Where is the money coming from


Adeon Hawkwood

 

Posted

Most people would agree that playerbase is a little low with new games and everyone waiting on GR to hit. Its kinda normal but thats not my point.

Consider this-with a lower pop lvl untill the new content the prices are still skyrocketing. Mostly for the good sets, pvpios, and purps.

Now here is the question with less players means less farmin, pvpin, and random players. So where is the Money coming from. If less are playing how are all my ios sellin for so much. Really, does anyone have any ideas on this. If all the farmers remaining, both pvp and pve ,are still selling their stuff like hot cakes whos buying this stuff and where are they getting 2 bill for an io. Dont get me wrong I love the fact that i finshed and IOd every toon i have on every server and i could just buy it now. But doesnt it seem to go against the logic.

I say this cause

1) If the only people left are the hardcore vets like us are we just trading amongst our selves really, or are the newer players 1yr and more recent actually buying this.
a. if they are buying it where are they getting all this money
b. if there not who is buying it

2) if vets are buying it why arnt we just advertising in a chat channel for our wares and stop trowing away 10% in fees.

3) with all the highend stuff selling there are major fees involved example. I just finsihed a toon cost me about 2 billl nothing great but good stuff. i just bought it at the market. So the real cost is 2.2 bill i think and why did me, u , they all of us just do that. And that 200 mill went poof.
a) doesnt that mean that more money is leaving faster for the people that remain without new people re-supplying the influ/infamy

b) leads me to belive someone is printing influ/infamy



Just some points if anyone has any ideas please respond if you understand what im getting at. I tried to put it as clearly as i could.


 

Posted

Quote:
2) if vets are buying it why arnt we just advertising in a chat channel for our wares and stop trowing away 10% in fees.
Because the market is honest, and you will never get screwed using it. Shady, unscrupulous players would use the trade window to steal stuff from people.

You can accept a trade without putting anything up in the window, what's to stop a jackhole from putting the influence or recipe up in the window and then removing it before clicking "Accept"?

People use the market because it is literally impossible for that to happen, you will always get what you paid for, or you will always get the influence for your item. There is zero possibility of someone taking your stuff and leaving you with nothing.


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
Because the market is honest, and you will never get screwed using it. Shady, unscrupulous players would use the trade window to steal stuff from people.

You can accept a trade without putting anything up in the window, what's to stop a jackhole from putting the influence or recipe up in the window and then removing it before clicking "Accept"?

People use the market because it is literally impossible for that to happen, you will always get what you paid for, or you will always get the influence for your item. There is zero possibility of someone taking your stuff and leaving you with nothing.
agreed but the rest of my comment
any ideas there


 

Posted

I16 fixed a bug which meant that level 50 characters are earning a lot more inf (almost double the previous level). This means that the amount of inf on a per-player basis is shooting up drastically. The major inf sink in game is the market transaction fee which fortunately scales with the amount of inf in use. Eventually it should stabilize so that the inf lost to market fees is equal to the amount being generated by playing the game. The question becomes, how many more enhancements will get pushed off the top with a price greater than 2billion before that happens?


 

Posted

Quote:
Originally Posted by graystar_blaster View Post
Now here is the question with less players means less farmin, pvpin, and random players. So where is the Money coming from.
I think most of the supply and most of the influence are generated by 'hardcore' players who have not gone anywhere.

I think the casual players generate more supply than influence but don't have a big impact either way. (Just my guess, but I would think that a casual player getting their first purple is likely to sell it rather than try to get the rest of the set.)



Quote:
Originally Posted by ClawsandEffect View Post
You can accept a trade without putting anything up in the window, what's to stop a jackhole from putting the influence or recipe up in the window and then removing it before clicking "Accept"?
The fact that the trade window wasn't designed by idiots.
1. Both parties (or just one) put stuff in the trade window.
2. One person accepts the transaction and makes it available for the other to accept.
3. If *EITHER* party then changes their trade, it deactivates the accept button and the transaction starts over.
So the ploy that you describe simply does not work.


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Posted

You play at high levels, you create inf out of nowhere. I don't know the current rates for semicasual play (ITFs or what have you) but the old rate was something like 10 million per ITF, at 90 min or 2 hours per. Lose 10% every time it gets spent on the market, it takes 100 million inf of buying to get rid of that. And you have 8 people at a time getting that kinda money.


