Flipping markets!


Ahmon

 

Posted

Far from being yet another dig at the devs for ‘broken’ implementation of ‘new’ content, I’d like to offer them another option for fixing something that gets ‘right up my nose’.

FLIPPERS!

Unlike the swimmer’s aid these people who claim to be ‘playing the market’ are doing nothing of the sort. They are playing the rest of us. – my opinion.

Now without going down the path of a morality debate on the pros and cons of capitalism, which tbh, I’m tempted by, I figure I’ll get to the point – make my ill thought out suggestion and leave you in peace.

TBC -in next post - can't figure out these new forums yet.


 

Posted

The solution

Restrict the re-selling of items on the markets. Having a ‘cap’ per type of item or something else isn’t something I’ve devised yet (mere detail, at this point in time).

In order to identify an item as being ‘re-sold’ as opposed to just ‘sold’ is the detail I think I can help with. Give all toons the following new capabilities:-

Rename the current salvage type ‘Invention’ to ‘Dropped Invention Salvage’ (a crud name I know – but again ‘detail’ – focus please!)
Create a new salvage type ‘Traded Invention Salvage’
Do something similar with both Enhancements and Recipes.

Meaning that your ‘storable’ items can, in general terms, be stored in 6 places rather than the current 3.

TBC - in next post.


 

Posted

Now – every time you’re fighting a bad guy and you send him/her/it to the hospital/jail/morgue any ‘drops’ you get will be deposited in one of the 3 new ‘Dropped’ repositories, the characteristics of these new storages is that only dropped items can be placed in them. (hold that thought).

On the other hand there are 3 similar repositories to hold ‘second hand’ enhancements/salvage/recipes. Players can place items here from ‘the markets’, personal trades, base storage, vaults, respecs etc.

‘But what will this achieve?’ I hear you cry…..

TBC - this multiple posting is getting on my "£$%^$£ now.


 

Posted

Well maybe the result will go something along these lines:-

Items placed onto the markets from any of the ‘dropped’ repositories will be identified with some sort of ‘marker’ (or different graphic) and may be traded in the same way we do today.
Items placed onto the markets from any of the ‘traded’ repositories will be marked differently from the rest and may only be traded within a predetermined set of rules.

TBC - *cries*


 

Posted

In short terms, any items coming out of the markets (except for storage only purposes) can only be stored in the ‘traded’ repositories. Thus restricting their future trading potential (as yet undefined).

I don’t honestly expect an abundance of love for this suggestion by market haters and flippers but with all the great implementations from the devs over the last couple of years the markets are one thing that they consider either ‘not broke’ or ‘beyond repair’. If it’s the latter (and I’m not convinced it is) then this suggestion might, in it’s own complicated way, attempt to offer a solution.


THE END - Remind me not to post again, that was too painful.


 

Posted

So how exactly do flippers harm anybody? You never said that.


 

Posted

Your proposed implementation would raise item prices. Inefficiency and less competition created by having multiple types of items (people have to bid in two or more different places for the same items) causes increased prices. If you would like I will GLADLY explain to you exactly how and why these increased prices will occur. I can even put fancy pictures directly into my posts now helping you understand with greater clarity.

Here are some alternative suggestions to stifle flippers...

1) Create a store which sells items items for Inf.
2) Merge the markets to increase competition. Increased competition forces flippers out or, at minimum, cuts into their profit margins.
3) Reduce the number of items needed/for sale. Simplifying the salvage system by having fewer items increases the number of buyers and sellers on each item. More efficiency, less flippers.


 

Posted

Quote:
Originally Posted by Forbin_Project View Post
Why
Quote:
Originally Posted by Forbin_Project View Post
make
Quote:
Originally Posted by Forbin_Project View Post
five
Quote:
Originally Posted by Forbin_Project View Post
seperate
Quote:
Originally Posted by Forbin_Project View Post
posts?
That's exactly what I was thinking.

Well before I got the the actual suggestion anyways.

