Store Assets or Liquidate?
I delete a lot of recipes, cause i know they wont sell and garbage my market tray. Or i vendor em.
I also delete all non orange salvage. For orange slavage i dump for 1inf on the market.
Most recipes i know will sell, ill dump for 1 inf. (Ex: touch of death, Obliteration).
Some other recipes, ill either dump for 1inf cause i feel like being dump or will craft and place for the last 5 sales avg, minus a % ratio. (ex: lofg def, numina heal, etc.) It's actualy relative to if im in infamy need or not.
Purple and pvp IO, i will sell but will not dump for 1 inf, even doh somedays, it itches me to try. :P
More or less i sell everything, and place for lower then last 5 sales or dump for 1 inf. I rather trade for inf, and loose in the process then have my market tray full of crap , not selling.
Some recipes i dont mind waiting, say purple / pvp io / rare proc like lofg7.5, miracle. Dont mind they hold a spot for weeks. But after a month and a half i will consider lowering the price.
That said.... i dont recall getting a respec recipe in the last 12 month.
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I, for one, am liquidating most of my "pretty good" stores and aggregating "top end" stores. I have no idea what the new market interfaces will do, but I suspect that the devs will mostly be catering to the "casual player" who constantly complains that he or she cannot get the specific drops he or she wants. That's what led to the merit and ticket system, in my opinion.
The two ways that the devs can do this that leap to mind are: increasing recipe drop rates or increasing earning power. The former should lead to price deflation, while the latter should lead to price inflation. I doubt they will increase drop rates on purples, PvP or other very special recipes, so I'm going to bet on the latter. Having a tremendous inf balance really does nothing for me, especially with a 2bn inf cap. I can't see the devs creating something MORE valuable than the most valuable recipes out there already without lifting the inf cap, which would seem inflationary to me.
Also, being able to email funds should raise prices a bit, since the impulse buyers will find it a lot easier to aggregate funds for large purchases.
I don't know how things will turn out, but that's how I'm positioned.
Ooh, a sarcasm detector. Oh, that's a *real* useful invention. http://www.telegraph.co.uk/technolog...t-sarcasm.html
Put it all in PvP IO's! That rate is never gonna change.... for the better at least. :P
I, for one, am liquidating most of my "pretty good" stores and aggregating "top end" stores. I have no idea what the new market interfaces will do, but I suspect that the devs will mostly be catering to the "casual player" who constantly complains that he or she cannot get the specific drops he or she wants. That's what led to the merit and ticket system, in my opinion.
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The two ways that the devs can do this that leap to mind are: increasing recipe drop rates or increasing earning power. The former should lead to price deflation, while the latter should lead to price inflation. I doubt they will increase drop rates on purples, PvP or other very special recipes, so I'm going to bet on the latter. Having a tremendous inf balance really does nothing for me, especially with a 2bn inf cap. I can't see the devs creating something MORE valuable than the most valuable recipes out there already without lifting the inf cap, which would seem inflationary to me. |
I, for one, am liquidating most of my "pretty good" stores and aggregating "top end" stores. I have no idea what the new market interfaces will do, but I suspect that the devs will mostly be catering to the "casual player" who constantly complains that he or she cannot get the specific drops he or she wants. That's what led to the merit and ticket system, in my opinion.
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All they are describing in I17's planned features is a change to the actual GUI element that makes up the market interface. They have mentioned nothing about fiddling with supply, demand, the levels at which goods are produced, list or bid prices, relative utility of IO sets, relative weighting of drop rates, the rate at which 50s produce inf compared to lower levels ... they have mentioned none of that. Just the actual window we get when we click the WW/BM contacts.
Speculation that they will actually address any of those other things I mention, most of the things that would actually affect the price of goods, is just that: the purest of speculation.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Purple and pvp IO, i will sell but will not dump for 1 inf, even doh somedays, it itches me to try. :P
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I have yet to get burned :3
Place your bids, ladies and gents. Teach mean ol' Silas a lesson.
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I didn't even notice this part of this post until Aedeon quoted it.
All they are describing in I17's planned features is a change to the actual GUI element that makes up the market interface. They have mentioned nothing about fiddling with supply, demand, the levels at which goods are produced, list or bid prices, relative utility of IO sets, relative weighting of drop rates, the rate at which 50s produce inf compared to lower levels ... they have mentioned none of that. Just the actual window we get when we click the WW/BM contacts. Speculation that they will actually address any of those other things I mention, most of the things that would actually affect the price of goods, is just that: the purest of speculation. |
Ooh, a sarcasm detector. Oh, that's a *real* useful invention. http://www.telegraph.co.uk/technolog...t-sarcasm.html
I live by the old Fabulous Furry Freak Brothers adage:
"Weed will get you through times of no money better then money will get you through times of no weed."
Therefore I store. Influence means nothing if the commodities you want to buy with it are not available. Better to store said commodities now then sell them and store money which may or may not buy them back when you need them.
... would those be Crushing Impacts, Devastations, or Steadfast/Karma -KB's? Because those have all dropped in price dramatically from their highs.
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Also, players who previously bought those for their characters are now trading up to purples or rares as they continue to upgrade their characters.
