FourSpeed

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  1. I was mulling around an idea for a guide that looks at the minimum cost
    picture for equipping a toon with a low-end SO build.

    Since the devs maintain the game is balanced around SO's, I figured that
    would be a good place to start trying to get a handle on minimum costs.

    The guide idea is to conservatively quantify those costs, and discuss
    some low-end strategies for earning that amount of inf.

    In the meantime, I thought I'd share the current charts as a general info
    source (particularly in light of the threads whining about Billions in cost for shinies)

    The basic methodology is to slot TOs/DOs/SOs every 5 levels according to
    the "old school" approach to enhancing toons. Full replacement costs are
    calculated for those levels by taking (the most expensive) damage enh
    price and multiplying that by the total number of slots needed.

    That should give an approximate worst case cost.

    So, Here ya go.

    Simple SO Build
    =============
    Code:
                    Total    Slot     Total 
    Level  Enh Type  Slots    Cost   Level Cost
    --------------------------------------------
    2      TO (L5)    6        500        3,000
    7       " (L10)  14      1,000       14,000
    12     DO (L15)  21      5,985      125,685 
    17      " (L20)  29      7,980      231,420
    22     SO (L25)  36     30,000    1,080,000
    27      " (L30)  44     36,000    1,584,000
    32      " (L35)  52     42,000    2,184,000
    37      " (L40)  65     48,000    3,120,000
    42      " (L45)  76     54,000    4,104,000
    47      " (L50)  87     60,000    5,220,000
    50      " (L50)  94(+7) 60,000      420,000
    ============================================
             Total Character Cost:  18,086,105 
    There you have it - a typical toon needs roughly 18M over the course of
    its entire career to fully slot up with standard TO/DO/SO enhancements.

    I also looked at the similar case for common IOs with some simple assumptions...

    L10 IO > All TOs
    L15 IO > All DO's
    L25, L30, L35, L40 IOs correspond to SOs (within 1.5% or less), at even,
    +1, +2, +3 strength respectively (so we don't need to slot higher than L40
    IOs in anything)

    Salvage is all common, and primary IOs use 2 pieces. Of course, prices for
    it can be all over the place, but with simple planning and patience you can
    get them for under 15K a piece (and in my experience, for much less than
    that, but again, I'm being conservative here). So, for each IO, I counted
    30K in salvage costs, along with the table price for recipe and crafting.

    Here's the resulting chart...

    Simple IO Build
    =============
    Code:
                    Total         Slot Cost            Total 
    Level  Enh Type  Slots    Recipe  Svg   Craft    Level Cost
    ------------------------------------------------------------
    2      TO (L5)    6           --   --     500          3,000
    7      IO (L10)  14        1,700  30K   3,400        491,400
    12      " (L15)  21        3,550   "    7,100        853,650
    22      " (L25)  36       17,750   "   35,550      2,997,000
    27      " (L30)  44       30,975   "   41,300      4,500,100
    32      " (L35)  52       47,025   "   62,700      7,265,700
    37      " (L40)  65       74,475   "   99,300     13,245,375
    38-50   " (L40)  94(+29)  74,475   "   99,300      5,909,475
    =============================================================
                     Total Character Cost:           35,265,700 
    Surprised???

    Isn't the conventional wisdom that IO's are cheaper in the long run over SOs?

    Confession Time...

    It is... I've misled you a bit with that 2nd chart... My Bad

    The key part I neglected (intentionally) is the simple fact that IOs never
    expire. So, we don't actually need to replace them like we do with SOs.

    Since L25 IOs are roughly equal to even level SOs, let's simply upgrade
    slots that we add past that level rather than replace everything each time.

    To be sure, the performance won't ramp up as quickly that way, but it will
    still be on par with SOs, and since we're looking at "minimum cost" here,
    that's good enough for what I'm trying to show.

    Unsurprisingly, that approach has a huge effect on price.

    Here's that chart.

