Fix the Market Prices
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more options is exactluy what tickets provide.
Want to convert common recipes into uncommons and rares - run MA arcs and grab recipe rolls
Want to get more recipes than salvage, well roll all your tickets as recipes.
Want to get more salvage than recipes, well roll the as salavge
Want a random mix, well run non-MA stuff, or roll a complete mix to simulate it.
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If only they'd offer common salvage as well
[/ QUOTE ]They do. It's a random roll, though.
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They do. It's a random roll, though.
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This. And its a roll from a 'pool' of just 6 salvage.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
The problem with the market prices is from people using ebay, gregora, etc purchased influence. Because people have so much easy money, the don't mind paying way too much for a recipe, etc. Thus they inflate prices of items, if there was no external money, i wonder how long before the 120M recipe drops to a reasonable price, say 20M.
Because of the in-balance created by external money, i do believe the devs have to do something to control the ceiling of costs. Supply and demand at this time is not purely working, because of an un-intended source of income.
I think devs can control this run-away high price costs by making everything available at the vendors, that is inspirations, salvage and recipes. We already have a minimum price for these at the vendor, so why not have them sell the stuff as well but at a regulated price, say ten times the price the would pay to buy them from you.
This way players can still sell their drops and make a good profit (reasonable) from 2 times the sell value at a vendor to say 9 times the value and stillb e cheaper than a vendor.
Hugs
Stormy
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The problem with the market prices is from people using ebay, gregora, etc purchased influence. Because people have so much easy money, the don't mind paying way too much for a recipe, etc. Thus they inflate prices of items, if there was no external money, i wonder how long before the 120M recipe drops to a reasonable price, say 20M.
Because of the in-balance created by external money, i do believe the devs have to do something to control the ceiling of costs. Supply and demand at this time is not purely working, because of an un-intended source of income.
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How do you know players are using outside sources to gain influence/infamy? Or how many of them do so?
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I think devs can control this run-away high price costs by making everything available at the vendors, that is inspirations, salvage and recipes. We already have a minimum price for these at the vendor, so why not have them sell the stuff as well but at a regulated price, say ten times the price the would pay to buy them from you.
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Um, you realize that they basically just did this with the MA, right? Tickets flow like water, and nothing is really all that expensive. I contend that once everyone realizes this very obvious, very simple truth, the MA will have completely fixed all of the game's economic problems.
I think it was brilliant; use the mindset of the farmers to fix all of the problems that farmers had previously caused.
So any rare recipe at level 50 for 100 000 inf ? (they sell to vendors for 10k). Meaning just about any common IO drop, could be sold to a vendor then a rare picked up in its place ?
If the devs had wanted a store they would have put a store in the game.
You are vastly over estimating the effect of RMT.
A minion has a 2.667% chance of dropping a recipe. Over a large sample, a recipe is generated for every 37.5 minions. From those, 1 in every 41 recipes is rare. Thats 1538 minions per rare recipe.
To get one of each of the 75 recipes in pool A at 45-50 you have to defeat 115311 minions
This generates 231 million influence for even cons.
In the all Lt case, it one recipe per 18.75 Lts, 769 Lts per rare recipe, and 57660 Lts for the whole pool of 75. This generates 397 million inf
Bring in bosses, you get one recipe drop per 12.5 bosses, needing 512.5 bosses for a rare drop and 38438 for the pool of 75. This generates 2.64 BILLION influence.
*Note Im not suggesting that an individual generates 75 recipes and gets one of each, but averaged over thousands of players generating thousands of recipes, each rare will be about the same numbers gnerated.
Of course over the course of this you would also generate 600 uncommon recipes, and 2400 commons.
The commons get vendored earning an average of 97188 inf per recipe (weighted average), adding an additional inf earning of 233 Million to the above figures.
Taking the least earning scenario of the minions. You have 467 million influence (from the 231 inf from kills + 233 from selling common IO recipes)
600 uncommons
75 rares
Split that up as you see fit to get a 'fair base price'.
(I haven't included the 5 million or so that vendoring salvage adds to the above)
Inf enters the game at an incredible rate when people play 50s. They want the 'best of the best', and will spend to get it. RMT really doesn't enter into it.
