Catagories of Market Users?
This sounds about right to me.
I suspect that Lazy-Casual Users are more likely to list sell high. (At least for valuable drops.) They're not in a hurry and don't mind waiting for good prices.
I have an issue with this categorization, but I'm having trouble putting it into words.
It feels, reading it, like... like everyone has consciously chosen the lifestyle they're most comfortable with. Or something. Perhaps it's that the groups are classified in such a way that you can't tell if there are missing groups or overlaps.
Maybe if you used two axes... Knowledge and Goals? Knowledge and Hunger for Wealth? something like that.
A vendorer would have fairly high Hunger for Wealth, or "obtain wealth" as a Goal, or whatever that axis ends up being, but probably low Knowledge (Because they're never going to make a lot of inf at a couple thousand per item.) On the other hand, I vendor to grab the first 100K or so on any new character.
I think there are a few different types that fall into "Frantic casual" and "lazy casual". They're low-knowledge according to your definition, but their goals may be different. Frantic casuals have learned enough to make money outside the market, and enough to know that they want TEH SHINIES, but are missing specific bits of market understanding. Lazy casuals... it seems like you're assuming that lazy casuals know "What things are worth" and sell below that. I'm sorry that I'm not being more clear here.
Badgers are a classic example of high-knowledge but with different goals than almost any other market user.
Maybe there should be a third axis- effort?
1.Vendorers. Low knowledge, high effort, goals: wealth.
2. Flippers. High knowledge [probably], fairly high effort, goals:wealth.
3. Farmers for cash: Unknown knowledge, high effort, goals: wealth
4. Farmers for XP: Unknown knowledge, high effort, goals: XP.
5. Lazy-Casual. Low knowledge, low effort, goals: Beat badguys up.
6 Frantic-Casual. Low knowledge, potentially high effort (?), goals: improve build to beat badguys up. (goals are definitely NOT wealth.)
7. Crafters. High-enough knowledge, low effort [IMO], goals: wealth.
8. Badgers. Very high knowledge, high effort, goals: badges.
9. Non-users. Low knowledge, zero effort, goals: beat badguys up.
I don't really like this classification scheme; hopefully it will spark a better idea from someone else.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
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@Boltcutter in game.
I'd say that there's another category, maybe 'power gamers'.
When I look at your list, it seems that wealth is the main goal of the types of players listed here. That's the difference for a power gamer - it's not the wealth that matters, it's the game outside the crippled artificial economy of CoX. Wealth is a means to an end, where the other types see wealth as an end in itself.
Case in point, Nethergoat posted a thread called 'Temptation', in which he described a battle against the ebil marketeer in him. He had a character advantage, and had to resist the temptation to turn that into an economic advantage at the expense of character performance. I'd never make that decision; it just wouldn't occur to me.
These are people who destroy generic IOs when they replace them with set IOs instead of respeccing and carrying them to the market. They're an irrational part of the market because they'll spend millions more to buy it now, but only if it's something that will really impact gameplay - for example, I recently blew 15m on a kb protection IO so I could stay standing during a farm. I could've gotten it for 10m if I waited, but that would have negatively impacted my gameplay.
Careful ebil dudes. These guys are probably most of your high end customers. Putting in a 'bid' and 'waiting' for a purple rec is less fun than farming, so guess what they're likely to spend their time doing?
I think these are both quite good categories. I'd place myself somewhere between the categories Crafter and Frantic Casual.
I like to accumulate wealth, and also use it to improve my builds to beat bad guys up. Right now I have quite a few finalized builds in the live servers and a nice pot of influence, too, just waiting for another character to get ready for the IOing stage.
And what do I do while waiting? Accumulate wealth, of course!
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I'd say that there's another category, maybe 'power gamers'.
When I look at your list, it seems that wealth is the main goal of the types of players listed here. That's the difference for a power gamer - it's not the wealth that matters, it's the game outside the crippled artificial economy of CoX. Wealth is a means to an end, where the other types see wealth as an end in itself. |
The market is a tool and a resource in and of itself. While the character is out on the field of battle earning inf/rewards through successful missions (or sitting idle logged off), his/her market slots can concurrently be earning inf through properly considered bids and sells. Inf can (and should, for best results) be earned both ways. By my estimate, each market slot is worth somewhere in the neighborhood of 500k-1m inf a day or so (depending on how often and how long you log on). Inf applied within the market is inf earned through the profits of good market decisions.