    Frugal IO Build
    =============
    Code:
                    Total        Slot Cost             Total 
    Level  Enh Type  Slots    Recipe  Svg   Craft    Level Cost
    ------------------------------------------------------------
    2      TO (L5)    6          --    --     500          3,000
    7      IO (L10)  14        1,700  30K   3,400        491,400
    12      " (L15)  21        3,550   "    7,100        853,650
    22      " (L25)  36       17,750   "   35,550      2,997,000
    27      " (L30)  44(+8)   30,975   "   41,300        818,200
    32      " (L35)  52(+8)   47,025   "   62,700      1,117,800
    37      " (L40)  65(+13)  74,475   "   99,300      2,649,075
    38-50   " (L40)  94(+29)  74,475   "   99,300      5,909,475
    =============================================================
                             4.49M  3.87M  6.48M
     
                     Total Character Cost:           14,839,600 
    Better? I think so too - it even shaves 3M+ off the SO build for the same
    relative performance.

    I also included a breakdown of recipe, salvage and crafting costs - I find it
    somewhat amusing that salvage is actually the smallest number of the 3,
    given all the kvetching we hear about it.

    Finally, since you can get both the recipes and salvage on the market, I'd
    wager that a savvy shopper could get the cost down to 10-12M or less
    with some planning and patient bidding.

    Anyway, I thought the numbers were interesting, so I decided to share
    them here first before incorporating them into a guide (assuming I do).


    Regards,
    4
  2. FourSpeed

    Hitting the Cap

    Very Nice - Gratz, and welcome aboard...

    Cheers,
    4
  3. FourSpeed

    Finally!!!

    What? No monocle, or tea???

    Youngin's these days - sheesh...

    Gratz - the 1.9 B cash is still good...


    Cheers,
    4
  4. To briefly summarize Frogfather's point:

    1> Player activity has changed recently, away from normal content
    towards a couple AE exploits (one of which, at least, has since been
    fixed), so fewer common salvage drops are getting to market as that
    content doesn't produce them.

    2> Supply has dropped on commons leading to higher prices there, and
    increased on rares reducing prices somewhat.

    So, Standard Economics applies.

    One other wrinkle I'm aware of - some folks have been actively buying up
    and deleting common salvage for lulz. They're not making inf by doing this
    (it's a pure loss scenario for them), but simply amusing themselves.

    That activity, while limited, does tend to exacerbate point #1 while it is occuring.


    Regards,
    4
  5. To @OP:
    Quote:
    So is my market habits a bad thing to the greater good of the Market or does it not matter in the least?
    This.

    By and large, a few transactions here or there, make virtually zero detectable
    difference in our market.

    Even in the case where concerted efforts to manipulate a niche occur
    (most recently, by buying out everything in it, and deleting it - causing an
    arbitrary shortage), the effect to the market as a whole is negligible and
    the effect in the specific niche typically only lasts minutes.

    In the 88'rs, we're dealing with Billions of Inf, and even that has no appreciable
    effect on the market (that we can definitively attribute to our transactions).

    Your transactions for a few hundred K aren't even a ripple in the pond.

    I also disagree with Lohenien that this is a "negative" transaction.

    Basically all that has happened is that you've created a bargain for the
    next buyer.

    Maybe it's a flipper, maybe it's an end-user... Who Cares?

    If it's a flipper, the item will be repriced back to "normal" price and be
    placed back on the market.

    If it's an end-user, he got a bargain if he bid low, and is now pleasantly
    surprised and happy, or more likely, he paid normal price anyway, and is
    happy he got his item at the price he expected, even if he's blissfully
    unaware that there was a bargain in the first place.

    Where's the negative?

    If there is a negative, it is to YOU. You run the risk of selling your item for
    a loss (if you list for 1, and I bid for 1, you lose inf on the fee).

    For low-value stuff, it's probably nbd, but for high value, that could sting a bit.

    So, my advice would be: list at the least amount you'd be satisfied with...

    For low value items, 1 is fine - on average you'll still make inf.

    For high value items, you'll at least get a decent price that way.

    That said, if you're happy with the prices you received for those items, it's
    all good. Rest assured it didn't impact the market at all...


    Regards,
    4
  6. In my case, I Frankenslot starting with L25-L28 IO set pieces as soon as I
    can get them for a few reasons.