Any AT played at 50 gets earnings of about 1 million inf/hour minimum, running radios/scanners solo. Teamed you make much more inf from kills but less from drops, but in general its even faster earning.
(My thread collating this data got eaten by a forum purge, but this included such reknowned soloing powerhouses as an emp/elec defender, a mind controller and a FF defender)
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
QR
As Catwhoorg noted, the earning power of a lvl 50 character is much greater than a lowbie. So an effect that may be happening is that with the addition of IO sets, purples, and now MA content, people have more reasons to keep playing their 50s.
I know that I used to hit 50 with a character then immediately roll an alt. I just didn't play my 50s, since I didn't see any point to it. I'd done the content and there was no way to progress my character any further. But now I regularly play level 50 characters because there's a ton of new content and there are always shiny new IO sets to strive for.
So if more level 50s are being played, this would contribute to more inf being generated per hour played compared to the old norms of a few issues back, and would thus contribute to price inflation.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
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If only they'd offer common salvage as well
[/ QUOTE ]They do. It's a random roll, though.
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ah, guess I'll look again l8r, didn't see it before I went to bed
Rachelthulu, I want to give you a great deal of power. I want you to control the markets. All you have to do is farm the hell out of the AE, buy bronze, silver, and gold recipes and put them all on the AH for lower rates. If you do this enough eventually the prices will fall.
I do this a lot when I want to screw with the market, I've done it with at least a dozen recipes that I would buy enmasse with all of my toons on all of my servers (roughly 30 toons) and then I would drop the market out on them. It takes a couple days or so, but once you have it, it's easy. Then you buy them out again a few times, make the recipes into enhancements, and sell them. I've made roughly 50b this way since Wentworths was created. Down to 12b so I may have to do this again soon.
Take an economics class. History has shown that when those in charge listen to the whining of the mindless masses and try to fix the economy by giving the people what they want, it ends up worse. Anyone remember what happened when they "fixed" the gas prices in the 70s?
8 tickets for a random common salvage drop and you get to pick the level range. 80 for a specific uncommon drop. It does not cost much to get what you want.
The main reason that prices are so high is a few people loading up all their toons and buying every bit of 1 type of salvage they can get at say 5k and selling for 50k or higher. That is not a problem that can be easily fixed by the devs or I imagine it would not currently be an issue.
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The main reason that prices are so high is a few people loading up all their toons and buying every bit of 1 type of salvage they can get at say 5k and selling for 50k or higher. That is not a problem that can be easily fixed by the devs or I imagine it would not currently be an issue.
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I don't believe you. Name a salvage this is occurring on.
[ table of drop rates, elided ]
Love your work , Catwhoorg.
Ex
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Part-Troll, who used to be Excession777, now playing pantomime with people's mindlets.
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The main reason that prices are so high is a few people loading up all their toons and buying every bit of 1 type of salvage they can get at say 5k and selling for 50k or higher. That is not a problem that can be easily fixed by the devs or I imagine it would not currently be an issue.
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I don't believe you. Name a salvage this is occurring on.
[/ QUOTE ]I've only been able to do this in bursts. I have to be careful because salvage has a way of getting away form me. I start off at a profit but if I don't pull out as soon as the supply rolls around I get squashed.
The fact the market rolls over and tries to eat up my profits when restocking suggests to me it's a living breathing thing that does not need life support.
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The main reason that prices are so high is a few people loading up all their toons and buying every bit of 1 type of salvage they can get at say 5k and selling for 50k or higher. That is not a problem that can be easily fixed by the devs or I imagine it would not currently be an issue.
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I don't believe you. Name a salvage this is occurring on.
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Off the top of my head, nevermelting ice. Granted 5k and 50k may not be the numbers they are using but the idea reamains the same. When ever you see thousands bidding and only a handfull for sale on common salvage, that is a good indicator someone is trying to get a monopoly.
Or that people are running mission architect missions and there's less salvage dropping, period.
