* The Price is Right *
If I don't have one by then...
Cat + 100,000,000
I love to IO and tweak builds on my characters but the cost of the IO's even the basic ones not the Purples are getting way way too expensive.
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Pls Pls do something so that everyone can enjoy the invention system. |
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I already know there is a merit vendor who sells everything. I know the market sells everything. I know I am tired of hearing about buyers setting the prices.
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Merits were added, played hell with the market, but that wasn't good enough.
Tickets were added, played hell with the market, but that wasn't good enough.
It appears to me that some people just aren't going to be happy until the purpose of a market is completely defeated. As I enjoy the market aspect of the game, I'm not interested in accommodating those people any further.
There are currently alternative means to get practically everything without using the market.
I'm sorry, but I think that's good enough.
When you log in and you get ready to buy something and you see 5 sales all at the same price and they seem somewhat inflated, *ALERT*, seller generated price. |
Sure, that might indicate that someone is trying to flip (or flop) or manipulate an item, but it's by no means a given. Many, many people simply look at the sale history and buy at that same amount, or higher, even when they don't have to.
This scenario happens to me regularly:
Last 5 sales on an item: 10 million.
I list 5 of the same item at half of that amount.
I come back later and find that all 5 have sold during the course of the day for... 10 million. Or more.
Sale history? Still uniformly 10 million.
The phenomenon you're talking about does happen, but it's generally easily bypassed by awareness and patience. And the few times where it isn't, well... that's where market PVP comes in.
People just have to grasp the concept that the market isn't static. Just because you see an item selling for X doesn't mean it's going to sell for X a month, a week, a day, or even an hour from now. If an item seems oddly inflated, it probably is. Put in a bid you're comfortable with... and wait.
I understand that this is apparently too much of a bother for some people. But, y'know, that's why the whole thing's optional. That's how those people are accommodated in this system. Nothing needs to be fixed any further, because it's not broken.
It's not the obligation of the developers or the rest of the player base to cater to the (willfully) uninformed and impatient. The very fundamental dynamic of the market system runs counter to those traits. Thus, trying to "adjust" the system to mollify the (willfully) uninformed and impatient undermines its most basic function and purpose... and will ultimately ruin it.
I happen to enjoy the market aspect of the game. I'd rather it not be taken away from me to satisfy people who:
1. don't have to use the market at all.
2. have SOs available through stores.
3. can fully outfit themselves with common IOs without ever using the market.
4. Can purchase most set IOs without ever using the market.
That's enough.
If any given item is deemed too rare, the way to address that is through its drop rate. The market doesn't need to be smacked around any further.
The Cape Radio: You're not super until you put on the Cape!
DJ Enigma's Puzzle Factory: Co* Parody Commercials
I'm tired of the request for a store.
Merits were added, played hell with the market, but that wasn't good enough. Tickets were added, played hell with the market, but that wasn't good enough. It appears to me that some people just aren't going to be happy until the purpose of a market is completely defeated. As I enjoy the market aspect of the game, I'm not interested in accommodating those people any further. There are currently alternative means to get practically everything without using the market. I'm sorry, but I think that's good enough. Noop. Sure, that might indicate that someone is trying to flip (or flop) or manipulate an item, but it's by no means a given. Many, many people simply look at the sale history and buy at that same amount, or higher, even when they don't have to. This scenario happens to me regularly: Last 5 sales on an item: 10 million. I list 5 of the same item at half of that amount. I come back later and find that all 5 have sold during the course of the day for... 10 million. Or more. Sale history? Still uniformly 10 million. The phenomenon you're talking about does happen, but it's generally easily bypassed by awareness and patience. And the few times where it isn't, well... that's where market PVP comes in. People just have to grasp the concept that the market isn't static. Just because you see an item selling for X doesn't mean it's going to sell for X a month, a week, a day, or even an hour from now. If an item seems oddly inflated, it probably is. Put in a bid you're comfortable with... and wait. I understand that this is apparently too much of a bother for some people. But, y'know, that's why the whole thing's optional. That's how those people are accommodated in this system. Nothing needs to be fixed any further, because it's not broken. It's not the obligation of the developers or the rest of the player base to cater to the (willfully) uninformed and impatient. The very fundamental dynamic of the market system runs counter to those traits. Thus, trying to "adjust" the system to mollify the (willfully) uninformed and impatient undermines its most basic function and purpose... and will ultimately ruin it. I happen to enjoy the market aspect of the game. I'd rather it not be taken away from me to satisfy people who: 1. don't have to use the market at all. 2. have SOs available through stores. 3. can fully outfit themselves with common IOs without ever using the market. 4. Can purchase most set IOs without ever using the market. That's enough. If any given item is deemed too rare, the way to address that is through its drop rate. The market doesn't need to be smacked around any further. |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Please, ruin the market? Hardly. IMHO it could improve the market. By cashing in my influence for merits, all I am doing is adding another flow of potential merchandise to the market. Indeed, some would cash in millions if not billions of influence and get lots of merits to buy shiny stuff. They would post it on the market and the billionaires would buy it up only to sell it back for a profit. Rinse, wash, repeat. Now, that would be hero side. Villain side, something desperately needs to be done to increase supply because so few people play redside anymore. It is kind of a black market vs WW scenario.