    1> It beats +3 SOs performance-wise. Two dual aspect L25's (ie. Acc/Dmg)
    outperform a +3 Acc SO and a +3 Dmg SO (40% > 38.3%)

    2> You can get several helpful bonuses in addition to better performance
    (for instance, 2 Bruising Blow IO's gives you a small End Recovery Bonus
    for free)

    3> You can effectively maximize core attributes of a power in only 5 slots.
    In an attack, I can get 60% Acc, 95% Dmg *and* an SO or more worth of
    Erdx and Rch in just 5 slots (not even counting the set bonus perks).

    4> As others mentioned, the bonuses exemplar well - for me, I like to have
    bonuses for Bloody Bay and Ouroboros. Others want them for TF's as well

    5> Once I complete a power, I don't *ever* have to look at it again. I get
    20-25 levels of consistent, reliable performance (unlike SO's which have
    a choppy, sawtooth performance pattern as you level).

    6> It's cheaper... WAY cheaper than putting in L50 Sets.


    My Conclusion:

    The basic premise is that I get far better performance, far sooner, for a
    far better price, for the longest part of the toon's playing career, than I
    could by waiting till higher level.

    As a predominantly solo player, that is a hands down, no-brainer win in my book...


    Regards,
    4
  7. I have two marketeers that are pretty much twiddling their thumbs currently.

    One of them is heavily invested in a little I-19 speculation. I'm expecting
    his shinies to give a glorious return Real Soon Now, but they're in pure
    idle mode at the moment, so he's full up on shinies, recipes, slots, and
    salvage (ie, a fully stalled production line).

    The other has several purples listed and is currently a prisoner to the
    volatility of those. Given the amount of fees involved, he's simply going to
    wait it out until pricing swings back up where they were... <shrug>

    The others are playing much more reliable and consistent niches and are
    doing fine.


    Cheers,
    4
  8. Quote:
    Originally Posted by Obitus
    For every seller who leaves the market dirty stinkin' rich,
    there's a buyer who leaves the market dirty stinkin' IOed.
    While the preceding discussion on brain function is (honestly) fascinating,
    the above quote is sig-worthy


    Cheers,
    4
  9. Quote:
    Originally Posted by GavinRuneblade View Post
    Need some evidence to show the high-end comes down.

    Can you explain in there really briefly how a flipper taking the low price and making that same item sell a second time for more means the end user gets it for a lower price? I think that bit is needed.

    just saying the high-price comes down, seems like a load of BS by itself.

    Otherwise, good luck with this project.

    In addition to the bit Goat just posted, I'll add this. Hopefully it shows the
    cycle well enough to see how the top price can get lowered through flipping.

    The goal of the flipper is Quick Profit. It has two key ingredients, volatility
    and turnaround.

    Wide price swings (volatility) means he can get a low price with patient bids.

    Competitive listing means faster sales, freeing up slots (quick turnaround).

    I think it's pretty typical for most casual folks to look at the last 5 and
    loosely figure at least, that's the going price (unless they study or
    frequent that particular niche enough to know what it "usually" goes for)

    So, the flipper buys low, which raises the floor price (since the baragins
    are gone) - that seems pretty clear.

    But, in order to get quick turnaround, he has to list below the last 5
    (usually 1/2 to 3/4 of that price typically) to get the quicker sale (recall
    High Bid buys Low List when Bid > List).

    In many cases, casual folks still bid at the last 5 (buying the flips), so high
    end doesn't change initially, it stays consistent. But, we can clearly see
    the flipper hasn't raised the ceiling at all in that case...

    However, when a few patient, careful buyers bid, they'll creep bid at lower
    than last 5, and thus get a better deal than shown in last 5, since they're
    closer in price to where the flipper listed at...

    When those sales occur, they now end up showing in the last 5, and a
    few sales at that price will lower the entire last 5 view, thus setting value
    expectation for future bidders.

    You need to follow that around for a few cycles to see the effect, but it's
    there.

    Keep in mind the "benefit" the flipper is providing with his actions. He is
    preserving the supply (he didn't keep the ones he bought), and he is
    reducing price volatility by squeezing the floor and ceiling prices closer
    together.

    Hope that clarifies.

    Regards,
    4
  10. I'm against the idea for a few reasons.


    1> Many folks are already unhappy with the "blind" part of our system (not
    seeing bids or lists). With this idea, not only bids/lists are blind, but so too
    are actual prices.

    To clarify a bit: if the Last 5 prices are 10M, what does that tell you
    about the bids - were they 20M (because the lists were at 1), or were
    they 10M, or some entirely different number?

