Countering Market Inflation: Suggestion


Adeon Hawkwood

 

Posted

Prices of posted Items at the market should be bumped down weekly (or bi-weekly) by 10% taking an item no lower than 30% of the original posted price. I have played other MMOs and when I came to COH I was very excited that there was no market to inflate. Time has past and that to has changed. I remember how hard it was entering a game that was new to me only to find the market inflation had place much far beyond the grasp of a new commer.


 

Posted

Inflation is a definite issue. But, the key underlying reason for it is that influence and infamy sinks soak up less infamy and influence than is being generated by those playing the game.

A real world analogue could be a nation that keeps printing more and more and more money, and putting all that "new" money into circulation as they print it; doing that predictably puts upward pressure on prices for goods and services in that nation.

In the end, price controls won't stop inflation.


 

Posted

Quote:
Originally Posted by Crimson_Tyr View Post
Prices of posted Items at the market should be bumped down weekly (or bi-weekly) by 10% taking an item no lower than 30% of the original posted price. I have played other MMOs and when I came to COH I was very excited that there was no market to inflate. Time has past and that to has changed. I remember how hard it was entering a game that was new to me only to find the market inflation had place much far beyond the grasp of a new commer.
I don't think this would have the intended effect.

First, if there's a limit of a 30% reduction, then the poster will simply post at a higher price assuming the price will be cut back. That will cause an immediate spike in prices, which is the opposite of what you want.

Second, this presumes that there's a big backlog of items waiting to be sold but are not selling because the prices are just too high. I don't think that's the case. The items suffering from the greatest inflation are the items in highest demand. These items sell quickly for very high prices.

Take, for example, Kinetic Combat: Dam/End/Rech 35. These are selling for 100 million heroside just now. There are two for sale and five have sold today for 100+ million.

Similarly, Hecatomb: Dam/End are going for 100 to 130 million. Four have sold today in that range (and there are seven posted currently). In fact, all the Hecatombs are selling for more than 100 million and the last five sales on all of them occurred in the last 24-48 hours, and there are between 4 and 17 posted.

Even with the rarest of the rare and the most outrageously priced recipes (Gladiator's Strike 50) have all their sales in the past few days, and have only between 2 and 18 posted.

There are already incentives for posters to list their items at lower prices. First, when someone bids, the lowest priced item is sold first (it has priority over high-priced items even if the bid is greater than both items' prices). Second, you pay a 5% fee when you list your item. If you post so high that no one buys it, you will lose that fee if you take it down and repost at a lower price. Third, posters have a limited number of market slots for buying and selling. If your slots are filled with things that are listed at outrageously high prices that don't sell you won't be able to sell new things. Thus, there is a steep opportunity cost for posting items at excessive prices.

Thus, prices are excessive if there is a huge supply that is priced beyond everyone's reach. Since the supply of these high-demand items is relatively small and sales are brisk, the inflated prices asked are within the means of the buyers.

Your solution would solve the problem of excessively priced items that don't move, while the problem we have is highly-inflated prices for items in high demand.

That doesn't mean I think the market is just fine. It's just that players who know how to generate large quantities of influence are able to afford these expensive items and there's a ready supply of them -- at those outrageously high prices.

Villain-side it's a little different, but I haven't watched the market there closely enough to say what's going on there.


 

Posted

Quote:
Originally Posted by Crimson_Tyr View Post
Prices of posted Items at the market should be bumped down weekly (or bi-weekly) by 10% taking an item no lower than 30% of the original posted price. I have played other MMOs and when I came to COH I was very excited that there was no market to inflate. Time has past and that to has changed. I remember how hard it was entering a game that was new to me only to find the market inflation had place much far beyond the grasp of a new commer.

All that would do is discourage people from using the market. Fewer things would be listed and people who were willing to take the risk would want more for their trouble.

There is very little I find worthwhile to list at sell it now prices, and the things I can't get a good price for I have no trouble deleting.


 

Posted

I'll agree as things are money does not really leave the game often. I can't help but think there has to be a solution. The current situation makes it advantageous for folks to farm and the farming in turn worstens the situation. Example farmers farm pvp drops, so the devs lower the drop rate, the only most folks are going to ever get a single PVP set is to farm pvp, PVP non-stop or pay some fellow on line to give 2 billion to each of 6 characters so you can purchase 1 set! I have overheard conversations on teams where people new to the game are expressing interest in building a pvp and often enought I have heard players state that it depended on how much they were willing to pay on the character.
That was of course an extreme yet truthful example. This carries true for purple sets, numinas on down.

Quote:
Originally Posted by Another_Fan View Post
There is very little I find worthwhile to list at sell it now prices, and the things I can't get a good price for I have no trouble deleting.
What value does an item have to sell for to be worth selling? The price does reflect the demand there are often set recipes I can't sell for 10 INF. It would be nice if my choice of melee sets was not limited to something greater than crappy but with in my price range. There are sets no one really wants. Would be nice if say for melee IO sets you had a choice of 3 sets that were equal but different & if the cheapest of these sets sold for 5,000 and the most expesive sold for 100,000 I don't feel as though the game would be cheapened at all.