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Posted

Quote:
Originally Posted by graystar_blaster View Post
b) leads me to belive someone is printing influ/infamy
I am. I mean, just playing the game is pretty much "printing money." Low level salvage sells for a lot. Merits have pretty much increased the rewards for characters throughout the game. A decent high level character can earn millions to tens of millions in a single mission run. If you get any high level drops, you end up with hundreds of millions.

It doesn't take much casual play to hit the inf. cap, on either side.


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Posted

Dumple: There's a difference between moving inf from another character to yourself, and creating inf from nowhere, and I think that's the question the OP is asking.

Every time you hit a badguy and inf comes out, that's creating inf from nowhere. Every time you hit a badguy and a generic IO recipe comes out, that's [effectively] creating inf from nowhere. Every time you hit a badguy and a purple comes out, that's moving inf from another character to yourself, and destroying 10% in the process.

To the OP:

Quote:
less players means less farmin, pvpin, and random players.
It also means less customers.


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Posted

Quote:
Originally Posted by Fulmens View Post
Dumple: There's a difference between moving inf from another character to yourself, and creating inf from nowhere, and I think that's the question the OP is asking.

Every time you hit a badguy and inf comes out, that's creating inf from nowhere. Every time you hit a badguy and a generic IO recipe comes out, that's [effectively] creating inf from nowhere. Every time you hit a badguy and a purple comes out, that's moving inf from another character to yourself, and destroying 10% in the process.

To the OP:

It also means less customers.
Agreed to the first part. However, it shouldn't be true on the second part, at least in theory.

Less demand should lower prices. Unless the supplies are going down faster than demand is, at least.


But I do agree that the people who are taking breaks from the game (including me, kind of) aren't the people that were tending to rack up 2 billion influence to buy stuff.


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Posted

Quote:
Originally Posted by graystar_blaster View Post
So where is the Money coming from.
Almost six years of a non zero-sum economy.


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Posted

I suspect that the OP doesn't entirely understand the economy. I'm not saying I understand all of it, but the questions asked suggest a lack of understanding.

Players create Infl by playing, defeating foes and completing missions. Also, drops can be sold to vendors. The Mission Architect system also generates a lot of Infl and tickets . . . and those Tickets can be used to add new stuff to the markets. A lesser used way is to turn in your enhancments during a Respec. The amount of Infl a level 50 character can generate from these ways is pretty substantial. One friend of mine was telling me last night that he can generate about 9 mil per hour easily, not including what he can make by selling the drops. A lot of players have a lot of Infl banked in Infl itself, bids on recipes and hard assets (things that can be sold to vendors).

It is the veterans who generate the majority of the Infl used on the market. They are the ones who want to maximize their characters, so they need more Infl. They are the ones with the farming characters. The more casual players are more likely to come and go, but the Vets who stick around even when there are no events going on, generating Infl, drops and Merits to improve their characters. And it is mostly the kinds of recipes and Salvage that Min-Max players want that are higher priced in the markets.

And when things quiet down in the game, many of the vets will spend that time to spend their Infl and try crafting and improving characters. The 10% Influence sink from the markets is minor in the overall economy, when you can make back any loss so quickly.

I would say that the market is used, not so much to protect safe transactions, but because of the time and convenience, and because it is cross-server. The market provides a central place for transactions, where you can put up your goods for sale, and then leave -- to actually play the game or log off -- knowing that the sale will take place without you. If you need something, you can put in a bid and let it sit, waiting for a seller willing to accept your bid. That service is easily worth 10%.

Imagine having to run around to each zone, broadcasting that you have XX for sale . . . Ugh. Even for the high cost items, the market makes sense. There are only a very few very high cost items that sell for more than the 2 Bill cap where people go "off market," and even these are limited by server transfers (after this month when server transfers are no longer free).


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Posted

Quote:
Originally Posted by Fulmens View Post
Dumple: There's a difference between moving inf from another character to yourself, and creating inf from nowhere, and I think that's the question the OP is asking.
I guess I didn't understand the question. I was trying to address possible sources of income, ways that folks generated inf. I didn't mean to imply inf. shuffling.


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Posted

I'd say it's already been answered. Influence "comes from nowhere" when you defeat a foe, or you sell a drop to a vendor. Add that up with all the people playing the game, and more people having 50s, and you get a lot of influence coming from nowhere. That means that more people have more money to toss around at things. I think there was another thread recently where someone was asking if we do need more money sinks in this game to keep prices down, actually.

I also don't know that supply is necessarily keeping up with demand. Some recipes are quite rare, and their costs have gone up and up. Other recipes have gone down to adjustments in the game. Other than Blessing of the Zephyr, -kb recipes are much cheaper than they used to be. I think that is partially due to the BotZ recipe, but also merits. However, merits and the drop changes that came with them have made other recipes more rare. I think the Guassian's rech/end recipe is ridiculously rare now, going way up in price.