    As a seller, what this would mean to me is that I'd always list HIGH so that
    I get expected value for the IO rather than a chopped price due to
    averaging.

    2> I'd imagine this system would be much more prone to "gaming"
    With the current system, all you can really do is paint the tape, but I would
    speculate that you could additionally manipulate the averages with the
    right mix of bids and lists - particularly in a slow market with few players.

    3> As others have said, this hurts sellers (and therefore the mythical
    casual gamer). By that, I mean this: What do we always tell the beginners?
    "Play normally, and instead of vendoring your drops, sell them for 11 at the
    market" -- Bingo - they're now in an averaged crapshoot. It could work out
    well for them, but making sense of the pricing would be even harder than it
    is today, and overall, I predict it would be less effective than today.

    4> For premier items... Why risk it if you're a seller? If there's a chance I'd
    get 1/2 of what I expect for a premium recipe, I'm not selling at market -
    I'm selling in forum for the true value.


    Color me /unsigned on this one.


    Regards,
    4
  11. Quote:
    Originally Posted by Slazenger View Post
    Where that is correct in some sense, when people post these recipes for silly amounts the Market and Invention forum is not the only place they appear, a quick click on New Posts or Todays post's can also reveal these people selling these recipe's clearly in the title and also it dosen't help that sellers are bumping there thread to keep it at the top of those lists.
    "for silly amounts" -- were this statement actually true, then nobody would
    BUY those items if they believed that statement.

    Since they clearly do buy (I just sold one last week), the amounts must be acceptable.

    In other words, a person can only sell if another person is willing to buy.

    Try selling a piece of pocket lint...
    Try selling a L1 training enhancement to another player...

    The reason people will pay those "silly amounts" is because they feel the
    value of that item justifies its price. At that point, the amount is clearly
    no longer silly.


    Regards,
    4
  12. Quote:
    Originally Posted by Blue Centurion
    You can hurl insults, tell me I am whining...
    Nobody started by "hurling insults"

    What we started trying to tell you is:

    You simply don't get it -- ANY of it. You are as mistaken in ALL of
    your statements as I've ever seen anybody ever be with regards to the
    market.

    With ever greater degrees of exasperation countless people have cited
    examples both in-game and in RL that refute ALL of your ideas.

    You ignore them. You don't read them, you don't think about them, and
    you certainly do not understand them.

    That is NOT an insult - that is an OBSERVATION.

    There are actual words in the dictionary that describe the complete
    inability to learn - those are factual words with distinct meaning tied to
    distinctly exhibited behaviour.

    WE are not allowed to say them, in spite of the clear fact that you
    repeatedly demonstrate their definition with every one of your posts.

    Spouting mindless drivel appears perfectly acceptable, but a truthful reply
    categorizing that content is frowned upon if the connotation is negative
    (even when accurately categorized).



    SO, Instead, I'm going to ask a favor of you.

    PLEASE go away - write whatever letter you want to the devs. After this
    many pages (and more than a couple other threads) I'm sure your highly
    enlightened marketing mind has fully formulated its brilliant solution, and
    I'm equally certain the devs can't wait, and would love to hear it.

    Go. Write Devs. Do it now....

    My second request is that this thread be LOCKED (like it should have been
    way back on page ONE).



    Thanks in Advance
    4
  13. FourSpeed

    Praise elsewhere

    Quote:
    Originally Posted by ChaosExMachina View Post
    That if you have inflation of purples and PVP IOs and deflation of everything else
    a person who enters the market will increasingly have to sell more normal IOs.
    Imagine if you got an a-merit for every tip quest and you couldn't buy
    purples or PVP IOs with them, and that would be a fast way to it.
    If what we had was that scenario, then I'd agree with your statement.

    However, currently at least, the bolded part is not occurring.

    Prices for salvage are up (rares are pretty stable still), crafted commons are
    up (500K or more for L25's - that used to be the going price for L50's), and
    all desirable sets are up, as are purples and PvPios.

    So, we don't have split inflation. We have All or None.

    For "Staple Commodities" it is None - those prices are fixed and flat.

    For "Desired Commodities", All of it is inflating although the rates are not
    uniform between subsets within that category.

