to think that someone believes my mere word can alter the course of the market.
Perhaps they were making an insult referring to the obvious nature of what Respec recipes were going to do and that I only have the ability to point out the obvious. Forum-goers have said this about me before. I must concede that this point is true. I only am able to point out the obvious. Obviously, an item like Respec recipes fall in price when Respecs are given away freely with releases of new Issues and obviously they rise in price when they are not given away freely. This knowledge or prediction is nothing to brag about nor compelling, nor surprising, nor enlightening. I have made many other obvious statements. Such statements include: Equilibrium Price exists and is helpful, and people who think the picture shown above demonstrates anything about flippers in anyway are irrational.
Let me summarize my post to hammer home the point I am trying to make:
1) Some posters are incapable of rational thought.
2) Here are some qualities of those posters and some minute level of detail of why opinions they posses are irrational.
3) If you can identify such a poster, please stop quoting them. -
Quote:I'll use my magical powers to tell you that when Issue 17 comes out, the price of Respecs will go down. After that, Respec recipes will rise in price. When Going Rogue comes out, Respec Recipes will go down in price. Several weels later they will rise again.Well done.
Brief, to the point, completely out of context and misleading on what was said, and requiring far too much effort to put right.
Tell me how has the talking up the price of respec recipes been working out for you ?
Clearly, my divine word alone will cause these changes. -
According to someone, this is definitive proof that flippers raise prices.
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Maybe the cable guys will finally fix whatever is causing Paragon City to only get the Discovery Channel. -
Quote:Fixt funny that our resident economist failed to mention that one of the primary results of monetary deflation would be increasing the purchasing power of liquid assets.Quote:So in a perfect world (according to Chriffer and Ragman), all Inf rewards would be cut by a significant amount, and the Market would have price caps. How many other ways can we find to massively benefit Marketeers?
In the original post Selling Merits for Inf is compared with reducing Inf rewards. The first quoted post explains how selling Merits for Inf benefits those who already have money. The second quoted post explains how reducing Inf awards rewards those who already have money. Virtually any idea that will combat inflation will benefit people who have money other than "take money directly from people who have money." That's pretty much a basic facet of "deflation" and "inflation".
The only reasonable conclusion, and only universal truth in the markets, is that Ebil Marketeers always win.
No matter what one does or says, one is always in support of Ebil Marketeers.
Cease thyne acts of greed. Bask in the glorious illumination of War Witch and allow though holy radiance to percolate through thyne life ichor. Grasp thyne Inf from the raised seat of avarice and cast it forth among the masses of Casual Players. Only through removal of thyne's own repository of wealth can knowledge be wrought and thus allow though to speaketh and acteth in a manner not born of the greed of Ebil. -
Selling Merits for Inf has the effect of increasing the number of players who have access to IOs. This effect may or may not be something the devs want to do. Selling merits for Inf is similar to increasing drop rates.
Comparison of Selling Merits for Inf and reducing Inf awarded for kills:
Selling Merits for Inf
Amount of Inf in system is reduced.
Amount of items in system is increased.
More players have access to items.
Inf awards reduced
Amount of Inf in system is reduced.
Amount of items in system is constant.
The same amount of players have access to items.
The key question is "should more players have access to items"? I think the devs implementation of the Merit system and their changes and lack of changes in various drop rates of items such as Purples, Pool Cs, and PvP IOs answers the question of where they stand on such an issue.
Other solutions need to consider the vast amount of Inf already created and destroyed on a daily basis. Some solutions proposed in this thread are simply a very small drop in a very large bucket. It would be best to keep in mind the scale of the issue and consider how much change various proposals would make on a consistent and continuous basis. Changes, to have any noticeable effect, need to alter the course of billions of Inf every day. -
Perhaps they should change it to 0.75 ... etc.
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Yesterday, redside alone, purple recipes and enhancements alone, just under 2 billion Infamy was destroyed (1.75 billion by my data collection). I suspect that volume of sales on the Black market is lower on Wednesday than most other days of the week.
