Salvage Pricing.
this is a rather amature way of "playing the market" for a start if u want to do it properly u need a spreadsheet and also to up date this speadsheet at least every fortnight.
your way which is extreemly high risk involves a general gathering of salvage which is to buy over 70% of the stock of the said item and then "force" the price up, but what happens then is that the said item becomes stupidly expensive then becomes impossable to make money off of until the said item a low cost (which in the CoX market could be ages)
I have made a lot of inf by "playing the market", but i wouldnt do it without my spreadsheet
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I am not interested in playing the market per say. Just in finding a set of prices that will allow salvage to sell in a reasonable time while maximizing the profit.
If you have a suggestion for another method I could use to gather data I am open to suggestions. As for the risk, I am quite willing to loose inf in the process of collecting data.
What I do is:
Common Salvage sells for 250 at any store.
I put it on the market for 300 each.
Uncommon Salvage sells for 1,000.
I put it on for 1,200
Rare salvage sells for 5,000.
I put it on the market for 10,000
This way, I ensure that I make a profit on what I sell, both the placing and the sale fees calculated in (roughly, any way). If something doesn't sell for a day or two, I drop it off at a store, as there's either too much supply, or not enough demand.
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I guess people like me don't help this planning as unless I'm in the mood to make a bit of money and spend the time, I list everything for 25 inf reguardless of it's 5 previous sales prices.....
I list all my common salvage at 10 inf. Most of it will be bought my marketeers but but my hope is that at least 10% goes to people that needs them.
I've put everything up for 5, even the rarer ones. I'm still rolling in it (Heroes side, at least), because there are people out there (I like to call them idiots) who bid way, WAY over the odds for any item.
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The problem I can see with your testing is that you are affecting the market by doing it. Prices will get artificially affected by your tests.
So is there a way to test the market with affecting it to much? Maybe to slowly buy up a large stock of a salvage item, and then selling them all at once and record the say top 100 prices buyers are will to pay at that time. It would not be as much data but I guess I could work it in to something useful.
I put everything on for 5 unless i have the time to look at it value, say for a rare recipe or salvage. Then i will put in on for a fair price. I make enough inf by doing missions and TF's.
So far I have not seen any guides about the prices of salvage. So I have decided to do some research of my own.
I know that prices rice and fall daily, and are affected by such things as 2xXp weekends, invasion weeks, new issues, and properly Individual Rikti/hami raids. So a fixed price of X inf for item Y, is not achievable. However a sliding scale of the number of Buy/Sell opportunities a day based on the price should be a possibility. It would also be some worth useful for casual players who just wand their loot to be sell in a day or two at a reasonable price.
Before I try my hand at this I thought it would be best it I posted here to for advice on methodology. Let me describe how I had planed to do it and then you can point out all flaws there will no doubt be.
I plane to focus on one peace of salvage at the time. I will use Spell Scroll as the example here. To examine the availability of Spell Scroll at a price, say 250 inf, I would put up 10 or 20 bids for 10 Spell Scroll at 250 inf. And then se how many had been each day. After checking I would take the ones bought and store them, and add new bids as needed. Now lets say that after a weak I managed to buy 140 Spell Scroll that would give 20 opportunities per day to buy a Spell Scroll at 250 inf. I would then do the same with a sell price for the item, and se how many opportunities for selling it at another price there was. Then repeat with a new set of prices.
As the buy price goes up, the opportunities to buy would increase until I was buying them all, so I will limit my buy price tests to values to the point where I would get them at a reasonable pace. Maybe 30 or 40 per day.
For sell priced the reverse is true. If I drop the price all the way to 1 inf, I could sell all Spell Scroll I had as long as there was buyers. So sell prices would need a lower limitation on price, where it possible to sell them at the same rate as with higher limit for the buying them.
Now I ca not test all prices either, so sticking to set intervals, say 50, 150, 250, 500, 750, 1000, 1250... and so one will be necessary. And some salvage will likely be to highly price for me to afford to run extensive tests on it.
Finally I know that this will likely end up costing me inf, both on salvage put up at prices so high that thigh do not sell, and in selling salvage I have no storage room for to the stores for less then I bought it for. I am ok with that, and plan to run mission as needed to get more inf.
So any advice? Do I run the risk of polluting the data by influencing the market unduly as I test it.