Then I was thinking dang it.. there are no good pictures on Google images for "worst idea ever" or for "terrible idea"


 

Posted

Quote:
Originally Posted by Smurphy View Post
Your proposed implementation would raise item prices. Inefficiency and less competition created by having multiple types of items (people have to bid in two or more different places for the same items) causes increased prices.
Depending on how re-traded items were restricted (ie. by a 'listing price cap') you wouldn't have to bid for the same thing in 2 seperate places, maybe the current history functionality would need to be improved to aid this.

I totally agree with the merging of markets that you suggest although ultimately wouldn't effect the actions of 'flippers' in the long run.

If someone could explain how I could get the text from the original 5 posts into one I'd be greatful. It seems there is a restriction on how long your posts can be, I had to break it up into smaller ones. But thanks for the sarcasm all, I really appreciate it. ;-)


 

Posted

W O W

I am SO GLAD this won't get ANYWHERE. At least not in the goofy direction youre proposing... You want it..err.. 'fixed', already is - as fixed as it's gonna get. Problems with salvage? Do a bit of AE and buy the salvage with tickets. Don't want to do AE?, fine, set some standing purchases and walk away. You have market slots, store it. As 'right up your nose' as things currently are.. methinks your proposed 'fix' would fly up many more noses. At least NOW, we've more options for getting the salvage, the recipes we're looking for. You can 'buy' specific recipes via merits, stockpile 'rolls' and take chances for more recipes, even to the point of getting some of those supposedly 'uncommon' recipes that actually appear rarer then some 'rares'.

You're angry about flippers... you don't have to play their game, you can hop around the flip wall with little effort, wether for salvage or recipes.


 

Posted

The solution

Restrict the re-selling of items on the markets. Having a ‘cap’ per type of item or something else isn’t something I’ve devised yet (mere detail, at this point in time).

In order to identify an item as being ‘re-sold’ as opposed to just ‘sold’ is the detail I think I can help with. Give all toons the following new capabilities:-

Rename the current salvage type ‘Invention’ to ‘Dropped Invention Salvage’ (a crud name I know – but again ‘detail’ – focus please!)
Create a new salvage type ‘Traded Invention Salvage’
Do something similar with both Enhancements and Recipes.

Meaning that your ‘storable’ items can, in general terms, be stored in 6 places rather than the current 3.

TBC - in next post
Now – every time you’re fighting a bad guy and you send him/her/it to the hospital/jail/morgue any ‘drops’ you get will be deposited in one of the 3 new ‘Dropped’ repositories, the characteristics of these new storages is that only dropped items can be placed in them. (hold that thought).

On the other hand there are 3 similar repositories to hold ‘second hand’ enhancements/salvage/recipes. Players can place items here from ‘the markets’, personal trades, base storage, vaults, respecs etc.

‘But what will this achieve?’ I hear you cry…..

TBC - this multiple posting is getting on my "£$%^$£ now.
Well maybe the result will go something along these lines:-

Items placed onto the markets from any of the ‘dropped’ repositories will be identified with some sort of ‘marker’ (or different graphic) and may be traded in the same way we do today.
Items placed onto the markets from any of the ‘traded’ repositories will be marked differently from the rest and may only be traded within a predetermined set of rules.

TBC - *cries*
In short terms, any items coming out of the markets (except for storage only purposes) can only be stored in the ‘traded’ repositories. Thus restricting their future trading potential (as yet undefined).

I don’t honestly expect an abundance of love for this suggestion by market haters and flippers but with all the great implementations from the devs over the last couple of years the markets are one thing that they consider either ‘not broke’ or ‘beyond repair’. If it’s the latter (and I’m not convinced it is) then this suggestion might, in it’s own complicated way, attempt to offer a solution.


THE END - Remind me not to post again, that was too painful.
Depending on how re-traded items were restricted (ie. by a 'listing price cap') you wouldn't have to bid for the same thing in 2 seperate places, maybe the current history functionality would need to be improved to aid this.

I totally agree with the merging of markets that you suggest although ultimately wouldn't effect the actions of 'flippers' in the long run.