I'll round off some numbers to make this simpler. Let's pretend that 2 Billion Infamy destroyed in this manner is average. There have been roughly 45 days since the new year.
In the year 2010, 90 Billion Infamy has been destroyed from purples alone.
This number does not include salvage, pvp recipes, luck of the gamblers and other Pool C recipes. Nor does it include the ENTIRE BLUESIDE MARKET.
Think about what Castle is saying: 90 Billion Infamy isn't enough being destroyed. Ninety Billion plus Salvage, Pool Cs, and the entire blueside market is not enough.
In my personal opinion, level 50 toons make too much Inf relative to other level characters. Others have mentioned similar opinions in this thread. I think level 50 toons should make more than other characters but not so much more that they render the earning of other toons nearly insignificant in comparison. Look at these tables for comparison purposes. Level 50 IOs sell for more than the other 8 tiers combined by a significant margin. Perhaps this margin should be reduced.
Further, there is some function that works something like this every time an enemy is defeated. I would like to reiterate that this is generally how it works and the idea is to convey the concept and not represent actual game code. (this is the part where "Nefarious Ken" whose name may be a synonym tells me I don't have my facts straight)
Non-level 50: Reward Inf X where X is that characters Inf value. Reward Experience Y amount where Y is that characters XP value.
Player is given X Inf and Y experience.
Level 50: Reward Inf X where X is that characters Inf value. Reward Inf X where X is that characters Inf value. (Perhaps this is really X + Y)
Player is given 2 * X Inf.
Perhaps instead of 2 * X the formula should be changed to 1.5 ... or 1.25... or 1.1 -
Quote:I assure you, speaking from vast amounts of experience in this field **touches his nose twice, winks once**, the harassment is a sign that you are doing a good job and that many people are very appreciative of your work. I found the harassment quite amusing and at many times was the highlight of my day. I found the best way to handle it was simply to keep asking the person questions trying to get them to explain their point. They vent their steam, you read some funny logic, and nobody gets hurt.Hey Fulmens, people ever give you any grief for this? I'd been offering free transfers either way on Virtue for forever and the harassment I get just wasn't worth it. I don't volunteer my services any more--too much frustration. I don't need the money, I just help people move it...and somehow I'm the inconvenient jerk.
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Quote:Lower prices means more availability.Well I agree that buyers are partly to blame for the prices, however when there are stacks of bids not being sold because the people placing the items for sale have placed the items for 3, 4, even 10 times the "last 5" (I'm sure we've all seen examples of this) the only way to reconcile this is to put blame on the sellers. You know, those setting the "minimum acceptable bid". People have gone to great lengths to explain why it is bad to be able to reduce that minimum acceptable bid after the fact.
So, yes, I blame both the buyers and the sellers for rampant greed.
If everyone worked together we'd all have purpled Warshades.
Oh great War Witch, reach down thyne holy hand and smite the evil marketeers, the flippers, and the arbitrators. Only through your mercy may the Casual Player accoutre in purple raiment. For onceth the players behold the glory of lowered prices then all may enjoy the fruits of your labor. -
Would it be possible to calculate the Inf destroyed from Purples alone?
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How much Inf is destroyed at the market every day?
Or perhaps, roughly how much?
This question can be compartmentalized. For example, one could look at Purple recipes, redside, so far today. As of 5:40PM Eastern time...
Apocalypse, Recipes and enhancements. A total of 6,818 million were sold today. These transactions removed 681 million from the game.
Would it be possible to organize a project to estimate, at least in a minimal way, the amount of Inf removed every day, on average, from the game? -
Quote:The Merit system was specifically made to satisfy those City of Heroes players who have this opinion. The Devs read your opinion, thought it merited action, and action was Merit Rewards.To call people lazy because they do't wanna do what "marketeers" do isn't right either. The only reason i use the market is to sell all the drops i get farming. I rarely even IO any more because of the prices.
I surely don't want to place a ton of bids and hope they fill on what some people think is "reasonable". Not everyone WANTS to run back and forth crafting and selling or looking for "niches". It's way too time consuming. I'd rather play a toon, then IO as i feel like it. If i want to IO at 35, we should have pieces to do that. We shouldn't have to wait til we hit 50 so we can get pieces.
