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I don't make anywhere near that much, but I don't have any 50s, so I'm not getting the Super Awesome recipes to begin with. I have to actually buy recipes and craft, and I don't tend to have enough lying around on any given toon to go after the really profitable stuff.
... Although honestly, I could probably make a ton if I stopped worrying about profit margins and started just looking for largest net profit on sales. Making a factor of 10 profit on ten sales by buying things for 1.5 million and selling them for 15 is not as good as making a factor of 2 profit on a single sale by buying for 300 and selling for 600. -
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Quote:Well, I view that as "playing the game". See, the market? It's in the game. Characters are the ones buying and selling.What i hear you saying is, to make money in this game, stop playing the game, and go to the market.
So, what I'm really saying is: To make money, do stuff that is built around money.
Yeah.
Quote:it is my belief that running a toon in the game should earn you better stuff than someone standing around the market.
Now, that said... I honestly don't think this is an unreasonable thing for you to prefer, or want. I just don't think it's a thing that would be very easy for them to implement.
Quote:I am saying I cannot believe game designers made it so that the market is better than the game.
Now, if you want to say "better than running missions", well... yeah, it is sort of odd that the market is more rewarding than running missions. However, it's only true right now because very few people want to do it.
Here's the thing. It's an economy. Some people don't want to play the market, because they don't think it's fun. What happens, then, is what happens in the real world: Jobs that no one wants to do, but which lots of people want someone else to do, tend to end up paying much better proportionately than you'd otherwise expect.
So, what's really happening is: All the people who just want to buy enhancements and slot 'em are paying marketeers to Make This Happen. They don't care how it works, they just want to put enhancements in and go back to paying. They're the ones setting those prices.
In short: If you want to get paid more, find work no one wants to do but lots of people want someone else to do for them, and do it.
This is how economies work. And if you have an economy, it's going to work that way. The developers cannot reasonably change human nature; as long as there are people who prefer adventuring to messing with auctions and crafting, there will be money to be made crafting for them. The more people do crafting, the less profitable it will be for them individually, and the fewer that do it, the more profitable it will be.
The intent of the game is that you can complete and enjoy end-level content with SOs, meaning you never need anything that doesn't drop while playing. You can be tougher with IOs, but they are more work, and you will have to either hire other people to make them for you or spend a fair bit of time and effort on them. Since you may not get the drops you want, you'll be trading with other players to get the drops you want. If you enjoy that trading process, you'll do a fair bit of it and do well at it. If you dislike it and would rather fight stuff, you'll not do as well as the players who are focused on it, and they'll get more in-game-money-value, but you'll spend more time doing the things you enjoy.
Here's the thing. Say they increase the amount of money you get fighting. All that happens is the prices of all these things increase proportionately. They could probably increase the drop rates of purples, and this would indeed reduce the prices of purples, but it'd take away from the goal of making purples rare/special/hard to get. -
Quote:I don't think I agree. I think you ought to be able to get Seriously Awesome, but that's about it. And I think that even that might reasonably require, not just that you've played for three and a half years, but that you've played with an eye on what it takes to get that stuff.there have been some interesting posts made about long term rewards, rarity, etc. Now we are getting to it. I feel, that after nearly 42 months in city, if I brought all my cash to one toon (which I did) I should be able to get just about anything the game has crammed onto it. I definitely understand that feeling is not echoed by this crowd.
In another MMO I played, I spent immense amounts of time levelling crafting. Immense. As a result, after four years of play, I had an amazing selection of, say, low-level cooking recipes that you got from special quests, rare patterns for level 30 robes, and things like this.
I didn't have a single piece of raid gear. Not one. Not until I started raiding in the last couple of months I spent in that game.
It is not enough that you spend time Doing Something. If you want to be purpled out, you have to be spending time specifically on things which lead to purples.
And even then, I think it's fine if there's still a few things left that you could get. It is fine if there are only two or three players who have Absolutely Maxed Out. It's even fine if no one's done it, but some people have done fairly well. If you have a bunch of Best Possible Stuff, and most players who have really worked on it have 70-80% of that, but no one has 100% of it, that's fine. They all still have stuff to work for, but they're amazingly powerful.
Basically, I think you've set the standard of what should be attainable too high. In another MMO, a friend of mine once saw a player who had the Best Weapon In The Game. Once. In five years. That's just one of dozens of Best X, and my friend saw one. I don't think I ever saw one. Maybe once. But we were both active raiders, who had characters who were well kitted out. We hung out with people who were farming the hardest raid content in the game, and most of them were getting new upgrades every couple of weeks, because they did not yet have the best stuff available.
I don't think that's a problem. I think that's working as designed. I think CoH is about where it's intended to be; people who seriously want to purple-out a character can, but it takes a while. They have to do it by bits and pieces, using the pieces they've already got as a basis for getting more. But even early in that process, they're still WAY better off than people who haven't started it. -
Yeah, it's amazing how much people will pay for stuff without even trying lower prices.
I'm starting to wonder if I shouldn't do all purchasing on things without outstanding bids by trying 1 inf first. I know that's what I list at about half the time. -
Quote:Fun isn't usually about "logical".Still no logical reason why the current system works for the average gamer.
