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Quote:ditto.I don't think its a waste of influence, I just feel its a waste of my time. The only TO's I ever slot are drops.
I slotted a bunch on my last new alt just to see if I'd notice any difference....and I didn't.
I slot drops until I can slot generics at level 15.
But the way inf rains down now it's not a big deal- go for it if you want. -
eryq's comments in this forum are guaranteed confusion for anyone with a grasp of basic market forces.
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Quote:What's your logic in implementing a massive price hike for nearly every common in the game?3 Put common salvage into vendors at the university for 10k a piece.
Not saying it's a good or bad idea, just curious about why you think it would be an improvement.
Quote:Taking commons out of the drop tables would have the added benefit of drastically increasing the amount of set IOs that drop and end up on the market.
I'm no whiz at drop pools, but generics are common and sets are uncommon or rare, right? I don't think it follows that eliminating commons would mean more uncommon and rare drops. -
In a one on one game with skill levels being roughly equal I'd take a short point guard over a huge center or forward any day of the week.
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back when I still 'needed' inf I'd stockpile all my 'good' drops in the base and then list them on the weekend. The feeding frenzy is as reliable as it is insatiable.
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Quote:Hasten is nowhere near as ubiquitous as stamina.while we are getting free fitness "because everyone uses it" can we get free Hasten as well. I am sure the same everyone that picks fitness also picks hasten.
for my part I have fitness on every one of my characters except my emp/elec defender (who I haven't respec'ed since ED). I've got Hasten on....five? Out of three full servers and a handful of random characters on others.
Stamina was seen as a requirement by pretty much everyone who plays the game.
Hasten, while highly desirable for many builds is far from a perceived necessity.
Especially in the IO era, where you can pack a lot of recharge into a given power without sacrificing in other areas. -
Quote:AlSils have historically sold in the 50k range, there's nothing weird about it.When I see weird prices like these, I'm pretty sure someone's trying to jack up the prices.
Quote:In that case, I'd rather not feed their schemes and I just roll salvage in AE.
For the 'price' of those rolls you could get 3 or so Bronze recipes rolls in the 35-39 range, with a potential worth in the tens of millions.
Three rolls by themselves are a bit of a crapshoot even with drop weighting, but common salvage would have to be selling for millions instead of thousands before it made any sense at all to waste tickets on.
Note I'm not saying it's wrong, it's just horribly, horribly inefficient, like using reward merits to buy large inspirations.
Quote:My guess is that these price fixers are returning players before emailing inf was introduced and they're just doing what they did before with their lowbies -
I was finally able to make my water blaster by recoloring energy blast.
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so what I'm getting here is that I should sell those full sets of Apocalypse & Gravitic Anchor I found stored in an old disused base the other day?
Thank You, market forum! -
Wow!
*clapping hooves* -
Hmmm, unsure what room to declare for as bases don't have garbage dumps or bathrooms...
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I generally don't bother with lower level stuff except in cases where it brings a premium, usually due to lots of people wanting them to slot for their lowbie alts (Karma -KBs, Steadfast +def, assorted procs, LotG +recharges, Numinas, Miracle, etc etc).
Stuff like that is pretty easy to price because there are usually 0 for sale.
My Rule of Zero says anything with 0 for sale is underpriced, so just list higher than the highest price in the 'last 5'. If you're in a hurry, list for a few million more. If you don't mind waiting for a bigger profit, double or triple the highest price. Buyer impatience has trumped my ridiculous markup in every instance so far. -
Quote:My observation was based on looking at what they did from a player perspective and reaching a conclusion.Oh I get it, what is obvious to you has to be dependable DATA, but what other people observe is just speculation. Very clear now Nether, thanks.
The "observation" I castigated pretended concrete knowledge of sales numbers and internal developer projections.
so I'm not pretending to have secret insider knowledge, whereas he did.
Again, not that confusing.
In any case, the proof of the pudding is in the eating.
I'm seeing plenty of players rocking the new emotes, which bodes well for its sales.