Hydro, you say that tickets and merits caused all kinds of trouble to the market. Well, I hate to break it to you, but the same recipes and enhancements that were expensive before those things came along, still are. Sure, Pangean Soil doesn't go for 7 mil anymore, but I16 would have squashed that anyway. I will also concede that some of the -kb and dam res/def stuff is less expensive because people got smart to 75 merits = 30 mil or better. None of this spells DOOM for the market. As EVERY marketeer has stated, when things change, you pick a new niche and move on.
I realize what I want will probably never happen. Therefore, I am not going to get huffy and puffy about it. I got friends like Cat and many others who are willing to trade and work together for a meaningful conclusion. In the meantime, I am going to keep using the system I have, stepping over and around the booby traps left by the forces of Ebil, for better or worse.
Please, ruin the market? Hardly. IMHO it could improve the market. By cashing in my influence for merits, all I am doing is adding another flow of potential merchandise to the market.
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The devs seem to have staked out a workable middle ground with merits and tickets. I'd prefer we not have them, but I can live with them.
I'm against taking it any further down that road.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Basically, the OP wants the same thing I do. I want a place I can go pay INFLUENCE for whatever I want.
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Reward merits are "backed by gold" - they purchase recipes at a pegged rate.
AE tickets are "backed by silver" - they purchase uncommon and rare salvage at a pegged rate.
Inf is "backed" by recycled cardboard - it buys SOs, DOs, and TOs at a pegged rate.
The problem is that since i9 the goods bought by inf are largely obsolete; while not every character I play is going to be fitted with IO sets, most of them do try to replace SOs with generic IOs above level 30; they're at least as good, and you stop the bleeding trying to keep them in the green.
Thus, the trend has ever been to see the relative value of inf fall measured against the other two currencies and the things they can buy.
(Then, there are Vanguard merits, which are like an exotic currency, say Dutch guilders. You only need to acquire enough of them to buy the goods that are only for sale in Amsterdam. When you are done shopping there, you can't use them elsewhere.)
Only one of these currencies - inf - can be regularly traded to other players. Inf is the only currency that the market accepts, as well. The result has been that inf has tended to fluctuate, and hit a fairly deep low in i15. The value of inf relative to salvage has risen; relative to IO set recipes, it still seems fairly low. Holding inf is risky relative to holding merits or even AE tickets.
Those who subscribe to the reigning ideology of this forum will not acknowledge that there's even a problem. There is a problem, though. Those who defend the prices that come about on the markets ignore the fact that those prices are indeed out of reach if all the inf you get in ordinary game play - i.e. running missions and defeating mobs. They may not be out of reach to people who farm for purple drops, random rolls to sell, or the meta-game of manipulating the market. They are out of reach for players who play as intended.
I do think that dev action is needed to shore up the relative value of inf, by pegging it to a more valuable commodity than SOs. I'd allow the uncommon Pool A recipes to be bought with inf from a crafting table, just as generic recipes can be bought.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
"each alternative supply source added to the game dilutes the utility of the market further. You don't like or understand how the market works, so you want more alternatives. Those of us who do like and understand it want less."
Please, enlighten me. Specific details and examples would be nice. I am wondering if you are getting something out of the market that i'm not? Because if all you are getting is goods and currency, I am getting that too.
I've mentioned before: the basic problem is that we now have three (or four) separate currencies that are "backed" by different commodities.