At the same time, my primary goal is to improve my character to the fullest extent possible using this inf. This often means leveling a bit more slowly and taking my time (to research and bid low) to acquire what the character needs to fight a few levels above his/her actual level, even at the lower levels. Ahead of their level curve, they solo better and they play in teams (particularly higher level teams) better, being built for the task.
The categorizations in the original post make a nice initial framework, but few of those categories are mutually exclusive, and many players are a combination of them.
And high knowledge, by its nature, requires high effort with so much to learn and track.
Perwira: I would consider that high knowledge is effort one time; high effort is effort EVERY time.
Taking two imaginary examples: Player A crafts generics on two different characters, making ten million a day with three "cycles" each. That's around fifteen minutes a cycle, 45 min total, so about 13 million inf per hour of work.
Player B spends twenty minutes a day finding and crafting high end recipes, making 50 million a day. So about 150 million inf per hour of work.
Player B may have spent twenty hours learning the market... once. Those general rules result in ten times the inf per hour compared to player A.
I am a lot like Player A (I don't know WHY I still craft generics... like knitting, it's not exactly cost-effective, but I still sell about 40 a day) and also like Player B (I don't have numbers, but I'd guess it works out to 50 or 100 mil an hour.)
Hart: I may have chosen poorly when I said the goal was "Wealth." "Profit", perhaps, because there are a lot of people here who make a hundred million, spend it on their build, rinse and repeat. When you walk into Wentworth's, you have some goal, whether it be profit, acquiring something at a reasonable price, or buying something NAO.
It's hard to say that Smurphy, or TopDoc, or Mind4EverBurning are not "power gamers". At the same time, they approach the crippled artificial economy from a standpoint of considerable self-interest.
In other news: Is "performance artist" a large enough niche to make its presence known? things like "buying every luck charm and relisting for 1", or "buying out a common salvage and deleting all of it", or "trying to burn 10 billion in Wentfees" or even "trying to simulate a Casual Marketer"... these don't quite fit into any of the above categories.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Perwira: I would consider that high knowledge is effort one time; high effort is effort EVERY time.
Taking two imaginary examples: Player A crafts generics on two different characters, making ten million a day with three "cycles" each. That's around fifteen minutes a cycle, 45 min total, so about 13 million inf per hour of work. Player B spends twenty minutes a day finding and crafting high end recipes, making 50 million a day. So about 150 million inf per hour of work. Player B may have spent twenty hours learning the market... once. Those general rules result in ten times the inf per hour compared to player A. I am a lot like Player A (I don't know WHY I still craft generics... like knitting, it's not exactly cost-effective, but I still sell about 40 a day) and also like Player B (I don't have numbers, but I'd guess it works out to 50 or 100 mil an hour.) |
I tend to work in short cycles, typically 5 characters inside of half an hour (that's about 5 minutes each), maybe twice or three times a day, while playing one or two of them in an hour-long session or two. Thinking on your inf per hour figure, it sounds about right. One of my characters will pick up roughly 50m/week with about 1.5 hours of total (market, not play) login time, although that's with about 15-20 logins of 5 minutes each over the week. It's actually the number of spaced sessions, rather than total time, that determines the inf/hour rate, as a single hour-and-a-half market session per week won't earn much at all. This is one of several reasons why some of my characters have gone through the trouble to obtain the field crafting badge - simply to shorten the time logged in by doing the crafting at the market, effectively increasing the inf/hour rate.
I think 'Gouger' or 'Spiker' needs to be there. That's something different from flipping.
I also think 'Marketeer' needs to be on the list: people who know and play the market, utilizing a broad range of strategies and tricks to make their Inf and, notably, to make it as fast as possible. High knowledge, high effort, goal: (quick) wealth.
Also, 'Shifter', or something like that. Players who will operate differently depending on alt, level, time investment, and so on.
Personally, I shift around a lot, and go into periods of 'marketeer' mode on various characters at various times.
A behavior that might also be of note--I don't know if other people do this--but even when I'm not actively playing the market, I keep an eye on it, just 'cuz I find it interesting. There are a lot of items I routinely check on, even when I'm not doing anything with 'em.
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Hydro: Would thinking of them as "roles" and not "players" avoid the need for Marketeer and Shifter? Not everyone plays the same role at all times; some people who start out as "frantic casual" come here and learn the benefits of strategic laziness, for instance. I will go through several different roles while playing the same character- starting my bankroll with a little bit of vendorer, then a little bit of flipper, then back to my usual crafting ways once I have a couple million to work with.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
A behavior that might also be of note--I don't know if other people do this--but even when I'm not actively playing the market, I keep an eye on it, just 'cuz I find it interesting. There are a lot of items I routinely check on, even when I'm not doing anything with 'em.