    Given those conditions, your scenario won't happen, but I now understand
    where you were headed with your point - thanks.


    Quote:
    Originally Posted by UberGuy
    But to my thinking, interacting with the market at all is playing the minigame, even if you just come and sell
    stuff you got playing the main game. And I think that reading of the response remains logically valid - you don't
    have to become a flipper (for example) to afford stuff on the market, but you probably do have to at least be a
    seller.
    I agree with this. Simply put, if you want to be able to buy from the
    "Desirable Commodities" category, then you really do have get involved (to
    some degree) with the market.

    I don't find that problematic, and in fact, I'd speculate that it's WAI and
    exactly what the devs wanted to occur (ie. Get the basics from Vendors
    and the Good Stuff from the Market).

    Now whether you think that approach on their part is right or not is an
    entirely different kettle of fish (I happen to think it is, personally).


    Regards,
    4
  14. FourSpeed

    Praise elsewhere

    Quote:
    Originally Posted by ChaosExMachina View Post
    However that does mean that you are less able to raise inf by selling normal IOs. If the trend were to continue as an extreme (ignoring various reasons it would not, primarily a-merits), you'd have to get an increasingly huge number of recipes to buy any of the pure luck items.
    I'm not seeing how you reach these conclusions:

    First: In addition to buying, all "staple commodities" I mentioned have Flat
    Vendor prices, so no inflationary effect exists there...

    2nd:
    Quote:
    that does mean that you are less able to raise inf by selling normal IOs.
    How? If inflation is in fact increasing, you will get *more* when you sell
    those things - the wrinkle -- for those items you have to sell on market.

    3rd: Your statement about luck items is as equally flawed (as far as I can
    tell) for the same reasons as point #2. Drops are free. If inflation
    continues to increase, drops will continue to sell for more.

    Taking just points 2 and 3 alone, with increasing sales values (a direct
    consequence of inflation), and flat prices for "staple commodities", buying
    power increases and "raising inf" is even easier.

    So, I'm not sure what you mean by your statement - perhaps you could
    clarify the point you're trying to make?


    Regards,
    4
  15. FourSpeed

    Praise elsewhere

    On another note, I'll talk about about "inflation".

    At this point even I'm convinced there is significant inflation due to a number
    of fairly well known and understood factors.

    Previously, say 6 months or so back, it really only existed in the premier market
    niches (purples, pvp, and premium sets).

    Since then, it has extended throughout the market to encompass most sets, and
    a fair amount of salvage (most of which can still be bought pretty cheap with
    low bids and some patience, or failing that - AE tickets).

    Here's the key point though:

    Inflation is ONLY hitting things you don't actually NEED.

    TO/DO/SO's: Flat Price. Still, today.
    Common IO's: Flat Price for recipes.
    Inspirations: Flat price for tier 1's

    In short, for those staples, pricing hasn't changed a whit. On the other
    hand, income has raised substantially, so, I'll make the point that for
    characters sticking to the simple, basic necessities, it's easier today to
    obtain them than ever before, without even setting foot in the market.


    Regards,
    4
  16. Quote:
    Originally Posted by Blue_Centurion
    1) 7 years is a reasonable figure using A merits and casual drops only. 40 days (with no breaks) per Purp. 25-30 purps, depending on whether you 5 or 6 set them. that is 1,200 days for the 5 sets of purps alone. Then a couple PvP sets? Yeah.
    Congratulations Genius,

    The game has only *existed* for 6 years.

    The market, for considerably less.

    Using your brilliant mathematical prowess and flawless calculating skill,
    nobody could possibly have a purpled out toon of any sort until next year
    at least, according to your math.

    You just keep racking up the credibility there, champ...


    4
  17. Quote:
    Originally Posted by TrueGentleman View Post
    MUDflation isn't pretty. Perhaps the devs will address it after they fix the PVP system...
    So... in 2015 or so?
  18. FourSpeed

    New copy needed?

    I'll also echo the flashdrive approach.

    BillZBubba has a guide on the topic - I've referred to it several times for a
    number of PC's over the years, and it's definitely the fastest way to get a
    new client installed on another PC.

    His guide is here.


    Regards,
    4
  19. Excuse me while I shove my way past this massive pile of broken train parts.