Reward merits are "backed by gold" - they purchase recipes at a pegged rate. AE tickets are "backed by silver" - they purchase uncommon and rare salvage at a pegged rate. Inf is "backed" by recycled cardboard - it buys SOs, DOs, and TOs at a pegged rate. The problem is that since i9 the goods bought by inf are largely obsolete; while not every character I play is going to be fitted with IO sets, most of them do try to replace SOs with generic IOs above level 30; they're at least as good, and you stop the bleeding trying to keep them in the green. Thus, the trend has ever been to see the relative value of inf fall measured against the other two currencies and the things they can buy. (Then, there are Vanguard merits, which are like an exotic currency, say Dutch guilders. You only need to acquire enough of them to buy the goods that are only for sale in Amsterdam. When you are done shopping there, you can't use them elsewhere.) Only one of these currencies - inf - can be regularly traded to other players. Inf is the only currency that the market accepts, as well. The result has been that inf has tended to fluctuate, and hit a fairly deep low in i15. The value of inf relative to salvage has risen; relative to IO set recipes, it still seems fairly low. Holding inf is risky relative to holding merits or even AE tickets. Those who subscribe to the reigning ideology of this forum will not acknowledge that there's even a problem. There is a problem, though. Those who defend the prices that come about on the markets ignore the fact that those prices are indeed out of reach if all the inf you get in ordinary game play - i.e. running missions and defeating mobs. They may not be out of reach to people who farm for purple drops, random rolls to sell, or the meta-game of manipulating the market. They are out of reach for players who play as intended. I do think that dev action is needed to shore up the relative value of inf, by pegging it to a more valuable commodity than SOs. I'd allow the uncommon Pool A recipes to be bought with inf from a crafting table, just as generic recipes can be bought. |
Please, enlighten me. Specific details and examples would be nice. I am wondering if you are getting something out of the market that i'm not? Because if all you are getting is goods and currency, I am getting that too.
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Merits played hell with pool C.
What I'm getting that you aren't is enjoyment of the market as mini-game. I play the market mostly for its own sake, not because I want this or that or keep score by amassing piles of inf. I enjoy the action, I enjoy finding niches, I enjoy turning profits even when I don't do anything with it.
As players react badly when the devs nerf powersets they like, I react badly to suggestions that would negatively impact my enjoyment of the market.
There are already plenty of alternatives on offer for those who don't enjoy it.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
I've mentioned before: the basic problem is that we now have three (or four) separate currencies that are "backed" by different commodities.
Reward merits are "backed by gold" - they purchase recipes at a pegged rate. AE tickets are "backed by silver" - they purchase uncommon and rare salvage at a pegged rate. Inf is "backed" by recycled cardboard - it buys SOs, DOs, and TOs at a pegged rate. |
Gibberish.
Everything in the game is pegged to ONE currency- time.
Period.
Time is the only tangible commodity in the game.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
I understand that some people feel that items are too difficult to obtain and that some may wish they were easier to obtain. This opinion is subjective and it can't really be right or wrong. It's personal preference. If you are such a person who wants items more available to more players than you want increased drop rates. Desiring increased drop rates and more available items is a perfectly rational opinion.
Some of these other opinions are not so much on the "rational" side. My post will include math and economics. If you don't believe that 1 + 1 = 2 or in Supply and Demand than you might as well just stop reading. Let's save everyone some time.
When prices are "too high" at a certain price then Supply outweighs Demand at that specific price. By definition if at a specific price Demand outweighs Supply or they are equal than the price is not too high. When there is more Supply than Demand at a price more items are attempted to be sold than bought. In City of Heroes terms that means that the "For Sale" # will be relatively high compared to other similar items. I will identify some items where I feel that the price is "too high" and explain why application of Supply and Demand leads one to believe these items are priced "too high."
Redside Aegis +Psionic and Mez Resist Recipe level 50.
For Sale: 254. Bidding: 61. Last 5 200k+, 100k, 50k, 100k, 50k. This is a Rare Task Force/Trial Recipe. Comparing the # for sale to other items in the pool...
Aegis Rech/End/Res: 24 for sale, last 5 nearly all 1M
Celerity Stealth: 3 for sale, last 5 all 55M +
Dark Watcher Rech/End: 10 For sale, last 5 200k-500k
Mako's Chance: 11 for sale, last 5 all 5M+
The Aegis Psi Resist price is "too high". It has the symptons of an item that is priced "too high."
Let's compare that to some of the more expensive Task Force Recipes.
Numina Rec/Recovery: 2 For Sale
Miracle: 5 For sale
Luck of the Gambler: 30 For sale.
Is that a sign of overprice? Sort of.
I've got recent experience with this item. Within two days of I16 release I bought one at the prevailing market price of 190M. Currently the last 5 all say 165,555,555. The price has fallen since I've bought mine and likely a good portion of those 30 are listed "too high".