Having a tremendous inf balance really does nothing for me, especially with a 2bn inf cap.
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I can see the point of accruing enough influence to obtain purple or PvP sets: it's akin to striving to be the best at the Olympics. But the desire to simply accrue vast sums of influence is a symptom of the disease at the core of Western civilization.
However, there is a mechanism to get around the influence cap: placing bids on nonexistent level 51-53 recipes. I'm not sure I would recommend it, though: it could be considered an exploit. If the devs chose to, they could have mobs drop recipes at those levels. The less alert marketeers could then wind up paying two billion for a worthless recipe.
With I17 the influence and storage caps will be essentially lifted because you'll be able to mail influence to your alts on other other servers. I anticipate a lot of "bank" characters to be created with I17.
Paragon City Search And Rescue
The Mentor Project
and that's why marketeering the spread on those drops is stupid easy.
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Thing the First: I didn't need the money which meant I was doing it for the sake of doing it...
which led to...
Thing Numero Dos: I didn't find it very interesting, so there was no point in doing it for the sake of doing it.
I'm more than happy to dump all my drops for 5 inf for as long as there are people who need the money
Edit: I do still occasionally dabble when I feel like it, but that's very rarely. Push button -> receive Large Pile of Internet Money does have a certain appeal, but for the most part I find marketeering pretty uninteresting.
The Melee Teaming Guide for Melee Mans
The desirable uncommons have decreased in price for several reasons: lower demand because many players are opting for builds that emphasize soft-capped defenses, and larger supply because of AE tickets.
Also, players who previously bought those for their characters are now trading up to purples or rares as they continue to upgrade their characters. |
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
But the desire to simply accrue vast sums of influence is a symptom of the disease at the core of Western civilization.
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It's a score. When you play 50s a lot especially, it's the only "score" that goes up any more. People like summaries and executive dashboards. Having one number that goes up is an easy indicator that they're achieving something.
Not everyone views it that way, but it's a hell of a lot more likely than the "disease at the core of Western civilization."
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
but the desire to simply accrue vast sums of influence is a symptom of the disease at the core of western civilization.
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bahahahahahahahahahaha!!!
Hah!
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Alright, who let the hippies in here?
as there is no telling what kind of market hijinks the devs will think up next, I prefer to keep my assets liquid for flexibility.
I remember when people bragged about their vast stores of super valuable Rare Arcane Salvage.....heh. The same sort of devaluation can hit anything in the game at a dev's whim. Inf isn't exactly rock solid itself, but it's more stable than anything else we can get hold of. |
Edit: I do still occasionally dabble when I feel like it, but that's very rarely. Push button -> receive Large Pile of Internet Money does have a certain appeal, but for the most part I find marketeering pretty uninteresting. |
At the moment, I'm just storing redside. I'm buying as many purple recipes/crafted purples as I can and storing them. When the market runs dry, I'll do a few runs on maps and craft and store the drops I get.
Hilariously, Castle has commented that there was something enormously broken with items going beyond the inf cap but still the Devs plan to do nothing about it.
Makes me wish for the "good old days" where Positron increased the drop rate of costume recipes...if only Purples and PvPIOs gave us special top hats and sunglasses as well, perhaps they'd flow like honey.
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Infinity Villains
Champion, Pinnacle, Virtue Heroes
Pretty much with Silas here.
At the moment, I'm just storing redside. I'm buying as many purple recipes/crafted purples as I can and storing them. When the market runs dry, I'll do a few runs on maps and craft and store the drops I get. Hilariously, Castle has commented that there was something enormously broken with items going beyond the inf cap but still the Devs plan to do nothing about it. Makes me wish for the "good old days" where Positron increased the drop rate of costume recipes...if only Purples and PvPIOs gave us special top hats and sunglasses as well, perhaps they'd flow like honey. |
This would satisfy people that wanted to build out their characters but didn't care for farming or the market. The difficulty and expected time could be based on how long an average farmer would have to work to make a purple drop.
Hilariously, Castle has commented that there was something enormously broken with items going beyond the inf cap but still the Devs plan to do nothing about it. |
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
It would be nice if we had something like a task force/ trial that actually could be considered a challenge awarding purples at the end.
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I remember when the ITF came out, it was thought a challenge (and not just getting up the hill o'lag) and when Master Of was introduced because States and Recluse weren't enough of a challenge. I'd be getting several purples a day just from xF's if this had been introduced earlier.
www.repeat-offenders.net now playing GW2 with RO in Crystal Desert
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Sign the petition to save CoH please.
Casuals who want to purple out their toons are the perfect market for this change but they are the same people who claim to be too casual to even run a task force. They want purples to drop whilst street cleaning.
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(Ok, maybe not street cleaning. But I've gotten 6-7 purples in the past week and a half just by running missions. I'm running missions rather than TF because I could be pulled away from the computer at any moment because that's how having a wife and kids is. When they're away visiting relatives in a couple of weeks, I'll be happy to load up on TF/SF.)
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
I keep the recipes I can use, then craft and store them in my SG base (My SG is only made up of my toons,) and sell the rest. I personally think purples are over-rated, though I see why people would see otherwise, so I usually sell them immediately after getting them. I definitely prefer having my assets liquid.