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The problem with the market prices is from people using ebay, gregora, etc purchased influence. Because people have so much easy money, the don't mind paying way too much for a recipe, etc. Thus they inflate prices of items, if there was no external money, i wonder how long before the 120M recipe drops to a reasonable price, say 20M.
Because of the in-balance created by external money, i do believe the devs have to do something to control the ceiling of costs. Supply and demand at this time is not purely working, because of an un-intended source of income.
I think devs can control this run-away high price costs by making everything available at the vendors, that is inspirations, salvage and recipes. We already have a minimum price for these at the vendor, so why not have them sell the stuff as well but at a regulated price, say ten times the price the would pay to buy them from you.
This way players can still sell their drops and make a good profit (reasonable) from 2 times the sell value at a vendor to say 9 times the value and stillb e cheaper than a vendor.
Hugs
Stormy
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I have purchased recipies at 150 mil before and have never purchased inf anywhere. The odd thing is if the common salvage for that recipie is 50k I will either wait for my bid of 500 to go through or go fight mobs that drop that salvage or now, go drop a few tickets until I get what I want.
Supply and demand at work. Little to no supply, prices increase. Decent supply but inflated prices, people find other ways to get what they want.
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Off the top of my head, nevermelting ice. Granted 5k and 50k may not be the numbers they are using but the idea reamains the same. When ever you see thousands bidding and only a handfull for sale on common salvage, that is a good indicator someone is trying to get a monopoly.
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Or that is an indicator that the previous balance of Supply and Demand has changed and market prices lag behind because players are slow to adapt to change. Can you think of any reason why supply and demand may have changed on these items? If flippers are causing a shortage on these items then Supply should come crashing in a big flood and the price should plummet, right? This inflated price would be temporary if this change is due to flippers, right?
Sometimes you say supply and demand is at work. Sometimes you blame flippers. Can you reconcile these two? I want to know how you understand them co-existing.
Why supply and demand would change on common salvage?
More people powerleveling to 50 using the MA. = Increase in demand = higher prices.
Fewer people running missions and getting salvage to put on the market = Decrease in supply = higher prices.
Flippers buying up everything of certain items at higher than the inflated prices due to the increase of the last 2 causes and then inflating the price even higher.
On the bright side you do not have to deal with the market anymore for salvage. Once enough people figure this out, you will see a decrease in the prices as the demand falls.
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Flippers buying up everything of certain items at higher than the inflated prices due to the increase of the last 2 causes and then inflating the price even higher.
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Bogus. Flipping is not done like this consistently while at a profit.
Sigh. Once again let me repeat: price controls cause more problems than solves. Please check your history books about the early and mid 70s how price controls in the U.S. made things worse than better.
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I'd say we are 2-3 weeks for a new overall lower priced market (excepting uncommons which will be priced more like they are actually uncommons than commons.) What's happening now is the crazy chaotic little nueral network that is the market is learning the new prices that the soft caps of architect tickets have introduced.
Part of the process resembles a grade school soccer match where every kid chases the ball/market. This leads to a moving supply spike that travels through the highest return items, as it passes by and homgenizes the prices, the me toos thinking they can profit on the highest price items come in late and get caught with their pants down.
I've been watching pangean soil since i14, it started out at 3-4 million and was the best inf/ticket return for a day. Many people didn't learn this and it saturated. The price crashed to 300k recently. Other rares are getting similar effects.
While the ball is in high rares and recipes, other areas get short supplied and prices spike, then the ball heads over to those areas.
When all is said and done, tickets will functionally have a particular inf value that represents around the 95% cap price (but there will always be ebbs and flows and spikes and daily, weekly cycles.)
I originally was thinking it would be 2-2.5k each, but it's starting to look like it will be closer to 1-1.5k.
Please take a look at the past 30 years on the free market and where our economy currently stands based on an uncontrolled market.
-Rachel-
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more options is exactluy what tickets provide.
Want to convert common recipes into uncommons and rares - run MA arcs and grab recipe rolls
Want to get more recipes than salvage, well roll all your tickets as recipes.
Want to get more salvage than recipes, well roll the as salavge
Want a random mix, well run non-MA stuff, or roll a complete mix to simulate it.
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If only they'd offer common salvage as well