So here we have an example of an item that was "too high" but price is falling. The market is a self-correcting entity. When price is too high, inventory will build up because some sellers don't sell their item. Sellers compete with each other and want the sale. In order to get the sale some lower their price.
That's exactly what we are seeing. Supply and Demand at work on the City of Heroes market.
If you want to feel all adventurous and mathy you can calculate the average time it will take you to complete your build. First, calculate on average how many recipes of each type you gain per X amount of time. Then calculate the average expected value of each type of recipe. See how long it takes a player to get all the IOs he or she may want.
It's a long time. A simple perusal of some of the drop lists is all that is necessary to support this estimation. Look at these lists and identify in your own mind how many you actually want or more precisely how many are going to sell on the market for a substantial gain. In lay man's terms "you are going to get a lot of turds."
Pool A - Uncommon Drops
Pool A - Rare Drops
Pool B - Mission Drops
Pool C & D - Task Force and Trial
Those who subscribe to the reigning ideology of this forum will not acknowledge that there's even a problem. There is a problem, though. Those who defend the prices that come about on the markets ignore the fact that those prices are indeed out of reach if all the inf you get in ordinary game play - i.e. running missions and defeating mobs. They may not be out of reach to people who farm for purple drops, random rolls to sell, or the meta-game of manipulating the market. They are out of reach for players who play as intended. |
Or more accurately: Purples are not intended for casual players. Purples are designed to reward those who put an unusual amount of time and effort into the game.
Edit: Unless you are reffering to non-purple recipes. In that case, barring a handful of sets (Kin combat, Numina's) you can get anything you want playing normally.
Nobody has been talking about purples, Mcfly.
Those who defend the prices that come about on the markets ignore the fact that those prices are indeed out of reach if all the inf you get in ordinary game play - i.e. running missions and defeating mobs. They may not be out of reach to people who farm for purple drops, random rolls to sell, or the meta-game of manipulating the market. They are out of reach for players who play as intended.
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The first 6 months I played City of Heroes, I did not farm for purples, there were no merits or tickets to make random rolls with, and I did not play the market other than selling drops and buying recipes to actually use. Yet by the time my very first character got to level 50, I had nearly every power slotted with IO sets, and some nice bonuses. Sure, I didn't have 5xLotG, a Miracle & Numina unique and 5 sets of purples. But your statement that items are out of reach of those who "play as intended" is 1000% at odds from my own experience as a new player.
Every single one of these threads comes down to the same basic point. Some portion of players want pretty much everything to be available with little to no effort on their part. That would destroy game balance in this game, or just about any other. It is a balance issue going back to the origin of RPG games. Look up 'Monty Haul Campaign' if you are not familiar with the term.
It doesn't matter what mechanisms are put in place to appease this subset of players. They will never be satisfied. They will always cry that it is too hard, out of reach, unobtainable, etc. In effect, what they want seems to be the ability to get their ultra-rare uber loot at character creation and walk out of the tutorial at level 50. That does not sound like a game I would want to play.
Please, ruin the market? Hardly. IMHO it could improve the market.
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By cashing in my influence for merits, all I am doing is adding another flow of potential merchandise to the market. Indeed, some would cash in millions if not billions of influence and get lots of merits to buy shiny stuff. They would post it on the market and the billionaires would buy it up only to sell it back for a profit. |
If there's a store--and that's effectively what you're proposing--there's little to no use for a market.
Hydro, you say that tickets and merits caused all kinds of trouble to the market. Well, I hate to break it to you, but the same recipes and enhancements that were expensive before those things came along, still are. |
Please keep in mind that, when posting on the market forum, you are likely addressing people who use the market, use it extensively, and use it successfully. I have multiple characters at or near the inf cap, and I don't farm. I am very well versed in the market, believe me. I wouldn't be able to make the sort of profit I make by misreading the market as grossly as you'd like to suggest I have.
I can list numerous examples of recipes that became "vendor trash" when tickets hit the scene, on both sides of the fence. Many of them are still dramatically reduced in price. Right now, I could vendor recipes at a profit that couldn't be touched for under 3-5 million pre-AE.
Merits and tickets have both had dramatic effects on the market and how extensively it's used. This should not be a surprise, as when you add alternatives to the market, people will use them as alternatives to the market.
What you suggest is yet another market alternative. I think there are enough market alternatives. And yes, it stands to reason that, if you add enough alternatives, eventually you reach a point where no one uses the market anymore. Because there's no need to do so.