 

Posted

The only real way to fight inflation is to increase the drop rate. If the demand is being met by drops, people will not be willing to pay such high prices. A low drop rate just encourages farming because that is the only way people can afford the going price for the high demand items. Some think that lowing how much inf people can earn will help, but even that will backfire. A good inf sink would be to have a vendor that you can buy the high demand items at a high price. That would also set a ceiling on prices because people wont buy at a higher price on the market then they would pay at a vendor.


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

 

Posted

Quote:
Originally Posted by Crimson_Tyr View Post
What value does an item have to sell for to be worth selling?
More than I could get for it at the quartermaster.


 

Posted

Wait. "Prices of items posted" - I'm assuming you're talking about asking price. A few things -

First, the price put on there is the last price someone paid. You don't know if the "100,000,000 inf" someone paid for item X was because someone listed it at that price, or if it went to buy what *I* listed at 6 inf.

Second, if I want to get around this, I have three options -
(a) Relist, which would admittedly cost me inf,
(b) List higher than I want, because someone may pay that anyway and I'll have a longer timeframe where I'll get as much (or more) than I want, or
(c) Don't list at all and sell it off-market (global channels, forums, etc.) which doesn't do squat for the consignment houses at all.

(Oh, and DocArcus) -

Quote:
Some think that lowing how much inf people can earn will help, but even that will backfire.
It'd backfire right away. It wouldn't help those who aren't rolling in it right now, and those who have stashes of INF and "storage characters" won't care. *shrug*


 

Posted

If they put in a personal apartment system and charged influence for it, it would suck up tons of influence. Especially if they put in a depreciation over time so that things bought will not return the same amount when sold.

Just add a little personal storage and a few other nifty things and people will be all over it.


"...freedom isn't a commodity to compromise." -- Captain America, New Avengers #21

Guide to Base Teleporters

 

Posted

Quote:
Originally Posted by Crimson_Tyr View Post
Prices of posted Items at the market should be bumped down weekly (or bi-weekly) by 10% taking an item no lower than 30% of the original posted price. I have played other MMOs and when I came to COH I was very excited that there was no market to inflate. Time has past and that to has changed. I remember how hard it was entering a game that was new to me only to find the market inflation had place much far beyond the grasp of a new commer.
Everything in the game before markets is still available at the stores at no inflated prices.

Every new invention item in the game since I9 and the markets has had its ups and downs. What of the massive deflation of costume recipes?!

Call me crazy but what if a newcomer were to learn the game using SOs that are now easily funded by selling their invention drops on the market or vendoring them (depending on where they can get more inf)? Seems a lot better than I had it for 3 years struggling to get SOs from 22 to 32 and no easy way to transfer inf like email provides now.

Or they can implement an idea like yours or price caps driving the best stuff off the market entirely like many PvP IO recipes.


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

Posted

Quote:
Originally Posted by SwellGuy View Post
Every new invention item in the game since I9 and the markets has had its ups and downs. What of the massive deflation of costume recipes?!
That was a direct result of them changing the drop rate on those items because the entire playerbase (well, the vocal minority, anyhow) screamed bloody murder about it.


Quote:
Originally Posted by Hyperstrike View Post
English does not borrow from other languages. English follows other languages down dark alleys, hits them over the head, and rifles through their pockets for loose grammar.

 

Posted

Best counter for market inflation: Don't pay 2 mil for an Inanimate Carbon Rod.

Seriously, just stop paying the inflated prices... as long as someone does, those prices are never gonna change.


It's 106 miles to Grandville, we got a full tank of gas, half a pack of cigarettes, it's dark and we're wearing faceless helmets

... Hit it ...

 

Posted

Mmm...

I am not sure if arbitrary reductions are the proper thing to do...

But I seen the effect of players with sufficient wealth to corner the market and sky-rocket the prices of items at the market.

So its a very good question on how to handle this, after all the real world stock market does have full time police organizations insuring this does not occur. How you simulate that in CoH? Frankly I am clueless how to do this fairly and effectively.

I think, a competitive environment to the market could serve as an external regulatory price control mechanism. There are several already in-game price control mechanisms, which perhaps needs to be further enhanced:

1. AE tickets:
You can buy orange and yellow salvage with tickets, both specifically what you want or random salvage results. You can get random recipes of any type (except purple) through random rolls.

Improving AE to let you buy white salvage would be a good idea, also having it where you can specifically buy recipes with tickets would also be appropriate, but the limit in tickets a player can have has to be drastically increased so a reasonable recipe to ticket exchange can be created. This could also resurrect the use of AE to some extent.

2. Merit System:
You can purchase any recipe (except purple) by trading AE merits, you could as well random roll for them as well.

I can't recall if you can purchase salvage through the merit system, but it would make sense if you could both specifically and randomly.

I believe the price in merits for recipes really need to be revised, while I agree the most complex and valuable recipe is worth 250 merits, some minor recipes should cost as little as 25 merits and have a good graduation of recipe prices beyond the 125,150,175,250 currently used; there should be more in between prices.


