Market revamp


DocArcus

 

Posted

Having recently done an informal study of the condition of the Consignment House/Black Market, I have a few suggestions to make.

First, it appears that enhancement drops are done based on how many people have powers that could slot those enhancements. While this may initially sound like a good idea, it means that the market is flooded with enhancements that very few people actually WANT to slot (for instance, Resistance sets with recharge reduction), while the ones that people do want to slot (melee damage, for instance) have become almost completely unobtainable.

This has resulted in a serious drop in people's ability to use the market to slot out their characters, which has decreased people's use of the market in general, whether to buy or sell their stuff. In conjunction with the (let's say) slight drop in membership, this has resulted in an overall drop in participation of the market.

The end result of this is that, for the popular IO sets, there are none of them on the market for large ranges of levels with hundreds of bids and spiraling costs. On the other end, there are also numerous enhancements that are unwanted and unsellable.

Similar to this is the issue with invention salvage. I don't know what algorithm they use, but the devs have never actually figured out how to balance Uncommon enhancement drops. The logical thing to do with these would be to drop them at a rate equivalent to use in recipes, although that doesn't account for those that people sell to the Quartermaster or stores. An adaptive algorithm is to have a drop pool. When someone uses one to build something, it contributes 1.1 to the pool. When someone sells one to the store or just deletes it, it puts .9 back into the drop pool. This may result in brief periods where the drop pool needs to be adjusted, but for the most part it would be self-adjusting as people use them.

I realize that a certain percentage of this is due to recent AE abuses, but feel that it is an ongoing problem that will likely never be completely fixed. The market problem can be fixed by applying an intelligent algorithm, assuming that the devs have the information resources available. Alternately, they could always implement a stop-gap where they periodically sell things from the "company stock" to the highest bidder on appropriate items, but that plan is also subject to abuse.

Best,

Mythological Beast


 

Posted

Quote:
Originally Posted by Mythological View Post
Having recently done an informal study of the condition of the Consignment House/Black Market...
Suggesting wholesale changes of a sophisticated system like the CoH market and basing it off casual observation is a poor way of justifying your changes.

Reading further, you don't understand how recipes/salvage drop (though the information is available with some searching) and yet you presume to make suggestions on how they should work?

Please come back when you have a little more thought/research into your suggestion. It comes off as a borderline whine from a player who isn't getting what he wants so assumes that things are broken.


 

Posted

Quote:
Originally Posted by Mythological View Post
First, it appears that enhancement drops are done based on how many people have powers that could slot those enhancements. While this may initially sound like a good idea, it means that the market is flooded with enhancements that very few people actually WANT to slot (for instance, Resistance sets with recharge reduction), while the ones that people do want to slot (melee damage, for instance) have become almost completely unobtainable.
Enhancement drops are not weighted, only random rolls (ticket and merit vendors, basically) are weighted. We were never told exactly what the criteria for weighting was, but it's probably something like "the more powers that can use these sets, the more likely these sets are to drop," or "the more often players slot these sets, the more often they're likely to drop." Some people in the market forum did some testing to find out what the weighting for merit rolls in various level ranges was - you can probably find that information if you look. Regardless, weighting means that sets which can be used in more powers will drop more often, which means that the popular sets (popular because they can be slotted in a variety of powers and have good set bonuses) will be cheaper than they would be without weighting, not the other way around. I'm not sure where you're getting this "completely unobtainable" deal either - I've had no issues filling bids for Crushing Impacts, Touch of Deaths, Mako's Bite, or any of the other melee sets I use (Hecatomb and Gladiator's Strike are the exceptions here as they're very rare simply because of how they drop, though if you can pay enough, you can get them).

Quote:
This has resulted in a serious drop in people's ability to use the market to slot out their characters, which has decreased people's use of the market in general, whether to buy or sell their stuff. In conjunction with the (let's say) slight drop in membership, this has resulted in an overall drop in participation of the market.
Where are you getting this data? I've noticed no such trend. Luckily for you, though, if you happen to find one of those recipes that is "unobtainable," you can sell it for wads of cash. Oh, that's right, I forgot, you can't sell anything on the market, so nevermind that high prices are actually a good thing when you're looking to sell.