If someone could explain how I could get the text from the original 5 posts into one I'd be greatful. It seems there is a restriction on how long your posts can be, I had to break it up into smaller ones. But thanks for the sarcasm all, I really appreciate it. ;-)

Something like this.


 

Posted

Quote:
Originally Posted by Guffy View Post
I totally agree with the merging of markets that you suggest although ultimately wouldn't effect the actions of 'flippers' in the long run.
It would affect the actions of flippers in the long run. In the long run, in a merged market, there are more bidders and more sellers. More bidders and more sellers tend to cause prices to be more stable. If prices don't fluctuate between high and low prices then flippers cannot make profits.

For a flipper to make a profit he must sell the item at a price at least 10% higher than the price the flipper bought the item at. The more competition for an item the more likely there are to be transactions within that 10% margin required for profitability.

So... in the long run... yes it would affect the actions of flippers in the long run.


 

Posted

Thanks Chaos but unquoted I get a 'Bad input' message, which I suspect is irony with respect to the current replies.

For what it's worth (and I suspect for today's audience, it isn't) I know many people who have left the game because they feel that a large percentage of players aren't playing the game in a way they enjoy (understandibly - we all pay our subs), i.e. 'traditional teams'. Now that's their experience and not nessesarily mine - however I understand where they are comming from because increasingly I see players prefering to farm in order to 'max-out' their toons. I don't have a problem with people farming, if that's what they enjoy, however their 'need' to farm is kept, in my view, artificailly high by others who flip prices in the markets.


 

Posted

Quote:
Originally Posted by Guffy View Post
Thanks Chaos but unquoted I get a 'Bad input' message, which I suspect is irony with respect to the current replies.

For what it's worth (and I suspect for today's audience, it isn't) I know many people who have left the game because they feel that a large percentage of players aren't playing the game in a way they enjoy (understandibly - we all pay our subs), i.e. 'traditional teams'. Now that's their experience and not nessesarily mine - however I understand where they are comming from because increasingly I see players prefering to farm in order to 'max-out' their toons. I don't have a problem with people farming, if that's what they enjoy, however their 'need' to farm is kept, in my view, artificailly high by others who flip prices in the markets.

Weird! see I removed the quoting and it worked fine.


 

Posted

Quote:
Originally Posted by FredrikSvanberg View Post
My guess is that he doesn't know that the text box will in fact let him write below the bottom of the box, so he thinks he must fit his post within the visible space provided.
For some reason, the OP gets errors from the forums when he tried to make long posts. Someone elsewhere recommended he slip the post up, if the problem appeared to only be a matter of length. It's an odd bug, but there you have it.

Guffy:
I think that your suggestion is extremely complicated for what it is trying to achieve. And that it's a solution looking for a problem, but none exists. And that it's a generally bad idea which flies in the face of what the purpose of the markets is.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
I don't have a problem with people farming, if that's what they enjoy, however their 'need' to farm is kept, in my view, artificailly high by others who flip prices in the markets.
Flippers don't cause this problem. There are only so many items being produced. Lowering prices doesn't make more items. There are still the same amount of items being produced then as being produced now. What you want is an increased drop rate. *Edit* An increased drop rate means more items for less work.


 

Posted

Quote:
Originally Posted by Smurphy View Post
Flippers don't cause this problem. There are only so many items being produced. Lowering prices doesn't make more items. There are still the same amount of items being produced then as being produced now. What you want is an increased drop rate. *Edit* An increased drop rate means more items for less work.
More players, playing in teams and not flipping would increase the 'items produced' too ;-)

Also thanks to Fleeting_Whisper - I respect your opinion and your kind way of saying it's a crud idea.


 

Posted

The ratio of inf to items (or currency to goods) is called a price index. Tracking a price index is how inflation is tracked. Flippers run items through the market twice. This double market action causes two market fees to be paid.

Playing the game produces Inf and Items. Flipping only reduces Inf.


 

Posted

I recommend not trying to debate economics and the market with Smurphy. He usually turns out right


http://www.fimfiction.net/story/36641/My-Little-Exalt