It's up to the devs. They need to revamp the drop rate due to all the players and alts. Some people have servers full with bought slots. That's a ton of toons to IO if they choose to.
Yes, we all know how to make inf in WW. Noone needs a guide. Buy cheap, sell high. But i don't have the time to do that just to make inf. And i surely don't wanna have toons just to play the market. To me, it's a waste of time. I thought it was City of Heroes. Not City of WentWorth. -
My favorite part of the thread linked to in the original post is how Power doesn't want to be associated with the idea.
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Quote:And how does that pertain to what I said?Fury's concern is that changes like this will potentially make Inf useless as a currency. I disagree with him but it is something to keep in mind. in the event that that happens players will end up with some sort of player run economy to trade things in and this generally has a higher barrier to entrance.
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Quote:I honestly have no idea what you are talking about nor have any idea how it pertains to what I said. What I said was "getting around the Inf cap has no adverse affect".Actually you didn't mispoke. It DOES have an adverse effect. If characters can no longer rely on influence/infamy, the current coin of the realm, another higher denomination currency will be used. That's a situation you want to avoid because if the casual player has a hard time with this market, they'll have a lot harder time in dealing with unofficial currencies and the potential fraudulent cultures that often arises with it.
It is frankly easier than ever to get to the influence cap, especially if you have a farm build character, play a lot of characters at level 50 or run a lot of AE missions.
The only thing you'll be accomplishing is...well, nothing except inconveniencing players. It won't stop them from storing influence. It won't stop the increase in prices.
I'd be for a suggestion that actually solves the problem identified in the OP. This isn't it. It's akin to demanding a change in tires when you have an engine problem. Sure, both things are related to how the car runs, but the proposed solution misses the point.
And no, I'm not protesting this because I have something at stake here. The only thing I'd lose is convenience. I'll still generate way more influence than I spend (because I play a lot of level 50 characters), and I'll still store away influence because the GAME has a limitation on storage doesn't sync with the amount of earning power I have. -
Quote:I think it has no adverse affect. Thus, why not leave in the loophole.Does anyone here really believe that players exploiting a loophole to break the game design of the 2 billion influence limit has no adverse effect on the market? Can anyone provide any good reason for leaving this loophole in?
I can't think of one good reason to allow players to exploit the game.
Edit: I went ahead and PM'd my suggestion and the link to this discussion directly to Synapse. It's not my opinion that matters here, it's his and that of the dev team.
*EDIT*
I misspoke. It has no adverse affect. -
Quote:In my experience there are stupid people on every side in every argument and every side, no matter how ludicrous, has people. I'd be more afraid if something was universally supported. Finding one crazy person to oppose a topic would make me feel quite reassured.
Yes, and I clearly remember people fighting that too. Maybe not the same people as now, but it was fought against by those at the top of the market.
Quote:Generally speaking, people don't want to have to be economic majors to play a game or even have to take an economics course.
Quote:I think I see that as a missed opportunity by the developers to balance the sets values. Seriously how many snipe, immobilization, and sleep sets need to be dropped or made? Why do they drop more than other sets in certain pools? The drop rates and the merit costs are out of step with what people are actually using or can use. -
Quote:The whole thread is quite enlightening on the topic of "Every single idea".I find it somewhat amusing and sad that the people that are arguing against the idea are long time market people with an obvious bias for keeping the status quo.
Every single idea that has been proposed for changing the market since its inception gets shot down. Every single one. You all whine that there is hyper-inflation, but whenever any method of trying to control the situation gets asked for, you don't like it.
Face it: Players have no self control when it comes to the market. Because of that lack of self-control, penalties should be put in place.
You're not likely to convince the developers to increase the drop rate to what would be needed to lower the prices.