Quote:
The end result of this is that, for the popular IO sets, there are none of them on the market for large ranges of levels with hundreds of bids and spiraling costs. On the other end, there are also numerous enhancements that are unwanted and unsellable.
The reason for some recipes not having supply in certain ranges is due to either a bug (some lower-level sets do not drop in certain level ranges, which has not been fixed) or how the drop system works - you can blame the merit system for the lack of non-max-level supply on pool C and D recipes. Remember the old adage "one man's trash is another one's treasure?" That applies to that "unwanted and unsellable" stuff. You'll notice that Sting of the Manticore recipes (crap, basically, since they're a snipe set) are actually somewhat expensive.

Quote:
Similar to this is the issue with invention salvage. I don't know what algorithm they use, but the devs have never actually figured out how to balance Uncommon enhancement drops.
Eh? Salvage isn't weighted other than common/uncommon/rare. I believe an attempt was made to balance out the recipes that use certain salvage, but of course salvage that's used in more desirable recipes will be more expensive. Salvage will also be more expensive if it drops from enemies that people don't like fighting (arcane salvage was an example of this before I12).

Quote:
The logical thing to do with these would be to drop them at a rate equivalent to use in recipes, although that doesn't account for those that people sell to the Quartermaster or stores. An adaptive algorithm is to have a drop pool. When someone uses one to build something, it contributes 1.1 to the pool. When someone sells one to the store or just deletes it, it puts .9 back into the drop pool. This may result in brief periods where the drop pool needs to be adjusted, but for the most part it would be self-adjusting as people use them.
I don't really understand what you're asking for here, but no changes need to be made to the way salvage drops, so we'll skip over it.

Quote:
The market problem can be fixed by applying an intelligent algorithm, assuming that the devs have the information resources available. Alternately, they could always implement a stop-gap where they periodically sell things from the "company stock" to the highest bidder on appropriate items, but that plan is also subject to abuse.
Or they could just increase the drop rates until prices lower to a point they deem acceptable. Either way, none of this is likely to happen, as the devs are content with the market being a form of PvP. Making inf is incredibly easy in this game - sorry if I'm lumping you in with others, but those who complain about market prices are usually either ignorant, lazy, or stupid.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Fleshette, your intantaneously vicious attack suggests you've been doing too much PvP. You seem to think that smashing your opponent with energetic ad-hominem attacks makes your point without actually bothering to address any of my comments. Please don't bother responding without thinking because it's really a waste of both of our time.

MacSkull, you're right that I don't have hard data on my observations, but I have been playing this game for a bit and I'm familiar with the way the market works. What I've seen is a distinct trend that I wanted to mention. I have to admit that I don't care to spend a few weeks using the in-game market interface to do a rigorous plotting of price trends over time, and I don't have access to any hard historical data, so it wouldn't make much of a difference in presenting a solid logical argument.

It would also seem that a search for information on how drops are weighted would be pointless because you tell me that they aren't weighted at all. Paragon Wiki seems to disagree with you, but that's between you two.

You state that the Devs consider the Market to be a form of PvP, which is fine, but you seem to think that this exempts it from any form of balancing effort. Considering the huge lengths that the Devs have gone to balance PvP combat, I think that your suggestion is flawed.

And probably the idea that the market is purely a form of PvP is flawed. If the devs truly think that it is all it is, then why don't they open it up between Heroes and Villains? Who cares if one side has resources far in excess of the other, that's just life, isn't it? Anyone with enough drive should be able to get what they need, right?

The thing is that the market is supposed to be a way to improve player enjoyment. That means all players, not just the ones that get their jollies off of finding an opponent and smashing them. I'm certainly happy to make my oodles of money selling stuff at ludicrous prices to people who are desperate for a specific recipe, but it is far more important to me to maintain and possibly increase the membership base so I have people with which I can do the WANTED socialization (in contrast to the unwanted kind).