So I think prices are going up, as more people have more money, and supplies are going down to some extent (the latter being more of a feeling and my minor observations of movements on Went's, the former more a natural occurrence from how the game works). I would also figure that if people are playing a little less while waiting for Going Rogue, that would cut down supplies more (maybe more than how it would lower demand).


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Posted

Population just doesn't matter that much. If the population goes down, then both supply and demand drop. Prices are a function of the ratio between supply and demand. When both go up or both go down, prices stay the same.

What's the difference between 10/10 and 25/25? Different numbers; same ratio.




(Yes, of course population makes *some* difference, especially in the amount of fluctuations around an average price, and when supply gets too low then people sometimes change their behavior in fundamental ways which affects everything... but generally speaking a simple increase or decrease in overall population does not translate into an increase or decrease in price since both buyers and sellers are entering or leaving the market.)


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Posted

Quote:
Originally Posted by Fulmens View Post
Dumple: There's a difference between moving inf from another character to yourself, and creating inf from nowhere, and I think that's the question the OP is asking.

Every time you hit a badguy and inf comes out, that's creating inf from nowhere. Every time you hit a badguy and a generic IO recipe comes out, that's [effectively] creating inf from nowhere. Every time you hit a badguy and a purple comes out, that's moving inf from another character to yourself, and destroying 10% in the process.

To the OP:

It also means less customers.


THIS THIS THIS


My point is best made by this quote. Getting a purple is not making anything cause you have to "sell" it only killing an npc generates. So with less people where is all this "NEW" influ/infamy coming from



Example i got a apoc dmg recipe. Its awsome but I didnt get anything unless i use it. So i sell it where did that influ/infamy come from. Its 200+ mill actually more but for arguement sake lets say its 200 mill. That 200 hundred mill had to come from killing npcs thats the only place "new" influ/infamy comes from.

So with a lower player base why are prices GOING UP i cant farm more than i did before and less are playing so where is all the new influ/infamy coming from


 

Posted

Quote:
Originally Posted by graystar_blaster View Post
So with a lower player base why are prices GOING UP i cant farm more than i did before and less are playing so where is all the new influ/infamy coming from
Read my earlier post again. The markets are inflationary because people are getting more Inf per kill than they used to. Since the main inf sink in game is the market fees and these scale based on the amount of inf being generated it should eventually stabilize at a higher price point than before. So regardless of whether the number of players is increasing or decreasing the Inf per player IS increasing and that causes inflation.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Read my earlier post again. The markets are inflationary because people are getting more Inf per kill than they used to. Since the main inf sink in game is the market fees and these scale based on the amount of inf being generated it should eventually stabilize at a higher price point than before. So regardless of whether the number of players is increasing or decreasing the Inf per player IS increasing and that causes inflation.


i have sold so many high end ios its not feasable that les people are playing that much more.

yes IOS are not influ innfamy

and ther is les than half the original base playing and price are more than double

but the markets dont make money they disolve it. Also more influ per kill is not enough to accomidate the rapid inflation. Think about it. A two billion io takes months to farm enogh for and there is more going out than coming in. Where is the NEW money coming from


 

Posted

I can now, if I choose and my character can handle it, play solo with settings for a team of 8 at +4 difficulty.

I'd be making more INF. (Actually, even more in less time if I drop the difficulty.) Which, honestly, makes your "I can't farm more than I did before" false. You may not be able to put more *time* in but you can adjust your settings for a greater return.

There's no limit to the INF you can make (well, single character holding 2 billion, and filling up slots with 2 billion INF bids on nonexistant items, but other than that...)


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
I can now, if I choose and my character can handle it, play solo with settings for a team of 8 at +4 difficulty.

I'd be making more INF. (Actually, even more in less time if I drop the difficulty.) Which, honestly, makes your "I can't farm more than I did before" false. You may not be able to put more *time* in but you can adjust your settings for a greater return.

There's no limit to the INF you can make (well, single character holding 2 billion, and filling up slots with 2 billion INF bids on nonexistant items, but other than that...)
and how long would it "ACTUALLY" take you to farm 100 mill not drops but real influ generation?


 

Posted

However, if there are less people on recently, not only will there be less influence generated, but there will also be less items generated. Since the items also come from kills, in a fixed percentage rate, then influence costs for them, even in a reduced player-number atmosphere, should stay the same (or go up if influence is generated at a faster pace than the items).