Again, if something is deemed too rare, the way to address that is by changing its drop rate. The system is optional. There are multiple existing alternatives to the system. The system doesn't need to be altered any further to accommodate proclivities that are in direct opposition to the fundamental dynamic of the system. If you do not have to be informed and patient to get what you want from a market, then it's no longer a market.
It's a store.
The Cape Radio: You're not super until you put on the Cape!
DJ Enigma's Puzzle Factory: Co* Parody Commercials
I understand that some people feel that items are too difficult to obtain and that some may wish they were easier to obtain. This opinion is subjective and it can't really be right or wrong. It's personal preference. If you are such a person who wants items more available to more players than you want increased drop rates. Desiring increased drop rates and more available items is a perfectly rational opinion.
Some of these other opinions are not so much on the "rational" side. My post will include math and economics. If you don't believe that 1 + 1 = 2 or in Supply and Demand than you might as well just stop reading. Let's save everyone some time. When prices are "too high" at a certain price then Supply outweighs Demand at that specific price. By definition if at a specific price Demand outweighs Supply or they are equal than the price is not too high. When there is more Supply than Demand at a price more items are attempted to be sold than bought. In City of Heroes terms that means that the "For Sale" # will be relatively high compared to other similar items. I will identify some items where I feel that the price is "too high" and explain why application of Supply and Demand leads one to believe these items are priced "too high." Redside Aegis +Psionic and Mez Resist Recipe level 50. For Sale: 254. Bidding: 61. Last 5 200k+, 100k, 50k, 100k, 50k. This is a Rare Task Force/Trial Recipe. Comparing the # for sale to other items in the pool... Aegis Rech/End/Res: 24 for sale, last 5 nearly all 1M Celerity Stealth: 3 for sale, last 5 all 55M + Dark Watcher Rech/End: 10 For sale, last 5 200k-500k Mako's Chance: 11 for sale, last 5 all 5M+ The Aegis Psi Resist price is "too high". It has the symptons of an item that is priced "too high." Let's compare that to some of the more expensive Task Force Recipes. Numina Rec/Recovery: 2 For Sale Miracle: 5 For sale Luck of the Gambler: 30 For sale. Is that a sign of overprice? Sort of. I've got recent experience with this item. Within two days of I16 release I bought one at the prevailing market price of 190M. Currently the last 5 all say 165,555,555. The price has fallen since I've bought mine and likely a good portion of those 30 are listed "too high". So here we have an example of an item that was "too high" but price is falling. The market is a self-correcting entity. When price is too high, inventory will build up because some sellers don't sell their item. Sellers compete with each other and want the sale. In order to get the sale some lower their price. That's exactly what we are seeing. Supply and Demand at work on the City of Heroes market. If you want to feel all adventurous and mathy you can calculate the average time it will take you to complete your build. First, calculate on average how many recipes of each type you gain per X amount of time. Then calculate the average expected value of each type of recipe. See how long it takes a player to get all the IOs he or she may want. It's a long time. A simple perusal of some of the drop lists is all that is necessary to support this estimation. Look at these lists and identify in your own mind how many you actually want or more precisely how many are going to sell on the market for a substantial gain. In lay man's terms "you are going to get a lot of turds." Pool A - Uncommon Drops Pool A - Rare Drops Pool B - Mission Drops Pool C & D - Task Force and Trial |
I been getting a lot of turds since IO's came out. I just don't see how it has anything to do with the conversation here. I don't want magical drops, to be honest I don't really care about high prices ( I am willing to buy a Gaussians End/Recharge redside at lvl 42 or less for 100mil for crying out loud), I just want to be able to convert my money into merits so I can do what I want and go play. There, it is said.
I been getting a lot of turds since IO's came out. I just don't see how it has anything to do with the conversation here. I don't want magical drops, to be honest I don't really care about high prices ( I am willing to buy a Gaussians End/Recharge redside at lvl 42 or less for 100mil for crying out loud), I just want to be able to convert my money into merits so I can do what I want and go play. There, it is said.
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You play the game and get random stuff.
You take your random stuff to the market and turn it into cool, sweet, hard cash.
You buy the stuff you want.
My point is that "step 2" includes finding a lot of turds. My point is that everyone finds a lot of turds. My point is that players find a lot of turds, and a lot of other stuff that isn't turds, sell them, and then buy what you want.
My point is that prices are generally right.
How bout this one...It is all in the eye of the beholder. You think it is time, I think you are wrong. You don't seem real hip to details, so neither am I.
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*thumbsup*
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
As an aside Nem, I should have enough merits stashed on my brute by the weekend to pick one up for you.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617