The current system works for the average gamer because they can play the game and have characters who are wicked cool. They can destroy swarms of enemies. They can go on adventures.
Quote:If the toys are in the game, the Devs should make the toys available to average gamers, at least over the period of years.
But even without "the best" gear, I had characters who could go on endgame raids and be welcome there, both for gear and for skill.
Quote:I am simply saying that after a few years it should be reasonable to expect to have at least one toon (with all wealth except SOs concentrated to one build) reasonably pimped out with the best stuff.
Quote:Seriously, I would be amazed I have to make this point. of course I am in a room of farmers and marketeers. But seriously, no one can even admit that this is reasonable from a game design standpoint?
Heck, I haven't gotten anyone past 35, and if I wanted a purple, I could have one; there are probably only a dozen items in the game I can't afford yet, although many of the others, if I afforded that item I'd be broke. And I've been playing three months and a couple of days. And I've never done farming, because I think it's boring[*].
[*] Full disclosure: I had one character on a spiderbot farm, levelled from 5 to 25, got about 900k inf. Have since deleted the character. -
I just barely have a billion total, and I haven't got a single character over 35. I'd guess half my characters are under 20, maybe more. (Okay, let's see... Yes, just under half have made level 20.) But that's a billion after spending, I forget, maybe 112M for a miracle +recovery proc, which was Buy It Nao.
Actually, something just clicked for me:
Is the OP talking about prices for enhancements, or about prices for recipes? Because I'm pretty sure that, for most of the desireable stuff, the enhancements cost substantially more than the recipes. So that could explain why the OP is seeing a ton of stuff at "2b" that other people are saying goes for less. -
If you really want to tank, "tanker" is hard to beat. Incredible durability, excellent aggro control. Won't do all that much damage, but you can outlast stuff. Really well-enhanced tankers exist who can stand next to an AV or GM, not use any click abilities, and not be in any danger.
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Quote:I think that's probably right.Yeah. I do not think the vast majority of the posters are feeling me.
Quote:I am saying, there is no feasible way for anyone to get one toon fully tricked out with purples and PvP enhancers unless they 1) farm all day every day for a year. (farm, not play) 2) buy in game cash from china illegally.
3) Make money playing the market.
Quote:So, the Devs have set up this situation. the Devs need to fix it.
Quote:Most people want to spend 3-6 months on one toon, and have something way cool to show for it.
I feel that a level 50 character with even a couple of purples is "way cool". I don't really feel that I need to be able to get multiple full 6-piece sets of purples to be "way cool".
But if I really wanted to get that, I'd run marketing for twenty minutes a day while doing my other playing normally, and make a couple billion here and there. Pretty soon it adds up to real money. -
Is the "need to run as administrator" thing something that could ever conceivably be fixed? I spent a couple of hours figuring out how to get CoH and the CoH updater to run without admin privs. I'm trying to be good and do all gaming completely in the sandbox.
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One of my friends, who's been playing since ~2004, has about a billion inf.
I might have a billion among my toons too.(Just checked my little chart of who has what; 1,031 million total among 19 toons.) I'm still not very good at this, and I'm not yet very consistent about picking niches. I tend to be driven a bit more by stuff like "I want this". So, for instance, I have a ton of bids out on lowbie kismet +6% recipes, and I sell overflow but mostly I did that so all my lowbies could have +6% to-hit as soon as possible. The couple hundred million I've made on impeded swiftness damage procs is all overflow from my demons MM wanting to put one in the demon prince.
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Okay, you know the "support/resistance" stuff people talk about -- there's a price below which there's too many people who think a stock is worth more, and a price above which there's too many people who think it's worth less, give or take.
In this market, those have another effect, because it's quite possible to have a lot of people who think something is worth a lot less than its current price, but who are compelled to buy it, not because they think it's worth more, but because they need it for something else. And similarly, a lot of people who think they can get more, not because they think it's worth that much in some objective sense, but because they want more money.
The former people will stubbornly leave up bids at low prices, and just leave them. For a long time.
The latter people will stubbornly leave up offers at high prices. For a long time.
There's something on the rough order of a hundred thousand players, and all of them except Golden Girl have at least two characters, probably more. Most characters I see have made it to the point where they have "at least ten" auction slots. So we're talking about something on the order of a million auction slots floating around. (Could be an order of magnitude bigger or smaller, but I don't think that matters; I'd guess bigger, rather than smaller, though.)
There are not that many distinct items. There's what, a couple hundred recipes, and the largest number of levels any of them comes in is 41 or lower, so there might be a few thousand stock items you could have bids or purchases on. (I guess SOs and DOs expand that some, but... who cares. "Few thousand.") That means there are probably at least a hundred auction slots theoretically available per type of item. And except for the specific case of selling enhancements, each slot can be a bid or listing of up to ten items.
What this means is that, while active play is dominated by the perceived shortage of slots, a big part of that "shortage" comes from people leaving ten slots tied up bidding on a stack at each of ten levels of a given recipe at 1/10 the going market rate. Or bidding 123 inf on level 53 SOs. Or whatever.