But, no, I don't think that my suggestions are the most reasonable. I'm a software engineer, but I don't know what their code can do. I just don't think that it's fair to ***** and moan about something without presenting a possible solution. If you care to contribute positively to this conversation (as opposed to just whacking down my ideas with a curt "you should know better, but you don't, so here's a knuckle sandwich instead"), then I'd welcome your input. In the mean time, I'll go do a quick survey of recipe availability to show you what I mean.


 

Posted

Quote:
Originally Posted by Mythological View Post
Fleshette, your intantaneously vicious attack suggests you've been doing too much PvP. You seem to think that smashing your opponent with energetic ad-hominem attacks makes your point without actually bothering to address any of my comments. Please don't bother responding without thinking because it's really a waste of both of our time.
Saying that you didn't take the time to look for some available information on a complex system is not an ad hominem attack. No one said you are a bad person. No one said you shouldn't be listened to because you're a big doody head.

It just makes sense that instead of spending a lot of your post essentially guessing how drops work, it would make more sense to look it up and make your suggestions based on facts.

PS- a "quick" survey won't help you. The market changes from hour to hour and day to day. Again, you're better off looking for information from people who make a habit of market tracking.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Quote:
Originally Posted by Mythological View Post
Fleshette, your intantaneously vicious attack suggests you've been doing too much PvP. You seem to think that smashing your opponent with energetic ad-hominem attacks makes your point without actually bothering to address any of my comments. Please don't bother responding without thinking because it's really a waste of both of our time.

MacSkull, you're right that I don't have hard data on my observations, but I have been playing this game for a bit and I'm familiar with the way the market works. What I've seen is a distinct trend that I wanted to mention. I have to admit that I don't care to spend a few weeks using the in-game market interface to do a rigorous plotting of price trends over time, and I don't have access to any hard historical data, so it wouldn't make much of a difference in presenting a solid logical argument.

It would also seem that a search for information on how drops are weighted would be pointless because you tell me that they aren't weighted at all. Paragon Wiki seems to disagree with you, but that's between you two.

You state that the Devs consider the Market to be a form of PvP, which is fine, but you seem to think that this exempts it from any form of balancing effort. Considering the huge lengths that the Devs have gone to balance PvP combat, I think that your suggestion is flawed.

And probably the idea that the market is purely a form of PvP is flawed. If the devs truly think that it is all it is, then why don't they open it up between Heroes and Villains? Who cares if one side has resources far in excess of the other, that's just life, isn't it? Anyone with enough drive should be able to get what they need, right?

The thing is that the market is supposed to be a way to improve player enjoyment. That means all players, not just the ones that get their jollies off of finding an opponent and smashing them. I'm certainly happy to make my oodles of money selling stuff at ludicrous prices to people who are desperate for a specific recipe, but it is far more important to me to maintain and possibly increase the membership base so I have people with which I can do the WANTED socialization (in contrast to the unwanted kind).

But, no, I don't think that my suggestions are the most reasonable. I'm a software engineer, but I don't know what their code can do. I just don't think that it's fair to ***** and moan about something without presenting a possible solution. If you care to contribute positively to this conversation (as opposed to just whacking down my ideas with a curt "you should know better, but you don't, so here's a knuckle sandwich instead"), then I'd welcome your input. In the mean time, I'll go do a quick survey of recipe availability to show you what I mean.
the flaw in your argument is that you are saying that the market is needed to playthe game. it is not. it is a mini game in itself. the devs will not step in to do anything to the market.

i find it funny how more of these types of posts pop up after double xp weekends.


 

Posted

Quote:
Originally Posted by macskull View Post
Enhancement drops are not weighted
According to this page on paragon wiki, they are weighted towards end red/accuracy/dmg/etc.


 

Posted

I buy, craft and sell IOs in the market to fund my toons. I wouldn't be able to do this if there were not so many people willing to pay a high price for things. I'm not one of those people that pushs the price high. I list everything at my cost. It's not my fault that someone comes by and buys it at a much higher price. I like it when they do, but I didn't force them to do that.

The market was set up as a true free market system. Supply and demand set the price for things. If you don't like the price of something, don't buy it. If things don't sell, the price will come down. If someone is too lazy to find the items by playing the game or crafting the IO, they only have themselves to blame for paying a very high price.


