peterpeter

Multimedia Genius - 12/20/2011
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  1. Turns out I still have my old market columns in text files on my pc. Here's the one on resolving ties.

    ================================================

    Which Bid Wins?

    A couple of weeks ago, I decided to tackle a question which has been puzzling marketeers for countless generations. When there are multiple bids for the same item at the same price, which bid is resolved first when an item is listed? If the bids are for different amounts, then the highest bid should always get the item, but when the bids are for the exact same amount, no one really knows what happens.

    There are two dominant theories. The first is the FIFO theory: First In, First Out. According to this theory, the first person to place a bid will get an item before the second person who places a bid. The last person to place a bid will be the last person to win an item.

    The other theory is that the bids are resolved in random order. According to this theory, there is no way to know which person is going to receive the item when the bid amounts are the same. Some random roll of the dice on the server makes that determination.

    In order to put these two theories to the test, I gathered up a few stacks of unpopular recipes: Level 11 and 14 Fear/Range recipes in the Horror set. I asked for volunteers from the Market section of the forums and the global channel TheMarket. I asked each of the volunteers to place a bid for exactly 89 influence on the level 14 recipe. Nine people offered to help. I carefully recorded the order in which they placed their bids. 0th Power placed a bid first, then Miuramir, Macskull, Anti-Gravity Man, Lili, AC Bolt, Blazing Stone, Ironblade1, and finally Grandpa Squeak. Once all nine bids were in place, all for the same item, all for the same amount, I listed one recipe for sale at 1 influence.

    The recipe sold instantly to... (drumroll please) ... 0th Power. I listed another recipe. It sold to Miuramir. So far, it was looking like the FIFO theory might be correct. I listed the third recipe and leaned forward into the monitor, waiting to see who had bought it. Would it be Macskull? No! It was AC Bolt! The sixth person to place a bid was the third person to get an item. The next recipe went to Grandpa Squeak, the last person who had placed a bid! FIFO was out the window! The remaining recipes went to Ironblade1, Lili, Macskull, Anti-Gravity Man, and Blazing Stone. First in was definitely not first out.

    We could have stopped there, and just assumed that the random theory must be the correct one. After all, the results looked pretty random after the first couple of names. That wasn't good enough! We decided to run the exact same experiment over again: the same people placing the same bids in the same order on the same recipe. If the purchase order was determined randomly, then we would see a new and different mix-up of names. That's not what happened.

    I listed the first recipe, and once again it went to 0th Power. I listed the second recipe, and once again it went to Miuramir. Who would get the third recipe? Would it be AC Bolt again? Yes! Yes it was. The exact same people received the recipes in the exact same order. The random theory was sporting a black eye!

    Now we were eager to learn more. We tried the same experiment with level 11 recipes instead of level 14. It didn't make the slightest difference. The buy order seemed to be fixed in stone. What magical power gave 0th Power a lock on first place? What dark curse kept Blazing Stone stuck in last place?

    It didn't look alphabetical by global name or character name. We tried comparing the levels of the characters, and the number of vet badges. Nothing made any sense. What about other badges? Market only badges? Influence on hand? Server? Age of the character? Time zone? People were throwing out information and data points as fast as they could type, and I was trying to compare everything. Suddenly, I noticed one point of correlation: origin. The first two characters to get buys were both Natural origin. Next was the one Magical character, then all three Science characters, followed by the lone Mutant. Did the market favor Natural characters and punish Mutants?

    I double checked my notes, and realized that one origin was missing. For the correlation to be perfect, Grandpa Squeak needed to be either Science or Magic. I typed out the question, and waited for a response. Grandpa Squeak's character was... a Mutant. The series was broken. Humans are very good at spotting patterns. Our brains are wired for it. Sometimes we're so good that we spot patterns which aren't even there. I decided the partial correlation could be chalked up to coincidence. We still didn't know what factor determined the buy order, and we had an endless stream of possibilities.

    Luckily, our next experiment pointed us in the right direction and away from the vast swamp of character details. We ran the same experiment as the first time, except we reversed the order in which people placed their bids. Would 0th Power still come out on top, even when he was the last person to put in a bid? Would Blazing Stone still come in last, even when he put in the third bid?

    Nope. Grandpa Squeak put in the first bid, and Grandpa Squeak got the first item. Ironblade1 put in the second bid, and got the second item. Blazing Stone put in the third bid, and the third item went to... Anti-Gravity Man, who had put in the sixth bid. Even though we had changed the people around, the bids were still resolving in the same order relative to when they were placed. The last person to put in a bid became the fourth person to receive an item, just like last time. Which person actually placed each bid didn't matter!