And that means that it's easy to end up with, say, 1800 scientific theories listed at prices over 200k, because the cost to some user of having the ill/rad troller he played to level 12 and never really enjoyed tie up a few auction slots is basically nil. And similarly, it's easy to end up with hundreds of bids of 10 inf on some item.
So we end up with a situation where the "bids" and "listed" numbers are meaningless on many items -- sure, there's a fair amount of active traffic, but it's quite possible that of the 2000 items you see listed, 1,972 of them are at prices you won't see more than once a month, and 28 of them are within an order of magnitude of the last five sales.
And thus, we have insane volatility on the edges.
Especially because, fundamentally, the prices of common salvage are totally insignificant compared to the costs of the other things going on. I think I paid 234,567 inf for... uhm. I dunno, something. I was doing three or four enhancements for my blaster. I bid crept on a recipe and saved over a million inf from the lowest of the last five prices. At that point, I could have bid 200k inf on every common I used for that enhancement and still spent less than the last purchase price of the recipe.
I think that last bit may be the reason all those people list things at ludicrous prices. In my first week or two, I remember being thrilled that I was able to sell a brass for five thousand inf. Five thousand. That's like half what it costs to buy TOs at level 7! For one salvage!
Later, I happened to see brass sell for 250k, so I listed some. It sold. So I had a character buy a stack for 500, and list a stack for 250k, and a week later, I'd made two million inf. Woah.
Now, if I list brass at all, I list it for 1 inf, because the cost of having to think about it or come back or do something else because the slot is tied up far exceeds the maximum price I ever expect to get. -
I think the point of the question is: Do you have to actually list at a higher price than you paid, or is it sufficient that people pay that higher price anyway for no apparent reason?
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Logged out, and suddenly the updater is downloading 182MB... of what?
I've not seen this before. Does this usually mean anything? -
Your observations and experiences are curiously vague and unspecific.
Every time someone does this with a specific, measured, test, we get the opposite results of the ones you claim.
Do I think CAPs will stay high forever? No. Do I think they'd stay high for a while, while supply catches up? Yes. Especially given the amount of inf that people were generating from spiderling farms. We've only had a few days since most people were generating immense amounts of inf and no salvage at all trick-or-treating, and it will take a while before things come back to normal in general.
Here's a possible distinction that might explain the difference:
When the marketeers talk about "flipping", they're talking specifically about buying low and selling high. This does not change the number of things on the market -- except possibly to increase it by making slot usage more efficient.
It sounds like what you're talking about is "cornering", where people buy stuff low and sell only some of it -- the rest being destroyed. This creates artificial scarcity, and of course it would raise prices. And, since prices under a million inf are effectively too small to measure for a level 50 character, it's very easy to (at least temporarily) move prices from 1k to 100k or 500k -- it's not enough money to make a difference, so who cares?
And that does create the possibility of profiting, at least for a while -- the cost of the salvage you delete is so small compared to the markup on the salvage you sell that you can easily make money even deleting 90% of the salvage you buy.
But this works, by definition, only so long as the numbers involved are small enough that most players don't care. I've paid >200k for at least one low-level common salvage within the last few days... and picked up full stacks of the same stuff for 1k. The difference is, quite simply, too small to measure. It's not even a blip in the first three digits of the inf I have on my five or six richest characters. It's comparable to someone earning $100k a year, who owns a house, caring whether something costs $5 or $50. Yeah, sure, it matters emotionally, but it's a total non-issue. The time I spend trying to find something cheaper costs me more than the price difference. I do it 'cuz I'm irrational, not because it's actually a sound economic practice. -
Interesting! I'm impressed that this could be done. It helps, of course, that those two salvages are used in a lot of stuff...
What I don't see is how this would prevent people from buying them for more normal prices. I've seen stuff running in high price ranges, and if I leave a bid up for maybe 2k overnight, it usually fills. -
3 above. My level 30 can buy 33s but not 34s.
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I just thought that it was *theoretically* possible that someone would have a source for the rumor or a link to whatever it was that someone misunderstood.
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Someone on an in-game channel was saying that they'd heard (no source was given) a dire rumor that we wouldn't get respecs for I19.
Surely this can't be right, can it? Can we get a red name to confirm that we will indeed get free respecs? *puppy eyes* -
Entropic Chaos: Chance to Heal. Good for T1/T2 blaster powers?
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Looks like the kinetic combat triple at level 35 may be the win -- selling for more than any of the procs are!
ETA: Whoops, those take two merits too. Still, they're selling for more. But my toon with the a-merits can't buy level 35s yet. -
So far as I can tell, the /ice chilling embrace aura does not need or use accuracy -- it just autohits. Yes/no?
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I have two a-merits on a character.
What would you recommend buying with intent to sell it? Presumably one of the two-merit procs (or 10 random rolls, but that seems risky).
The ones I've seen talked about are:
LotG recharge
Numina +regen/recovery
Miracle +recovery
Are there others that are similarly valued? -
I have a natural origin demons/dark mastermind.
She's totally natural. This origin is, in fact, one of the reasons that wise people might be a bit wary of her efforts to "dispel old superstitious myths about demons".