Let Us Buy Recipes With Inf


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Teeth View Post
Because the prices at the store would cost twice as much (or more). You do realize that we can already buy basic IO recipes for influence at the Universities? Those basic IO recipes still sell like hotcakes on the market. (Heck, you can even flip some of them from the vendor--the margin isn't good, but people will often pay more on WW than the university charges you.)
You realize that if the devs started selling recipes at twice the market value that players would use that as justification for raising their prices at the market.

For example Celerity +Stealth recipes are selling for 25 million, doubling the price at an NPC store would be 50 million. Marketeers will then start selling
their stuff 45 million. Saving 5 million is still a bargain.

Never underestimate the greed of players.


 

Posted

Quote:
Originally Posted by Forbin_Project View Post
You realize that if the devs started selling recipes at twice the market value that players would use that as justification for raising their prices at the market.

For example Celerity +Stealth recipes are selling for 25 million, doubling the price at an NPC store would be 50 million. Marketeers will then start selling
their stuff 45 million. Saving 5 million is still a bargain.

Never underestimate the greed of players.
Listing items at a price does not mean they sell those items at that price.

The forces of Supply and Demand keep prices within the limits of what players are willing and able to pay. An alternative, overpriced store will not magically cause players to suddenly be willing and able to pay a higher price.

I assure you, marketeers are already fleecing you for every penny they can. This suggestion would not cause marketeers to be able to raise prices.


 

Posted

Quote:
Originally Posted by Smurphy View Post
Listing items at a price does not mean they sell those items at that price.

The forces of Supply and Demand keep prices within the limits of what players are willing and able to pay. An alternative, overpriced store will not magically cause players to suddenly be willing and able to pay a higher price.

I assure you, marketeers are already fleecing you for every penny they can. This suggestion would not cause marketeers to be able to raise prices.

I don't even know how they could fairly deterime what 2x the market price would be. A fixed price wouldn't take the ebb and flow of supply and demand into account, and I don't see the devs selling something in an npc store without a fixed price.

And I'm sorry but I'm very cynical about players greed.


 

Posted

Sum this up in one sentense.

the devs built the market and they wont kill the market.


 

Posted

Quote:
Originally Posted by Dr_HR View Post
Sum this up in one sentense.

the devs built the market and they wont kill the market.
OK, but fixed-price vendors don't kill the market. We already have fixed-price vendors for common IO's, and those have a huge throughput on the market.


 

Posted

...with a facepalm here, and a facepalm there..here a face there a palm, everywhere a facepalm. Ole Mcfacepalm had a farm e i ei ooooooo.......


 

Posted

Quote:
Originally Posted by Teeth View Post
OK, but fixed-price vendors don't kill the market. We already have fixed-price vendors for common IO's, and those have a huge throughput on the market.
poeple sell SOs/DOs/TOs on the market for badges and because they have the potential to get more money off the market than from selling to the venders, people will want to sell on the market because selling to vendors is very bad option for most cases (generic IOs usually sell better to venders is one case that fit the norm)

set IOs sell for MUCH lower prices to vendors than the market which poeple will still sell stuff on the market because vendors dont give you anything for the set IOs (rare stuff is like 5k and purples are 10k inf at vendors while generic IOs sell for 75k-150k a pop to vendors but sell for half that on the market)