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Posted

Quote:
Originally Posted by graystar_blaster View Post
and how long would it "ACTUALLY" take you to farm 100 mill not drops but real influ generation?
On what settings?

Personally, I don't care. I throw stuff on the market for 5 inf and take whatever someone will buy it at, if I pay attention to the market at all.


 

Posted

In the past you had to get 7 fillers to run a mission set for 8. I never engaged in the practice.

Today I can do that any time I want. In fact, I have to go talk to someone to AVOID doing that when solo. ^_^ I'm sure there are a lot of people, like me, who are taking advantage of the mission settings that did not regularly solo missions set for 8 the old way.



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Posted

Please remember that "NEW" influ comes only from killing npcs not selling at markets. You me we he she they have to kill npcs to make new money ultimatly. even though at some time markets are almoast irrelavent even though they ar a influ sink.


 

Posted

Quote:
Originally Posted by graystar_blaster View Post
i have sold so many high end ios its not feasable that les people are playing that much more.
This is absolutely irrelevant. If we assume that the player population is declining (I disagree but for the sake of an argument lets go with that for now) then that means that the demand for purples is shrinking at approximately the same rate as the supply and therefore we would expect prices to remain remain constant and for the supply to move at about the same rate.

Quote:
but the markets dont make money they disolve it. Also more influ per kill is not enough to accomidate the rapid inflation. Think about it. A two billion io takes months to farm enogh for and there is more going out than coming in. Where is the NEW money coming from
Ok, you are looking at this purely from the point of view of one player, you have to look at the overall point of view. Even if it takes a single player months to farm 2 billion Inf it probably takes the entire player population less than a day. You only see the rate at which inf enters the economy through you, but for market trends you need to consider everyone.

First off you are correct that the market removes money from the economy. However the only money it removes is the 10% transaction fee, the other 90% remains in the economy. Given that prices are definitely inflationary at the moment I think we can say with some certainty that in actual fact more Inf is entering the economy than is leaving it. In other words most of what you are seeing on the market ISN'T new money, it's old money that is moving around.

With I16 the devs drastically increased the rate at which inf entered the economy (effectively a demand increase) without any change to the rate at which IOs entered (supply remains constant). This had two effects. First off there was more demand for IOs which tends to lead to higher prices and secondly the inf sinks (particularly the market fees) were no longer taking out as much inf as entered the economy. This lead to higher prices being charged and thus inflation. I'm not going to get into the actual mechanics of the change because I'm not that good at explaining it (at least not without a whiteboard). But if you are interested there are plenty of places on the web that explain it, I'd start with wikipedia:
http://en.wikipedia.org/wiki/Supply_and_demand
http://en.wikipedia.org/wiki/Inflation


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
This is absolutely irrelevant. If we assume that the player population is declining (I disagree but for the sake of an argument lets go with that for now) then that means that the demand for purples is shrinking at approximately the same rate as the supply and therefore we would expect prices to remain remain constant and for the supply to move at about the same rate.


Ok, you are looking at this purely from the point of view of one player, you have to look at the overall point of view. Even if it takes a single player months to farm 2 billion Inf it probably takes the entire player population less than a day. You only see the rate at which inf enters the economy through you, but for market trends you need to consider everyone.

First off you are correct that the market removes money from the economy. However the only money it removes is the 10% transaction fee, the other 90% remains in the economy. Given that prices are definitely inflationary at the moment I think we can say with some certainty that in actual fact more Inf is entering the economy than is leaving it. In other words most of what you are seeing on the market ISN'T new money, it's old money that is moving around.

With I16 the devs drastically increased the rate at which inf entered the economy (effectively a demand increase) without any change to the rate at which IOs entered (supply remains constant). This had two effects. First off there was more demand for IOs which tends to lead to higher prices and secondly the inf sinks (particularly the market fees) were no longer taking out as much inf as entered the economy. This lead to higher prices being charged and thus inflation. I'm not going to get into the actual mechanics of the change because I'm not that good at explaining it (at least not without a whiteboard). But if you are interested there are plenty of places on the web that explain it, I'd start with wikipedia:
http://en.wikipedia.org/wiki/Supply_and_demand
http://en.wikipedia.org/wiki/Inflation

u say that it takes less than a day it does not you have to kill 2 bill worth of npcs to generate "NEW" influ thats my point the population is way down. Yes they farm 2 bill easily a day but look at whats selling a day. Its SOOOOoo muchmore than that where is the "NEW" money coming from.