3. Vendors:
You can buy inspirations, and enhancements (Training, doubles, singles) from your friendly neighborhood contact or vendor, you can even sell your junk drops to them. Why not have them sell salvage and recipes as well? In fact they buy the stuff on the cheap from us, why not sell stuff for say ten times more than what they would buy from us? In a way, if you think of it, it would certainly place a cap on the market for stuff. While crazy, scalping priced items would cease to be available or would never get sold, one could still play the market, for we could sell recipies in the market for more than the vendor would buy them from us, and less than what we could buy the recipe from the vendor. What would be needed is what is the range of sell prices; that is how low the vendor buys and how high the vendor sells, to establish the player potential profitability in the market.


There may be other ways, any thoughts out there?

Hugs

Stormy


 

Posted

Why does people not understand that the players make the prices not the dev... -1 rep


 

Posted

Quote:
Originally Posted by Crimson_Tyr View Post
Prices of posted Items at the market should be bumped down weekly (or bi-weekly) by 10% taking an item no lower than 30% of the original posted price. I have played other MMOs and when I came to COH I was very excited that there was no market to inflate. Time has past and that to has changed. I remember how hard it was entering a game that was new to me only to find the market inflation had place much far beyond the grasp of a new commer.
As others have said a change like this would actually benefit marketeers at the expense of everyone else. Most marketeers plan on a turn-around on items of less than 1 week in the first place unless they marketeer on a lot of alts. If it has to sit for more than a week it's almost certainly a poor option in terms of profit per slot-hour (or more realistically slot-day). Additionally every marketeer has felt the pain of an item that doesn't sell and has to be re-listed (incurring an additional listing cost). A decrease of 10% if it doesn't sell after a week would actually work in my favor more often than not.

Quote:
Originally Posted by Memphis_Bill View Post
It'd backfire right away. It wouldn't help those who aren't rolling in it right now, and those who have stashes of INF and "storage characters" won't care. *shrug*
Agreed. Long term I think it would work out ok as the extra inf currently in the system got used up in market fees or re-distributed but in the short term it would cause a lot of problems. Ideally the best solution would be to go back in time to just before Issue 16 and tell the devs "look, don't fix the level 50 influence bug, ok? It's going to cause a lot of inflation". Maybe Mender Silos could take care of that?


 

Posted

Quote:
Originally Posted by Dr_HR View Post
Why does people not understand that the players make the prices not the dev... -1 rep
Oh I fully believe this isn't the devs fault. And the same farmers spamming our in-game e-mail are contributing to it and clogging my e-mail box. Greedy players play a part as well. I personally sell all my stuff for a lil lower than market average hoping to drive the trend downwards. I find it troublesome that the are those that play the market, find items sold for cheap and sell em back at a higher price knowing some impatient fellow or lass will pay it.


 

Posted

Quote:
Originally Posted by Crimson_Tyr View Post
Oh I fully believe this isn't the devs fault. And the same farmers spamming our in-game e-mail are contributing to it and clogging my e-mail box. Greedy players play a part as well. I personally sell all my stuff for a lil lower than market average hoping to drive the trend downwards. I find it troublesome that the are those that play the market, find items sold for cheap and sell em back at a higher price knowing some impatient fellow or lass will pay it.
Just FYI, the impatient high payer is just as greedy as the flipper, perhaps moreso. The only difference is the one wants influence/infamy and the other wants product. Also people who don't want high prices are also greedy because they want products for less.


Your one dimensional view of greed is amusing but completely inaccurate. At least I know I am being greedy when I want my IO now and am willing to pay otherwise useless influence/infamy for it. In fact I enjoy overpaying for IOs just because I know high prices send so many people into a frenzy.

And one other point of clarification, when I overpay the lowest lister is getting my influence/infamy not necessarily your "greedy flipper".


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

Posted

I agree, at same time i can afford most of what I need, I was thinking of the new player base. When I entered Ultima Online and Ever Quest it was late in the game and most items were way outta my price range. I honestly would love to see this game thrive. That is where my greed comes in I want a large player base.


 

Posted

Quote:
Originally Posted by Crimson_Tyr View Post
I agree, at same time i can afford most of what I need, I was thinking of the new player base. When I entered Ultima Online and Ever Quest it was late in the game and most items were way outta my price range. I honestly would love to see this game thrive. That is where my greed comes in I want a large player base.
So let's see if I can re-phrase this.

A new player will not stay if they cannot immediately buy the best items that they will not fully understand for powers they will not fully understand.

Or we can suggest that they start off by selling their invention drops and stick with the store purchaseable SOs until they get a grasp of how the game is played and get an idea of what kind of inventions' items they want?

Which items exactly will drive these new players out right away that inflation is harming because they will only buy and not sell? Purples? PvP recipes? LotGs? Meanwhile a glut of garbage sits on the markets unbought which I regularly pickup for less than what the vendors will pay for them.

I am curious if you could walk me through the narrative of how you imagine this inflation driving away potential new players since there are many items on the market not insanely overpriced besides the best stuff.


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.