Buying common salvage with tickets
Why do I get the feeling that any response, except instant and unconditional agreement with Snow Globe, would lead to instant and personal assault?
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The point of the original post is to eliminate a random system where other, less common, salvage is at a fixed price.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
As it is, I have no strong opinion on the suggestion, though I'm wary of its potential effects on the market.
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Requiring a degree of randomness is all about feeding the market, and direct buying the single one you want with tickets will depletes the market even more, and would lead to even higher common salvage pricing. (thanks to supply/demand)
The random roll requirement is a direct nod to the fact that a supply is required to keep the market healthy. |
It has gotten completely out of hand and the AE vending ticket system represents a means of getting out of the markets entirely. Just like avoiding PVP Zones, this suggestion represents avoiding the PVP of the markets. Fight amongst yourselves for the best price of the limited stocks. The market will end up in the exact same place as PVP in that it will coast along being paid less and less attention to and finally getting nuked with new rules to balance the competition for newer players.
The suggestion to sell common salvage at a fixed ticket price would bring the AE Ticket vending for commons in line with the uncommons and rares.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
The AE (which allows a player to basically get all recipes and zero salvage) has caused more than enough disruption to the market as is.
I don't see any reason to compound the issue by adding this, I'd go so far as to suggest that the uncommon and rare salvage should be random rolls only.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
So...what you're saying is that you want your salvage now but are completely unwilling to pay for it in any way, shape, or form (outside of a small raw ticket price increase, which is essentially meaningless), and that the market is apparently the devil.
Honestly, you seem to be missing the point that crafting is a game unto itself. Better rewards require higher risks/costs. If you want your slots filled now, without a trace of randomness and for relatively cheap (both in time and $Inf), feel free to buy some DOs or SOs.
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The AE (which allows a player to basically get all recipes and zero salvage) has caused more than enough disruption to the market as is.
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Given that would be directly flying in the face of the design goals to make uncommon and rare salvage directly bought, I would hope the developers realize that some players want nothing to do with the market.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
What I ma saying.
Defeat 100 minions in the non-AE game you get
2.7 (average) Pool A recipe
8 (average) salvage
basically a 3 salvage:1 recipe ratio
People generally are using AE tickets to roll lots of recipes and little salvage. This puts even more demand pressure on the common salvage from the non-AE game
If you don't understand this feel free to ask a someone about supply/demand
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
But you are suggesting changing the 'relief valve' on common salvage random rolls, which puts some excess (to the roller) salvage onto the market, which limits the impact to some degree
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
But you are suggesting changing the 'relief valve' on common salvage random rolls, which puts some excess (to the roller) salvage onto the market, which limits the impact to some degree
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Nothing like making 10 rolls, going to the market to sell everything you didn't want, only to find there are over 2,000 for sale and not a single bid.
"YOU DID NOT READ THE THREAD. GO READ THE LONG, LONG THREAD.
Then, perhaps your butt cheeks will relinquish their grip on your chin." -The_Zekiran
But you are suggesting changing the 'relief valve' on common salvage random rolls, which puts some excess (to the roller) salvage onto the market, which limits the impact to some degree
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Alternatively, if the market's supply of, say, spell inks, was running low, the option to spend 100-150 (based off Snow Globe's suggested price point) tickets to infuse the market with a guaranteed stack of 10, rather than spending the same amount of tickets (150/8=18.75[round to 19] rolls), and there being only a cumulative probability of 0.0035 of getting 10 or more spell inks....
EDIT: and, heck, even though we've been throwing around the number 10 as number of rolls to possibly get the desired salvage (it being the point where the cost is equal to a guaranteed uncommon)... in ten rolls the probability of not getting it is 16%...
"My inner mind has become a reality-cracking overgod. He torments me! Help!"
I'm not so sure it would impact the market that greatly. Yes, much of the excess generated by the rolls may end up on the market, but I think it's just that... the excess, the stuff that isn't as needed anyway (see: computer virus, demonic threat report, Iron...), the stuff that the rolls generated while they look for the masterwork weapons and spell scrolls. The things they need but can't justify spending over 10k inf for per common. When the rolls give them these things they (and clearly, the market in general) need... it likely won't hit the market anyway, as they keep them for their own use.
Alternatively, if the market's supply of, say, spell inks, was running low, the option to spend 100-150 (based off Snow Globe's suggested price point) tickets to infuse the market with a guaranteed stack of 10, rather than spending the same amount of tickets (150/8=18.75[round to 19] rolls), and there being only a cumulative probability of 0.0035 of getting 10 or more spell inks.... |
and i find it funny that snow wants to keep saying that he doesn't use the market like a store, but then goes on to say that there are no salvage listed for instant gratification prices of under vendor buy prices. the under vendor prices is my understanding of what he wants to pay if he has to go to the market. see, you have to remember, even though you may not want something, there is always someone who does want it.
ok, now i get it, you guys want to be able to buy the salvage in stacks that is going for a little more on the market so you can turn around and sell it.[...]
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*Although, this may depend on your viewpoint... if you're profiting off of the lack of certain common salvage on the market, you wouldn't consider this good, as it could eat into your profit margin
"My inner mind has become a reality-cracking overgod. He torments me! Help!"
ok, now i get it, you guys want to be able to buy the salvage in stacks that is going for a little more on the market so you can turn around and sell it.
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and i find it funny that snow wants to keep saying that he doesn't use the market like a store, but then goes on to say that there are no salvage listed for instant gratification prices of under vendor buy prices.
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Just because I don't like the system, it doesn't stand that I don't know how the system works. The opposite is the reality. I know how the system works and I am thoroughly disgusted by it.
the under vendor prices is my understanding of what he wants to pay if he has to go to the market. see, you have to remember, even though you may not want something, there is always someone who does want it.