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One little suggestion: change lazy-casual to laid-back-casual. It's less derogatory and I think more accurate.
The catagorization of casuals in the OP got a little ranty and off topic. I'm not sure where I fit in.
I refuse to pay buy it now prices. I get almost all of my salvage from AE tickets.
I look for IO sets primarily for set bonuses so I'll look through the list and buy recipes at levels where they are less desirable. I don't need level 50 everything, though I'll go for higher level ones where it's important, like getting a level 50 defense from red fortune if I have lower levels for the rest of them.
I bid low on recipes and usually get them if I wait long enough.
I've fallen prey to buyitnow! one once. I was like 1 recipe away from being capped to all positional defenses so I just snagged what I needed and crafted it.
I used to vendor on my lowbies to buy me DOs back before AE drove the prices of common salvage to ridiculous levels.
I don't flip
I don't go for badges
I have played tons of AE for tickets and rolls to make money
I activated my second account in preparation for I16 and plan on making a killing on selling drops I get from leveling my other account.
I've got about 500 million liquid and about 200+ million invested blue side.
I've got 400 million liquid and about....30 million invested on my main redside.
(those numbers don't include about 6 LotGs, a Numi, couple of miracles I got and slotted as lucky drops)
I guess my main goal has been to afford the build I want. So I work towards getting something to kick *** with, not just the simple collection of wealth.
While I'd consider myself a casual, I don't see my limited use of the market reflected well in any of the descriptions.
I don't farm MA or missions.
I have several characters levelling or in development, and I use them mostly to run task forces. Useful drops get crafted and used or saved for later. Useless drops get vendored or sold on the market.
When I need salvage for crafting, I solo story based MA arcs until I have enough tickets to roll for it or buy it outright. I never buy salvage on the market. Farming has devalued influence to the point that you can't afford anything on the market with the influence made in non-farm PvE play, so I don't even think about buying anything there.
When I have to roll at white salvage to get the piece I need, I either store the rest in a SG rack or sell it at the market, though I have qualms about that; most tech stuff and some magic stuff often gets vendored. I seldom have to, fortunately, because I keep a large store of white salvage in the SG base, and try to keep one of everything in the 45-50 group and a variety of lower level stuff on hand. Rare and uncommon salvage is bought straight up with tickets on an as-needed basis.
I hate having to random roll for white salvage and wish that it were available for straight up purchase. I never, ever random roll with tickets or merits apart from white salvage.
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While I'd consider myself a casual, I don't see my limited use of the market reflected well in any of the descriptions.
I don't farm MA or missions. I have several characters levelling or in development, and I use them mostly to run task forces. Useful drops get crafted and used or saved for later. Useless drops get vendored or sold on the market. When I need salvage for crafting, I solo story based MA arcs until I have enough tickets to roll for it or buy it outright. I never buy salvage on the market. Farming has devalued influence to the point that you can't afford anything on the market with the influence made in non-farm PvE play, so I don't even think about buying anything there. When I have to roll at white salvage to get the piece I need, I either store the rest in a SG rack or sell it at the market, though I have qualms about that; most tech stuff and some magic stuff often gets vendored. I seldom have to, fortunately, because I keep a large store of white salvage in the SG base, and try to keep one of everything in the 45-50 group and a variety of lower level stuff on hand. Rare and uncommon salvage is bought straight up with tickets on an as-needed basis. I hate having to random roll for white salvage and wish that it were available for straight up purchase. I never, ever random roll with tickets or merits apart from white salvage. |
I'm a lot like Heraclea, except that I tend to craft items that may be profitable.
I see the market as a tool to get the IO sets that I want for my characters. It's easy to make inf along the way, but wealth in and of itself is just numbers.
Since my approach is to use the market as a tool for acquiring product, my usage varies according to each toon's situation. A lower toon will engage in a bit of flipping (including salvage from AE tix), while my higher toons tend to do more crafting. And yes, I could simply transfer inf to my lower toons, but I enjoy the aspect of playing/earning at various levels.
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Heraclea, I realize you're describing your playstyle, not stating a case for discussion... but
Farming has devalued influence to the point that you can't afford anything on the market with the influence made in non-farm PvE play, so I don't even think about buying anything there. |
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
What farming means to me, essentially, is that I no longer hoard orange salvage, which can be ordered by need with tickets. I hoard white salvage, so that when I get a lucky recipe drop I can actually make it. I also strongly would like to see white salvage be made purchasable directly rather than rolled for, which is wasteful and sometimes fills your available space before you get what you need. I think that making it directly purchasable would have some calming effect on prices; it seems to have had that effect on orange salvage prices. But other measures to restore the value of influence to pre-i14 levels need to be taken.