    Once more unto the breeches! For the next round, I assigned a random order, starting with Grandpa Squeak and ending with Miuramir. It made no difference who placed which bid. The first two bids always received the first two items. The third bidder was always the seventh buyer. The last bidder was always the fourth buyer.

    Obviously there were many potential variables which we did not test. What if each person placed two bids? What if they all bid something other than the 89 influence we had used over and over? What if a few bids were placed, then a couple of them were canceled, then a few more placed, then two items were sold, and then another bid came in? Sadly, we only had time for one more test. What if there were only eight bids instead of nine?

    Quat and Hecktender stepped in to replenish the dwindling ranks of volunteers as we ran our last experiment. Once again, the first bidder got the first sale. Once again, the second bidder got the second sale. The first surprise came when the fourth item sold went to the eighth bidder instead of the ninth. Of course, we only had eight bidders, so it wasn't that big of a surprise. There was a ripple effect, though: the fifth item went to the fifth bidder instead of the eighth, the sixth item went to the third bidder instead of the fifth, the seventh item went to the fourth bidder instead of the third, and the eighth and final item went to the seventh bidder instead of the fourth.

    The numbers were different, but clearly the same pattern was still present. The conversation quickly dissolved into a complicated analysis of random number generator seeds and number sequences patterns. In the end, we could only resolve to come back and puzzle away at it again on some future date. We certainly accomplished what we set out to do: to thoroughly test the two main theories regarding bid resolution order. The system is clearly not FIFO. The system is also not truly random. The bidders may have been jumbled up a bit, but they were jumbled up in the exact same way every time. There may have been a random sequence generated at some time, but during our testing window we were clearly dealing with a fixed sequence.

    I will leave you with a few rows of numbers to think about. The first row is the ID of the bidder, from bidder #1 to bidder #9. The second row shows the order in which each bidder received an item. Bidder 1 received item 1, bidder 2 received item 2, bidder 3 received item 7, and so on. The final row shows the order in which the bidders received items during the final experiment, when there were only eight bidders and eight items instead of nine.

    1 2 3 4 5 6 7 8 9
    1 2 7 8 6 3 9 5 4
    1 2 6 7 5 3 8 4
  2. Quote:
    Originally Posted by Grant_Hammerhoof View Post
    Awesome stuff here everyone--don't quite get the "Troy Hickman" thing myself though--but I'm glad to see ideas that everyone has!
    Common Grounds is a six-issue comic book limited series created by writer Troy Hickman and published by Top Cow Productions in 2004. The series examined the life of superheroes and villains in and around a chain of coffee shops called Common Grounds.

    Personally, I'm reminded of the live action Tick tv show, where they hung out in a diner or a cafe or something. I think they do that in every version of the Tick, don't they? Also, in the movie Mystery Men the guys hung out in a diner a lot.

    EDIT: Oh, also stumbled across this: "It was revealed at the 2009 Comicon International that Common Grounds had been picked up by Starz Media for a television series." Cool!
  3. I think that, every once in a while, a bunch of level 1 Hellions should run in and yell "This is a stickup! Everybody put your hands... oh crap."
  4. Quote:
    Originally Posted by rsclark View Post
    A million times this. Last night my roommate was doing a level 47 respec to get a final 50 IO build. He didn't have enough cash for everything, but I could not talk him into bidding what he had on him for one expensive recipe.

    He said he would rather wait until the price came down or he had more money. Even though he's in the middle of putting together his final, unfinished build, he ended the night with zero bids on the market.

    I highly doubt a bigger pool of cash would make him "play" the market.
    The sad part is that the price did come down, about six hours after he logged off. Then it went up again six hours later. He missed it.

    (Well, probably. I don't actually know what items you're talking about, but that's the kind of thing that happens.)
  5. Quote:
    Originally Posted by rsclark View Post
    Until this post, I had only ever seen "ebil" used before "marketeering", so I assumed it was short for "e-billing" or something similar and was a reference I did not get. Now I realize it's ignorant haxxor speak that I did not get. Thank you for your enlightenment.
    The 'b' and 'v' are adjacent on the keyboard, so it's a common typo in the angry and poorly spelled anti-market rants that appear from time to time. I don't think the original posters did it on purpose, unlike l33t haxxor speak, in which the misspellings are deliberate.

    Marketeers co-opted the term and use it with a mix of pride and mockery.
  6. Quote:
    Originally Posted by UberGuy View Post
    Out of curiosity, does that mean your bid flat out disappeared? I was curious if it really would, or if the item would just no longer be available for new bids.
    In the "ALL" tab in the new market UI, it says "ALL (20/22)". It shows all the stuff in 20 of my slots. The other two slots have vanished. They still exist, but I can't see them. I can't put new things into those slots, and I can't cancel the bids that are in those slots.