�Let there be truth, happiness, and waffles�
-Vagabond, Dark Lord & Avatar of Gnarr
The Justiciars

 

Posted

Quote:
Originally Posted by Mythological View Post
Fleshette, your intantaneously vicious attack suggests you've been doing too much PvP. You seem to think that smashing your opponent with energetic ad-hominem attacks makes your point without actually bothering to address any of my comments. Please don't bother responding without thinking because it's really a waste of both of our time.
No, she just pointed out that saying "I've been observing this" without bringing anything in to back it up isn't the best way of getting changes made. You need good, hard data - "I feel that" and "it seems like" aren't good means of making change.

Quote:
It would also seem that a search for information on how drops are weighted would be pointless because you tell me that they aren't weighted at all. Paragon Wiki seems to disagree with you, but that's between you two.
Emphasizing my point: drops are not weighted. Random rolls with tickets and merits are. (Well, if you consider common/uncommon/rare/very rare to be a form of weighting, then yes, but there's no indication that mob drops are weighted based on anything other than rarity, not usefulness.)

Quote:
You state that the Devs consider the Market to be a form of PvP, which is fine, but you seem to think that this exempts it from any form of balancing effort. Considering the huge lengths that the Devs have gone to balance PvP combat, I think that your suggestion is flawed.
Considering how badly they failed at balancing PvP (i.e. unbalanced it even more), your analogy doesn't really hold water here. It should also be noted that price and supply issues have nothing to do with the players and everything to do with changes the devs have made to the game (Mission Architect missions not dropping salvage/recipes, increased leveling curve, merit system, increase inf earning for defeats by level 50s). Want to blame someone for the state of the market? Blame the devs, not the people who actually use the market.

Quote:
And probably the idea that the market is purely a form of PvP is flawed. If the devs truly think that it is all it is, then why don't they open it up between Heroes and Villains? Who cares if one side has resources far in excess of the other, that's just life, isn't it? Anyone with enough drive should be able to get what they need, right?
That's a good question. It seems it's mostly RP reasons for keeping the markets separate, and with GR on the horizon, there's really no reason to continue the separation. Unfortunately it's probably not going to happen until it's too late - I'm already mourning the redside market.

Quote:
The thing is that the market is supposed to be a way to improve player enjoyment. That means all players, not just the ones that get their jollies off of finding an opponent and smashing them. I'm certainly happy to make my oodles of money selling stuff at ludicrous prices to people who are desperate for a specific recipe, but it is far more important to me to maintain and possibly increase the membership base so I have people with which I can do the WANTED socialization (in contrast to the unwanted kind).
No - the market is a means to an end. Anyone can make the market work for them, if they take the time to learn how. The market isn't there to "increase player enjoyment" directly, at least - it's there to allow an alternative avenue for getting things you want (not need) for your character. The only other alternatives right now are reward merits and hoping the item you want drops for you or an alt.

Quote:
But, no, I don't think that my suggestions are the most reasonable. I'm a software engineer, but I don't know what their code can do. I just don't think that it's fair to ***** and moan about something without presenting a possible solution. If you care to contribute positively to this conversation (as opposed to just whacking down my ideas with a curt "you should know better, but you don't, so here's a knuckle sandwich instead"), then I'd welcome your input. In the mean time, I'll go do a quick survey of recipe availability to show you what I mean.
I like how you insist on bringing some analogy to violence into this, like we are attacking you instead of your suggestion (which, again, isn't based on data, only casual observation). If you want to talk about "possible solutions," visit the market forum. One of the better suggestions I've seen was the ability to spend a few million inf to change the level of a recipe, which would both serve to alleviate the lack of supply at non-max level for some pieces, as well as an inf sink to help reduce inflation.

I look forward to seeing the results of this survey, please be sure to include details.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by stfrn View Post
According to this page on paragon wiki, they are weighted towards end red/accuracy/dmg/etc.
From that article:
Quote:
These rates apply to Training, Dual, Single, and Common Invention enhancement drops.
This thread is discussing set IOs drops, which are not weighted.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."