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Hydro: Would thinking of them as "roles" and not "players" avoid the need for Marketeer and Shifter? Not everyone plays the same role at all times; some people who start out as "frantic casual" come here and learn the benefits of strategic laziness, for instance. I will go through several different roles while playing the same character- starting my bankroll with a little bit of vendorer, then a little bit of flipper, then back to my usual crafting ways once I have a couple million to work with.
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But, under that thinking, 'Marketeer', as I described it above, would still be a role. It definitely is for me, anyway. I can't maintain that level of overdrive marketing for too long, 'cuz it burns me out. I default to more of a casual crafter/opportunist.
And, hmmm. Maybe what I'm getting at with 'Shifter' and what you were mentioning with 'Performance Artist' could both be placed under a broader 'Experimenter' category?
Basically, some of us use the market, just 'cuz we find it fun. Wealth' isn't necessarily the goal. Sometimes it's just: well, I want to see what happens or I wonder if I can get away with this. We approach the market as a mini-game and experiment with it, sometimes not caring if we lose (considerable) wealth in the process. The market is embraced as part of the game experience rather than just a means to an end, or a chore or 'necessary evil'.
If the goal is "trying to understand how various types of Market-Users affect the Market" I think this needs to be included somehow. People in 'experiment mode' can have all sorts of odd effects on the market, even if those effects tend to be fleeting.
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When lower level white salvage sells for 100K a pop, there's no way a player playing normal PvE content as originally intended can afford that, unless they are extremely lucky with drops they can't use, or are being twinked.
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I agree with the earlier assessment that Heraclea is basically a market non-user (and is very much not alone in that). But the quoted bit above has been said by many, many people since the market was released.
It's quite natural to freak out from sticker shock perusing the last 5 prices, but to move from non-user (hoarder and/or avoider) to user, the statement above has to become this:
"When lower level white salvage sells for 100K a pop, it's a fantastic boon for lower level characters to make a lot of money selling their drops; they end up being twinked by 1000s of people. Later, if they need that same salvage, they can buy it back for far less by being patient."
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What about Speculators?
I know when Merits were going live, I hoarded about 3 bins of Pool Cs, waited a while then made a killing. Also made a boatload off Hami sales early on.
There are those (and I count myself among them) whose fun is in examining patches/new powersets, finding an IO niche and maximizing profit therefrom.
While I'd classify myself as a PLer/Lazy Casual I guess. I almost never complain about prices though, since I list low enough to get the next sale.
It really depends how bored/wanting to game I am at the time. I'll twiddle with the bids for stuff on salvage. If my bids aren't filled I'll just drop 4 million on an Alchemical Silver of 1 million on a Luck Charm, or hit AE and purchase stuff for resale.
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Not sure that there's a whole lot of point in discussing it, especially not here. When lower level white salvage sells for 100K a pop, there's no way a player playing normal PvE content as originally intended can afford that, unless they are extremely lucky with drops they can't use, or are being twinked.
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Secondly you assume that farming is the only way to make large amounts of inf when this is clearly not the case. Farming is the simplest way true but as Squez alludes to in her post marketeering is also a practical way to make large profits without the effort of farming. Personally I rarely farm since it bores me but I've never had problems making inf.
As for your statement that inf has devalued since I13, I think that to some extent that is true but on the other hand the prices on a lot of higher level stuff has dropped substantially. Yes the prices for common and uncommon salvage have risen but the prices of rares has basically stabilized at about 1million which is an increase for the less useful ones true but a decrease for the better ones. Similarly the prices for a lot of level 50 recipes has also dropped due to an increase in the supply of pool C/D recipes. Sure the price of Purples has risen dramatically but that owes more to a shift in player behavior causing a drastic decrease in supply than it does to a decrease in the value of inf.
That is technically correct, however you are missing two important points. First, for most items the buy it NAO price is significantly higher than the overnight price. If you leave a bid up overnight you can buy common salvage for significantly less than 100K and generally under 20K in some cases much lower (there are a couple of exceptions such as Nevermelting Ice where the overnight price is more like 30k-40K).