    As for "mob", it's any and/or all of these: abbreviation, acronym, and word,
    as follows:

    If you believe:

    A> mob = derivative of "mobile", then mob = abbreviation

    B> mob = derivative of "Mobile OBject", then mob = acronym

    C> mob = group of (often angry) people, then mob = The Queen's English

    So, count yourself RIGHT! (or at least close enough for government work)

    As others have mentioned, "mob" is associated with MUDs, but until we
    can get the actual guy who coined the term to say which (of A or B)
    he was thinking, I'd have to say that both of those are singular and
    synonymous, while the English word clearly describes a group.

    Of course, given that we can't get folks to realistically and consistently
    distinguish between "to" and "too", "they're" and "their", "its" and "it's"
    (among others), arguing over "mob", while highly entertaining, seems a bit
    of a silly nit to me.

    My vote? English - the word was first, so it wins...

    (although I often use the other two interchangeably and let context
    clarify whether I mean the word or one of the gaming terms).

    That said, if real clarity is required, I'd say "critter" for one foe, and
    "spawn" for a group as those terms clearly have no ambiguity. YMMV.


    Cheers,
    4


    PS> Can't we all get along???
  20. Quote:
    Originally Posted by Talen Lee View Post
    I had reason to check, today, just how much the 88s have in prestige. When I checked, I did the math.

    94,118,139,000 inf destroyed.

    Phew.
    So, I guess the push is on to top the 100 Billion inf burned mark.


    Cheers,
    4
  21. Quote:
    Originally Posted by Fulmens View Post
    So, if we step on each other's niches... what you're saying is, we might lower prices?
    Who is this reply to?

    If it was me (since I specifically mentioned your name), then I wasn't
    clear enough in my post..

    The point I was trying to make was that people are already in the niches I'm in
    (including you, judging by the 908's I've seen)... and we're still making inf
    (at least, I am - can't speak for you of course, but I'd assume you are too).

    So, I don't see any reason to adopt Enyalios' idea of sharing niche
    information or co-operating which niches we're in... it's a non issue to me.


    Regards,
    4


    PS> "Fire away, Gridley" meant -- feel free to jump into any niche
    of mine you want...
  22. I have several toons working their own particular niches (sometimes for
    months to years).

    On the other hand, I only have ~10-50% market share in any of those niches,
    so, there are other people in them already...

    How do I know you're not one of them???


    Or, put another way, Fire away Gridley!


    Regards,
    4


    PS> Actually, I'd speculate that Fulmen's and I are competing in one of
    them (unless someone else has borrowed his trademarked '908' bid endings")
    That said, I bet we're both making inf there.
  23. Quote:
    Quote:
    Originally Posted by Nethergoat
    oh yah, I forgot about that...where's mine1!1!1

    if you're around tonight I'll try and remember to give you a shout...

    ...also, I think we should run some (short) low level TF as a family to get levels for folk who want levels...
    I'd be up for that. Potlatch is 35 and I just lifted the no xp ban now that he rolled and sold all his hero merit drops.
    Granny will cheer you all on from her rocking chair ... and possibly start knitting a quilt
    showing all the brave, heroic faces of those taking part...


    4
  24. My take on it (the off topic issue), is that it really is a Marketing topic
    insofar as:

    1> The primary premise is market/inf based - an experiment, if you will, to
    see if a group of marketeers can indeed purchase their way to the top and
    to guage whether that effort produces any detectable market effects.

    2> The vast bulk of the membership of the group is comprised of regulars
    in this forum and the bulk of the threads are "financial" in nature (even if
    it's just to list project contributions)

    3> A secondary purpose for a number of the members is to try to provide,
    and encourage a fun, inf sink for players, geared towards mitigating (to
    whatever degree possible) perceptions of inflationary market effects.

    That said, if somebody (ie. a Mod) felt strongly enough that it should be
    moved to the Virtue Forum, I doubt it would cause much angst or uproar.

    Still, it seems to me that a bunch of Marketeers are amusing themselves
    (and quite a few others, judging by the commentary) with a financial
    marketing experiment encased in the form of a SG.
    <shrug> works for me


    Cheers,
    4



    PS> @Fulmens: I'd probably put in a plug for a promotion for Granny too
    (she's the lowest rank of any contributors over 5M prestige currently)