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Quote:Absolutely.Also worth noting that that one bid that remains for the IO is almost assuredly for 1.1M, and is just as likely placed by the person selling them for 7M.
I always placed a few protective lowball bids to soak up incoming supply when I was crafting set IOs for sale. -
Quote:This dovetails nicely with my own experiment flipping Ancient Bones.Basically Gamemaster layed out how you can cause a surge in prices for something that you can soak up enough of the supply on. The surge generally causes an increase in supply in response, as people who were not selling the good now start doing so. This causes the surge to be self-defeating on a time scale that's dependent on how infrequently whatever it is drops (or how many merits or average tickets it takes to create it). He outlined that the key to profitability in these schemes is knowing when to curtail your own buying and how to sell your inflated inventory in a way that doesn't collapse the price before you get rid of enough of it to profit.
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Quote:So what?Just because the marketeers are happy, don't mean everyone is either.
The markets isn't in place to make everybody happy, it's there to facilitate the transfer of goods and provide an engaging mini-game for those players who enjoy such things.
With the exception of PO's it does a grand job at both those things.
Quote:Most of the player base don't even post in here so to get a fair shake is pretty obviously not going to happen.
Or are you another one of those psychics who JUST KNOWS what the 'casual gamer' wants and feels?
Quote:I'm ok with that and with the immature name calling.
Quote:If it weren't for us farmers, how do you think WW would even function?
The structure of the system guarantees that SOMEbody will fulfill the role of supplier- whether it's you, or me, or some other random player is irrelevant.
Quote:If you had to build your toons on your drops, it'd take 10 years.
The system provides enough incentive to guarantee that some % of the playerbase will spend their time feeding demand.
Your dismay over a system that does precisely the job it was designed for and which already has several 'failsafe' sources of alternative supply would be comical were it not so pathetic. -
Great post- I've always meant to put together something like this, but my problem with getting usable screenshots with the market UI open + my inherent laziness means it never quite happens.
Kudos!
And quick someone move this to Guides so it doesn't get forgotten and eaten by the forum monster. -
Quote:The thought that someone is MAKING anybody pay for the sort of outrageous luxury goods we're discussing here is purely ridiculous.Tell that to the people actually wanting the pieces and having to wait and wait and wait and wait and wait........ for bids to actually fill. AND to fill at "their" reasonable price. OH, wait, what's reasonable again? It's whatever they ARE MADE to HAVE to pay in order to even get the damned pieces from WW, that may go months without even filling.
If you want a Ferrarri, it's going to cost you. If you want a certain limited edition Ferrari that comes up for sale very infrequently, and that a lot of other people also want, that's going to cost you a lot more and may take a long time.
Your consistently inane ranting about the very nature of the market has me picturing a dirty college radical from the 70's wearing a Mao cap and a Che tee shirt.
The Revolution failed, dude.
Get with the times. -
Quote:Take common salvage. I figure five [1] times as much common salvage drops as anyone actually uses for crafting stuff. It'd be nice if we could just make a big pile of it on top of Posi's pointy little head [2] and take it when we wanted some, rather than occasionally waiting a day for a Circuit Board because some American thinks they're George Soros.
nobody who knows what they're doing messes with common salvage except as a leaning tool- even at its least available and most expensive it's not worth wasting a slot on.
The shortage of common salvage is mainly the fault of MA. Players generating tickets aren't wasting them on commons for the same reasons marketeers aren't clogging their slots with commons.
Happily, tickets giveth as readily as they taketh away.
Don't want to get "gouged" on common salvage? Keep a small stack of tickets in your pocket for a rainy day. If you balk at paying 20k or whatever for some low supply common, roll your own at the MA desk. As a bonus, the extra salvage you generate will probably sell for a tidy profit -
Quote:Yeah, this is a huge disconnect between a lot of the "patience is a market virtue" crowd and the "stuff is too expensive/rare/hard to find" crowd. I'm gonna play the crap out of my characters - it's why I want to IO them. I just don't get IOing some lark, PL'd character to the gills. If you're going to PL a character and play it a ton afterwords, I have no problem with that. But I consider churning out a harem of 50s and trying to IO them all on the spot and then complaining about prices pretty dumb.
I'm not saying everyone complaining about prices does stuff like that, but we have seen it.
I don't get to actually play any of my characters a whole lot these days- for me IO'ing them out has to some extent become the game. Popping in and checking the market, picking up and crafting wins, collecting on sales, messing around with builds, all that fits nicely into my current (greatly reduced) gaming schedule.
Running the occasional mission to stress test performance on evolving builds is about the extent of my 'real' gameplay these days.
I have noticed lately that all the changes of the last few years have greatly suppressed my formerly insatiable appetite for new alts- the ability to evolve existing characters via IOs means I can keep scratching that character development itch with characters who've hit the level cap.
I'm sure Going Rogue will reignite my alt-itis though, if we get the plethora of new costume options I'm expecting. -
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the devs should solicit us locals with their market questions, since we've consistently demonstrated a far finer grained understanding of its hows and whys.
I used to think they knew what was up with the market. But it's been clear for a while now that they just make random changes without thinking them through, then gape in confusion at the ensuing carnage. -
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omg why didn't I think of this myself?
0.0
time to log in my mind/kin controller and go crazy in Steel Canyon. -
Quote:ah ok, I misread.I never said they intended it to be a store. I just said that the market's rules and limitations exert a downward price pressure to encourage faster transaction rates.