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Now, I'm reluctant to just sell salvage drops at low levels, even at the current prices. First, my conscience won't let me. Second, if I sell it I know I may eventually have to buy another at the same price or higher if I wanted to try to get one from the market. Since salvage doesn't spoil and the cost of storing it is paid in a different currency (prestige) whose value is fixed by the game rules, and which seldom can be truly lost, the inflationary trend makes saved white salvage gain in "value" just by sitting there.
I am the CEO of long-established supergroups with fully built bases. The bases have now been maxed for salvage storage; I have 2 enhancement storages, 2 insp storages, and the rest are devoted entirely to salvage racks. They were originally installed to hold all the oranges that were made when I converted all of the base salvage into invention salvage. Now they're full of mostly white salvage.
My own characters form a command economy: "from each according to her luck, to each according to her needs." If something drops that somebody else can use, it's made, stored, and claimed. My low level characters have racks they fill with their salvage drops, which are then made by high levels who are after crafting badges. I do buy generic recipes from the market for this purpose. If specific white salvage items are needed, they're rolled for at the MA. I also use high level enhancement drops to fund my lower level characters without hassle. Merits also form a part of the common pool; my more completely built characters use their merits to buy recipes that answer to low levels' more urgent needs.
This may not be the most efficient use of time or resources, but it's more or less the regime that the current state of the markets have forced on me. I wish that salvage were available at the market for prices that my low level characters could afford to pay with the inf they get defeating mobs, but that seldom was the case and currently is not.
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I'm trying to understand how various types of Market-Users affect the Market. So first I would have to catagorize the types of users.
That's where I need your help, oh Ebil Geniouses!
I'm not trying to define thier effects yet, so please bear with me.
Here's what I got so far.
1. Vendorers. Buy Salvage and Recipes at less than what a vendor will pay, sell to vendor, repeat.
2. Flippers. Buy an item (or stack thereof) when they can get it cheaper than usual, repost for a higher price to profit the difference (minus listing fees).
3. Farmers / Drop-Farmers / Wealth-Farmers. Run missions primarily for the drops accumulated, sell the drops, repeat. XP gains are secondary to the main goal, which is wealth. If thier inventory gets full mid-mission, they will consider whether to delete something (the least valuable) to make room for more, or to leave to sell. Often will team only with thier other accounts, so that drops aren't split between them and strangers.
4. Power-levelers / "XP-Farmers". Run missions primarily for the XP, usually not leaving a mission for a full salvage/recipe/etc. tray because leaving would jeopardize the main goal: XP. They might delete a low-value item from inventory to make room for better, if they remember or are willing to take a few seconds off of DPS/XP-HR.
Usually prefer teaming with as large a team as possible, despite most of the drops going to others.
5. Lazy-Casual Users. Not concerned about maximizing profits or getting into the complicated details of how every part of the market works. Not likely to pay attention to market trends. They will post thier stuff low for quick sales, and only bid as high as they feel something is worth to them personally. If thier bid isn't high enough, they will either let the bid sit as they wander off to a mission, or pull it to buy something else. They usually won't pay "Buy It NAO!!!" prices, but will seek other, cheaper wares instead. (RL equivalent: The guy who puts money into CD's and a 401K, but never bothers to read the business/financial section of the newspaper, but reads the Comics and Sports instead)
6. Frantic-Casual Users. Similar to the Lazy-Casual Users. However, they will pay "Buy It NAO!!!" prices if they can. Sometimes prone to posting angry rants about how they HAD to pay 1 Million $Inf to get a Common Salvage they wanted, and unwilling to hear any advice or disagreement from the viewpoint they already have. Sometimes they will post some of thier wares at very high prices, trying to recoup thier earlier losses, but if thier sales don't go through they will likely blame the Market, Flippers, Marketeers or pretty much anyone other than themselves (for posting higher than the other players would buy it for).
(RL example: same as the RL guy above, but writing angry letters to the editor about "Those durn fat-cats in warshingtoon!", and investing his money in lottery tickets.)
7. Crafters. They buy (or recieve as drops) Recipes and Salvage and compare it to how much the crafted product will go for. If the crafted product will sell for more than the Salvage+Recipe+CraftingCost, then they craft it and sell it for the profit.
8. Badgers. Working on Crafting Badges (to get more Inventory slots and perhaps even the grand poohbah of crafting badges, the Field Crafter Accolade Power), they fit with the Crafters above. Except they might be willing to craft items for a loss, if those items are what stands between them and thier goal, MOAR BADGESSES!!
9. Non-Users. Playing the game presumably using only SO's and maybe crafting drops.
Okay, Marketeers.....Who did I miss?
(Also, feel free to correct my names and descriptions)