    I did open a support ticket, and the GM's are being very helpful, though it isn't resolved yet.
  7. Quote:
    Originally Posted by UberGuy View Post
    A variety of nonexistent inspirations are now no longer visible in the market interface. At least one nonexistent inspiration is still in the interface, and a variety of nonexistent enhancements are still visible, however.
    Yeah... that was where I was banking my inf. Hope it's not too late for a petition. I should have noticed sooner.
  8. You know, maybe I should have been more worried about this issue back when I17 went live. Is it just my imagination or did those non-existent Market teleport inspirations vanish when the new UI arrived?
  9. I was just cleaning up my thread subscriptions and I stumbled across this. Ahhh, three months ago. How the world has changed.
  10. Quote:
    Originally Posted by Lohenien View Post
    there's this thing called email. I'm not sure how much I can store there, but I intend to do so.
    I thought email storage was wiped after 30 days? The market merge is more than a month away, right?
  11. Quote:
    Originally Posted by SwellGuy View Post
    Possibly. But the usual suspects will still maintain their complaints. They were immune to facts for 3 years I don't see them becoming enlightened this summer.
    Indeed. We'll get complaints that pooling your inf is ebil because each character should stand on their own two feet for RP reasons. If you don't like the market, you don't like the market. That will never change.
  12. peterpeter

    AT Differences?

    What do you want to be able to do? If you are going to solo, a tank is the safest but slowest of the three. If you want to draw aggro away from your teammates and survive it, a tank is your best bet. Both scrappers and brutes can solo well, but personally I think scrappers solo better. Brutes can get more benefit from teammates' buffs, though. Really, it's hard to go wrong.

    I suppose one fundamental difference is the inherent. Brutes get fury, which increases their damage output as long as they're fighting. Scrappers get criticals, which allow them to do bonus damage at random times, especially against bosses. Tanks have gauntlet, a taunt effect which helps them keep aggro.
  13. Arachnos inserts them when they are babies, and then waits until they are fully grown before sending in the rest of the team. You have to plan ahead when you're a supervillain like Lord Recluse.
  14. Quote:
    Originally Posted by Talen Lee View Post
    How sure of this are we, Peter?
    I'm absolutely positive that I do it, and I'm pretty sure I'm not alone. Well, I tend to spend them when I hit 35, if I remember to, and then save the rest until 50. I'm also certain that some people always spend them as soon as they earn them. So... does the rest of the player base split 50/50 between "spend now" and "save until 50"? I don't know. But I'd have a hard time believing that the "save until 50" crowd is insignificant.
  15. Quote:
    Originally Posted by Rodion View Post
    ... A lot of people will be playing the new powersets, so that will mean an influx of new characters and potentially a larger supply of mid-level rare recipes -- if players choose to run content that gives reward merits.
    And if they choose to use their merits on mid-level recipes. People tend to wait until 50 before spending merits. If any of this new incarnate stuff can be purchased with merits, it will exacerbate that problem.

    Overall, I'm in the wild chaos camp. Merged markets, reset histories, all bids/items backed out, plus an expansion which is oriented towards creating new characters, plus some new rewards for high level characters, plus maybe a double xp weekend and a reactivation weekend not too far away I bet. It's going to be a wild ride.

    Sadly, I'll be out of town when the mess hits and during the first weekend, so I won't be able to get any bids in or list anything. I suspect the winning move will be to put in lots of bids for half of what things are worth today on goods with high turnover, and then relist them for 90% of what they're worth today. High profit, high turnover. I'm just sorry I won't be around to try it.
  16. This isn't a reappearance of the old mouse-over bug is it, where moving the mouse over the post button while clicking and dragging triggers the button-down event?

    I haven't really been logging in much lately, especially not to the market, so apologies if that's a totally dumb idea.
  17. Quote:
    Originally Posted by Nitra View Post
    Not sure how something like this goes down, if it's the devs saying ok, we are changing this period, and here you go... or do they talk to the people that have to use this and find out what is the best way to go about this... most likely not the latter....


    Not sure if things like this are talked about during beta testing... if not then maybe a steering committee might be the way to go, to better get a feel of how the populace with feel about certain direction the game is going towards sort of like a focus group if you may.... feedback is always a great tool
    I wasn't in the very beginning of beta, but I was in there. As far as I can tell, it went something like this:

    1. Everyone agrees that the market UI could be better.
    2. Players post some specific suggestions here and on the suggestions forums.
    3. Devs ignore them and come up with their own ideas.
    4. Devs completely rewrite the UI in accordance with their own ideas.
    5. When it's about half done, they open beta and let people interact with it.
    6. Everyone says "ugh!"
    7. They keep doing the work they were going to do anyhow to improve it.
    8. People make reasonable and concrete suggestions to make it less bad.
    9. The devs implement some of those suggestions (it really was much worse before!)
    10. It goes live!