The next booster release will give us an indication of whether the devs really do love enraging players and not making any money because they try to sell garbage at Tiffany prices, or whether it was something they were trying out to gauge its feasibility. -
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Quote:It seems obvious to me and is based on the observable data available to us outsiders, not the pretense that I know what numbers are flowing through their database.Just in case you're not paying attention. Emphasis is not mine.
Jer
I'm not sure why that distinction would confuse anyone. -
Quote:you're wrong.On the theme of the thread, i'd make all items "locked" on the -second- character to own it. So you could have something drop and sell it, but the character who bought it or had it given to them couldn't get rid of it, short of destroying it. There'd probably end up being some hoarding (oooh, what if i need this eventually?!) but i doubt that'd do any more to raise prices than what flippers and manipulators do already.
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Quote:Captain Super needs to make a pile of Widget X enhancements for the Widgeteer Badge. In pursuit of this goal he buys up nearly the entire stock of Statesman's Jockstrap salvage, leaving only a few wildly overpriced remnants on the shelf.I still don't see how buying something for X, then selling it for 2X, keeps prices DOWN. You've just DOUBLED the ASKING price.
Kid Sidekick happens along, needing a Statesman's Jockstrap to craft the Hairy Eyeball recipe that dropped for him earlier. But horrors, there are hardly any left on the market and all of them are tremendously expensive! Kid Sidekick has to do without for now.
If only it wasn't for those dastardly badgers buying up and destroying all the cheap salvage!
Now, let us imagine that Captain Super is, rather than a destructive badger a productive flipper.
He buys up lots and lots of underpriced Statesman's Jockstrap salvage that would otherwise have been destroyed. He then re-lists it as a markup that lags behind what he knows the salvage is "worth".
So when Kid Sidekick rolls up with his shopping list he finds a plentiful supply of Statesman's Jockstraps available that are well within his budget.
That's how recirculating salvage at a small markup keeps prices down. -
Quote:no it doesn't.Here's what flipping does: Prevents people from buying low immediately.
absent flippers prices fluctuate wildly depending on supply.
So, yeah, if you happen to be bidding when the tide is in you can get your widget for next to nothing. If on the other hand you're bidding when the tide is out you'll spend a ridiculous amount, if there's stock at all.
My original flipping experiment with ancient bones red side illuminated this very nicely. I watched for several days before dipping my hoof in. What happened was people were either paying nothing (which isn't really worth it to the seller, so supply was nearly always low) or they were paying 100k+ when there were just a handful left.
My impact on that scenario was to buy at a price point that encouraged people to list their junk (over the course of my experiment the # available went from a few hundred average to a few thousand average) and to sell at a price that ensured quick turnover.
Quote:Now they CAN place a bid and wait, but i guarantee prices would be much lower across the board if flippers... -
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Quote:Flippers don't want things "sitting there", they want them turning over.Any person who bid less than the flippers price. If, as a flipper, I have a stack for sale at 60k. It sits there till its the lowest price.
Which they ensure by pricing behind the curve, not ahead of it.
I suggest you go out and flip something before lecturing actual flippers about how it "really works". -
Quote:flippers need to undercut the 'going rate' if they want to move their junk, that's how.Just how does buying low and selling high drive prices down?
Trying to push the price of high volume items higher is a fool's errand. Flippers rely on turnover to earn worthwhile amounts of inf, tying up slots with stuff that's overpriced renders the entire exercise futile. -
Quote:Flippers raise the price floor and lower the price ceiling by assuring supply.
1) Change the AH to an open market system.
- Pricing would have to be limited to two significant figures ( 2,200,000 would be ok, 2,199,999 would not be {this is to simplify the listings, as 4k individual prices would be a nightmare for shoppers.} ).
- Bids would have an eight day decay.
- Daily transaction limit.
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Players don't care if someone is getting a cut as long as they can buy whatever they want when they want it. Well, except for a few fringe cases. - Pricing would have to be limited to two significant figures ( 2,200,000 would be ok, 2,199,999 would not be {this is to simplify the listings, as 4k individual prices would be a nightmare for shoppers.} ).