I'm not sure who you are referring to when you say "I find it somewhat amusing and sad that the people that are arguing against the idea are long time market people with an obvious bias for keeping the status quo." Most of the people I read opposing the idea in this thread have proposed alternative solutions to reduce prices or support various alternative solutions to the one proposed. -
Quote:I'm sorry, I don't understand this opinion. I consider this opinion irrational, flawed, and simply ludicrous. I understand the concept that a person who has money can buy more stuff than a person who has less money. I cannot understand how a seller having more money can force someone to pay more money than they otherwise would. Players can't bid with more money then they have. Sadly, one can only be fleeced, cheated, and robbed for only so much money. Without a system of credit you can only force someone to pay so much. Buying up all the inventory does not guarantee the ability to sell those items at a higher price. My point is that when you say "This allows him to flip purples and other expensive non-purple IO recipes and then resell them at a higher cost" you are simply wrong. It does not allow him to flip purples in such a manner.A player has several standing, safe bids on nonexistent recipes for 1 or 2 billion each. This is how he stores excess influence beyond the limit, by exploiting this loophole. As he puts in bids for high amounts on items he wants, he then cashes in bids on the nonexistent recipes, enabling him to bid for yet more, well beyond the 2 billion limit. Rinse and repeat. This allows him to flip purples and other expensive non-purple IO recipes and then resell them at a higher cost. As he cashes in sales he in turn stores the influence to repeat the process. He is able to levereage more currency than a nonexploiting player, giving him more power over controling market forces. The market responds and prices go up.
My understanding of your conclusion is even more baffling. My understanding is that by forcing players who have 2 billion or more Inf to spend money it would cause prices to fall. Spending more money would cause prices to rise. Money not spent is money not raising prices. Thus, money in bids for non-existent items aren't raising prices. You may attempt to counter with "but more money will flow through the market and thus more Inf would be destroyed". The money would travel to a "Black Market" where players trade off the market and do not pay any fees. Example of players trading off market. Your proposal would cause more items to rise in price and more items to be traded off market.
On a related note, players could simply place bids for items that cost 2 Billion or more. Either buying the item and selling it off market for more than 2 billion or having a storage place for their inf. Also, players could create alts to hold money or store their money in items traded off market (see link). -
Perhaps you should have titled your post "Getting around the Inf cap is an exploit" because your initial post does not relate to the topic of Inflation. Inflation is the positive change in the ratio of currency to goods over a period of time. The two factors in Inflation are 1) The rate of goods produced and 2) the rate of currency produced. Inflation is the positive change in the ratio of currency to goods and Deflation is the negative change in the ratio of currency to goods. Thus, simply, raising the first (goods) and reducing the second (currency) combats inflation.
Quote:One could reduce the ability of level 50s to produce Inf and not affect the ability of other level characters. Do level 50 characters get a bonus to Inf earned? If so, perhaps a reduction in such a bonus is merited.1. Reduce Influence - No, I would still like to be able to afford SOs and costume changes during a character's natural progression to 50 without having to resort to the market. The market is supposed to be optional. The earning rate is not the problem. 2 billion influence earned 'naturally' takes a long time. The earning rate and limit are sufficient.
Quote:It still wouldn't adress the root problem of people being able to exploit the inf limit, which in turn drives up demanded prices from market flippers. -
The "it's simple" solution isn't "raise drop rates" nor "reduce Inf earned"?
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Quote:1. Some people (like Smurphy) aren't still playing. It's not so much that he finds the rest of the game too easy and boring as much as it is the single most fun he has in game is blowing the snot out of people on +2 through +4 Task Forces with enemies buffed and players debuffed. He cares about that feature more than anything else.This is not an attack on anyone who thinks the game is too easy, especially the TFs, but a simple question:
Why are you still playing a game you think is too easy/boring? Especially if you have little to no faith that things will be fixed to your satisfaction. The "there's nothing else to play" excuse might have been valid before, but not these days. I'm just curious as to why there seems to be so many people that enjoy the pain they put themselves through to keep logging in.
2. Personally, I forgot to cancel the autopay before another 6 months were subscribed.
3. I do have faith that it will be fixed. Hence me posting here and asking about "how's this going" as opposed to "you stink and I hate you." The devs do a pretty awesome job. I just want them to be awesome in the Task Force difficulty direction. -