    That's what it looked like to me. There was a long thread in the beta forums, very similar to this one really. And the devs really were very responsive, and they clearly made changes based directly on the feedback received during beta. Still, this is what we wound up with.

    I agree that the old UI could stand to be improved, and I can understand why sometimes it's better to start over from scratch than continue to tweak a messed up jumble of code, but I wish they had done a better job with the basic design and I wish they had made the time to finish it up and polish it properly.
  18. Personally, I think of this forum as being all about creating arcs, and the other forum is about playing arcs, but of course that's not the official distinction.

    I'm excited to see some of those old stickies unstuck! Thanks Ocho!
  19. It looks like Mod 08 is open to the idea of cleaning up stickies, so I sent him a PM pointing him to this thread. Are there any important changes to the stickies in this forum section since the OP? The guide to fitting an arc into 100k is about to get a lot less useful.
  20. The Gamester. Right now he's really nothing more than an excuse for the devs to put Christmas presents appear all over town. I imagine him as an all powerful being from another dimension, but it's a dimension without a sense of humor. He's just a child, and he stumbled across our dimension while playing. He thinks humor is an interesting idea and he tries to do it, but really can't get the hang of it. When his parents find him messing around with our dimension, they drag him off. I'm sure I've seen characters like that before in the Twilight Zone, and Star Trek, and possibly comics.
  21. A few thoughts...

    Swellguy's OP: Sliding market fees make things more complicated, which I don't personally like, but the devs don't seem to have a problem with. It might very well encourage people to list items low in order to get a quick sale, but the result would be that the supply of items for sale at any given moment would drop. We'd see more empty shelves. Empty shelves tend to cause jagged price jumps. I don't think this would overall be a fix.

    dave_p's idea: I don't think it's a bad idea, but I also don't think it addresses the problems that I imagine the devs are looking to solve. If nobody wants to buy stuff, then nobody really cares what happens to it. It's the high price, low volume stuff that gets the player base worked up. It's hard to tell what gets the devs worked up.

    So, as Mandur12 points out, the first part of the game is to figure out what it is that the devs see as a problem. I'm going to guess it's something like:

    1. Prices are high enough to scare off new players and anger some others.
    2. Reduced supply of sub-50 recipes.
    3. Some hero/villain disparity

    Given those problems, I would speculate these solutions:
    1. Reduce the vendor price on high level common IO recipes
    2. Increase the crafting price set recipes, especially high value ones
    3. Tie the level of recipe drops to the character, not the mob (I suspect this is a much harder change than it sounds like).
    4. Lower merit costs for lower level recipes.
    5. Increase merit rewards for all strike forces
    6. Add new strike forces

    Personally, I think #3 there deserves some consideration. I don't know about everyone else, but it seems to me that SSK has increased the number of low level characters playing on high level teams. People can exemp down, but that seems less popular. As a result, a lot of low level drops have been replaced with high level drops. That makes for more influence and higher prices overall, while at the same time lowering the availability of mid and low level recipes.

    Unfortunately, it's the kind of change that would really hit at the heart of the loot drop code, so the devs might be reluctant to tinker with it. If they did, though, what would the result be?
  22. Quote:
    Originally Posted by Texas Justice View Post
    Really, how many ways can you swing a whip.
    Well, one would have to be wrapping the whip around an enemy and dragging them towards you. Sort of like reverse knockback. I can't turn up a clip at the moment, but pretty much every tv and movie hero who has ever wielded a whip has used it to pull someone towards them. Or does that only work with pretty women?
  23. If they were to add a few more villain strike forces and set the merits/hour on them to something favorable, that should bring down prices, at least on some high end things. I wouldn't call it a fix, but at least it's something. Isn't there a level range hole with no redside SF's at all? If I were a dev, I'd find that a bit embarrassing this many years after release.
  24. I think the paid time is the number of months you paid for directly, and the veteran reward time is the paid time plus any time you paid for indirectly plus any free time that you got. By "indirectly" I mean the retail boxes. Those always come with one month. It's not a "free" month because you had to pay for the box, but you weren't billed for the month itself. So if you bought CoH and CoV and one other box, maybe the Mac edition? Then you will have 3 months of time added to the months that you paid for directly. I think you can also get free months from having your friends subscribe.

    I hope that makes sense. It seemed clear before I started typing. Anyhow, that is why you see two different numbers. But yes, there is also a common bug about having the vet rewards actually be rewarded. It happened to me, but a petition cleared it up quickly.