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You are making a lot of unfounded assumptions in direct contrast to my posts above.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
My comments involving selling stacks on the market were more to say that it could potentially do more good* (easier acquisition of items otherwise lacking supply would lower their price point) than bad (less of the excess from the random rolls hitting the market).
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Edit:
I'd enjoy helping others get the salvage they need and I wouldn't care how much I "lost" on the transaction to do so. Getting the sales badges is great, and getting the quick +2 salvage slots on my lowbies would be extremely useful.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
We might do well to try to assign an effective value in influence/infamy terms for a ticket, and see how this idea stacks up.
Vendors pay 250 for commons, 1,000 for uncommons, and 5,000 for rares. The logical ticket cost for a direct buy of common salvage would be one quarter the cost of uncommon salvage, or 20 tickets.
Currently rare salvage sells reliably for between one and two million inf on the market. Since the ticket cost of rare salvage is 540, the rough value of one ticket is between 2,000 and 4,000 inf. A ticket may actually be worth more than that if used to get recipes, but it's much more complicated to assign a value because the value of a bronze roll recipe ranges from zero to 100 million and up.
If we use rare salvage prices as the metric, that means common salvage bought for 20 tickets would have an effective cost between 40,000 and 80.000 inf. Uncommon salvage bought with 80 tickets would have an effective cost between 160,000 and 240,000 inf.
Most common and uncommon salvage goes for much less than those prices on the market. The highest demand items do sell in those ranges (though there are crazy 1,000,000 outliers every now and then).
So, while it might be more convenient to use tickets to buy common salvage, even at inflated buy-it-now prices the market is still cheaper for nearly all items. Even at 8 tickets for random rolls, you're effectively paying between 16,000 and 32,000 inf, which again is more than the average inflated price we're currently seeing.
So, it doesn't appear that using tickets to buy common salvage is really all that economical. It might have the effect of eliminating the inflow of the less frequently used salvage to the market, which would raise prices overall. Which is the opposite of the intended effect, which I assume is to make common salvage available at reasonable prices.
The real problem with high prices for common salvage is that players who generate lots of salvage do so at level 50 (the most ridiculous prices for common salvage have always been for tier 1 and 2). Also, salvage -- even at inflated prices -- is small potatoes for serious farmers, and I suspect they just delete commons to make sure they have room for rares.
Vendors pay 250 for commons, 1,000 for uncommons, and 5,000 for rares. The logical ticket cost for a direct buy of common salvage would be one quarter the cost of uncommon salvage, or 20 tickets.
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Currently rare salvage sells reliably for between one and two million inf on the market. Since the ticket cost of rare salvage is 540, the rough value of one ticket is between 2,000 and 4,000 inf.
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If we use rare salvage prices as the metric, that means common salvage bought for 20 tickets would have an effective cost between 40,000 and 80.000 inf. Uncommon salvage bought with 80 tickets would have an effective cost between 160,000 and 240,000 inf.
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I do believe that I said this in one of my above posts.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
Because you're trying to troll without actually saying anything?
The arguments against that people have made so far haven't been particularly strong, except they've been pretty dismissive. Snow isn't out of line in being vigorous in his defense when he thinks someone is deliberately missing or obscuring the point. |
It is getting highly annoying.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
Yes, I know that you can get a random roll for 8 tickets. Why not get rid of the random rolls and allow us to buy specific common invention salvage for 10-20 tickets?
We can choose specific uncommon and rare salvage, why not commons? |
I'd suggest directing two questions to the devs:
1. Why was it changed? and
2. Does whatever situation was worried about still seem to hold true to where this idea would be considered again?
Their initial change, after all, sounds like a big initial "No" to this idea - but it has been a few issues.
(Me, I don't care one way or the other.)
Thanks for the constructive input (as opposed to some of the other input I've gotten above)!
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
Kudos to the OP for this suggestion. I'm in favor of it.
This would be an effective way of dealing with supply bottlenecks currently in the system, as people will use tickets to purchase whatever is in short supply. Prices will still fluctuate, but with a (hopefully) lower ceiling on some items. It also lets those who don't want to participate in the markets the option of more easily opting out, while still getting some of the nifty benefits from IOs.
Another way of tackling this same problem would be for drop rates for specific salvage items to be determined on a dynamic basis on the devs' side of the line, based on current market supply and demand. That would be much more complex, it would require developer time, and it would be difficult to calibrate. Putting some tools in players' hands that allow them to bring better balance to supply and demand, while keeping hassle costs for players to a minimum when they're doing that, is a very attractive idea.
If the devs' rationale for forced random rolls was to pump up supply on the markets, then I'm not in favor of that. That's a lot of like forced grinding, with no fun whatsoever to be had in doing it for many players.
I like this idea as well, and I'm not certain how well the trickle-down effect of unwanted common salvage rolls supplies the markets. Sure, some of it probably gets there, but the rest might get deleted or vendored, just for expedience.
Ok, I'm back now. Still chuckling, but I am back. Just to test this whine about luck charms, I placed bids for 20 luck charms lastnight, 10 at 500 and 10 at 1000. The ones for 1000 filled. Is that the outrageously absurd price you are talking about? And just to clarify, I kept all those luck charms as I use them freaquently. I really have to agree with the people that say that some people are exaggerating a problem that doesn't really exsist.
EDIT: I missed 2 zeros and had 50 and 100 instead of 500 and 1000.
Common salvage is the most often used, I hope no-one is going to argue against that.
Requiring a degree of randomness is all about feeding the market, and direct buying the single one you want with tickets will depletes the market even more, and would lead to even higher common salvage pricing. (thanks to supply/demand)
The random roll requirement is a direct nod to the fact that a supply is required to keep the market healthy.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617