I took your post to mean that the mini-game aspect of the market for scorekeeper type gamers was some sort of unintended, undesired consequence for the devs. -
Quote:CO neatly demonstrates the pointlessness of an 'open' power system for a multiplayer video game.Has there been any discussion on the topic of opening up archetypes so you could choose powers over all the power sets of that archetype as long as you were limited to the maximum number of holds/AE damage/Defense/Resistance the archetype should have? With CO offering such an abundance of choices for any one character, and realizing that such a system wouldn't work for CoH/V, there is still a middle ground that could be explored by keeping things within the archetypes though more open than it is now. Granted it would be a huge undertaking to make sure that the system wasn't exploited but that should be able to be worked out in the long run and would open up themed characters to such new aspects as to make the proposal attractive in many ways. Just a thought I hadn't seen expressed here yet, though admittedly I could have missed it.
I guess it could work if our theoretical game company had an infinite budget and an infinite # of employee hours to throw at it, but in the real world it isn't an efficient choice for a multiplayer game to make.
The AT system is a solid mix of novelty and balance. I'd rather they invested time making more ATs than some half-baked attempt to emulate CO's failed power model. -
Useful advice, kudos to Posi for posting it.
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Quote:So, let me get this straight.No, i call u immature for all teh name calling. Just as the market forum calls people "lazy" that disagree with them and talk negatively to anyone that disagrees with how the market works. Talk about hypocrits.
A player wanders in here complaining about how poor they are and how unfair it is. We (collectively) describe various simple, foolproof methods of building wealth. Said player ignores our advice in favor of their original plan of whining about how poor they are and how unfair it is. We call them "lazy".
And this makes us "hypocrits"(sic)?
Somebody needs to buy you a working dictionary. -
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Quote:So, while the devs don't prevent you getting rich off the market, there's every indication that they intended that it be used primarily to facilitate the free flow of excess drops, and not for players to notch their billion-influence belts.
The market is intended "primarily" as a time sink, like every other activity in the game. Designing it to serve both the 'casual' gamer and the 'power' gamer is smart business when you're looking for ways to engage your playerbase.
If they wanted a store, they would have made a store. -
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Quote:Discussing Flipping:
If nobody flipped prices would be lower....
Not necessarily.
Assuming it was an item with actual demand you'd get the 'boom/bust' cycle I observed during my experiment with Ancient Bones. There were times when an abundance of Ancient Bones were selling for 10 inf, there were times when there were very few available and they were going for a few hundred K each.
Enter the flipper.
In the beginning I raised the price floor from roughly 10 inf to 1,000 inf.
At the same time I lowered the price ceiling from several hundred K to 15k, initially.
The other thing that happened was that with a good, steady market for Ancient Bones (me) people were motivated to list their on the market instead of vendoring or deleting them.. Average supply was vastly increased. The average 'for sale' range was between 0 and 100 when I started. When I walked away it was up to several thousand.
Flippers raise the price floor (which encourages supply) and lower the price ceiling. It does not follow that Captain Casual is getting gouged- he was just as likely to try and buy an Ancient Bone during a supply drought when prices were in the hundreds of thousands as buy one for 10 inf.
With a flipper in the equation, he's guaranteed what he wants for 'market' price (or if he's patient, at the flipper's cost +1).
Without access to the dev's numbers we can't know for sure what impact a flipper has, but my observations suggest that they are value neutral at worst. -
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Quote:To echo Uber, I have an ar/dev that had been parked for YEARS due to various changes to the game that made playing him more of a chore than a joy. I un-parked him a while back with the express interest of seeing how much inf a 'casual player' could earn in today's environment without making any special effort (i/e, just playing 'normally', running contacts, teaming, whatever- no farming, no market games at all).Except we covered this in the other thread. You don't have to do those things. I don't do them. I just play some every day, usually 2-3 hours though sometimes real life means I can't play. I solo some, I TF some, and I am IOing out character number nine, who started getting goodies at level 37, and is now nearly fully outfitted except for a set of purples. (The characters' still not 50, so I can't slot purps yet.)
By the time he hit 50 he was nicely kitted out with 'good' IO sets (Positron, etc) and had enough in savings to make me laugh anew at all the poor-criers we get around here. I haven't looked at him in a few months, but I'll check his bankroll when I get home and post the total here.
Honestly, you earn enough inf just playing 'normally' to afford anything you want short of uniques, purples & PO's.
Quote:And in fact, flipping is a self-annihilating process. In theory, someone could outflip the flipper by simply bidding a little more, and selling for a little less.
I really wish my old thread on flipping Ancient Bones hadn't gone to feed the forum monster. It graphically demonstrated the birth, life and death of a flipping niche. -
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Quote:Our market is so simple a child can quickly figure it out, if they have the inclination.Generally speaking, people don't want to have to be economic majors to play a game or even have to take an economics course.
I started from square zero with the market- I'm terrible at math, had zero interest or background with any type of economics more advanced than balancing a checkbook or adding up the cost of the stuff I added to my shopping cart.
And yet now look at me, a member in good standing of Club Eeeebil and a veritable prince of the market.
Did I achieve this eminence by enrolling in an econ class at my local JC?
Nope.
I thought the market was fun, I played around with it and over time figured out how and why things happened the way they did. I learned about the market the same way I learned everything else in this game- organically.
If that sort of thing doesn't interest you, no problem...SOs still work great!
Market whines nearly always boil down to entitlement whines-
"I DESERVE the 'good stuff'! Why should I have to make an effort when it should be HANDED to me because I pay a monthly fee?!?"
In this game as in life if you're unwilling to work for luxury goods, learn to make do with less.