Introduce a new supply vein to WW/BM


Chaos Creator

 

Posted

What if the devs were to add items to the market using a script during down times (or at random if it was possible). Say to the tune of 25% of the current volume of various IOs, recipes salvages etc. This would mean 4/5s of the items for sale at WW would be player generated and 1/5 dev generated. This would add to the supply and also take out chunks of inf. from the system at the same time.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Why not just increase the drop rate by 25% or 20%?


 

Posted

i have a feeling the amount of infl/inf that it would remove would be negligable. the market is not the place to deal with earnings/drops. it doesn't create infl/inf or drops.


 

Posted

Quote:
Originally Posted by Lohenien View Post
What if the devs were to add items to the market using a script during down times (or at random if it was possible). Say to the tune of 25% of the current volume of various IOs, recipes salvages etc. This would mean 4/5s of the items for sale at WW would be player generated and 1/5 dev generated. This would add to the supply and also take out chunks of inf. from the system at the same time.
I believe that in the past, on Test, they have filled bids and (I believe with much less certainty) they have set prices...so it may be possible. If so, would it bring prices down? I think so. It would be easier to "manipulate" the drop rates periodically and for some duration (similar to what's done with XP and INF during 2XP).

But I also think that the INF part would strike a balance somewhere. More supply means that marketeers would have more items to work with and should be able to maintain similar profit margins as they have now.


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Posted

The major thing to remember here is that instead of just increasing the drop rate, this method also removes influence completely because a player does not get the influence for the sale it is simply destroyed.

I don't think such a thing would be negligible. Let's speculate a bit here and say that 200 obliteration procs are sold a week. Those sell around 20-50 million. Thats 4 - 10 billion a week in influence spent. Now 10% of that is lost to fees so thats only 400 million to 1 billion in fees. With my system, another 20% supply would be added for that IO, and it would sell ASAP, so we'd probably see an average of 35 million per IO x 40 = 1.4 billion influence taken out of the system. 1.4 billion a week isn't much but hat is on one item alone.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Use the mechanics that exist now to accomplish what you want. You want to increase the drop rates and destroy Inf. So... increase the drop rates for items... reduce the Inf drop rate.


 

Posted

Quote:
Originally Posted by Smurphy View Post
Use the mechanics that exist now to accomplish what you want. You want to increase the drop rates and destroy Inf. So... increase the drop rates for items... reduce the Inf drop rate.
^^this. they need to put back in the bug that prevented 50's from earning double the infl/inf when exempt.


 

Posted

The solution is not to make the system easier or rigged, then a wider range of people would be gaming it. Step up your knowledge of the system and make it work for you. There are actually several guides to do so, and it doesn't take much to make it work.


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Quote:
Originally Posted by Deus_Otiosus View Post
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Well done.
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Posted

I'm a well to do multi billionaire in-game, this idea is suggested purely as an idea to improve the market for other users. A random 20% increase in most (not all) market items may or may not improve the market supply enough and may or may not reduce prices, but it will remove influence without taking away from the 'casual' players at all.

A straight reduction in influence earned will probably hurt casual gamers more since their limited time is now worth less in possible inf gain, meanwhile farmers will just adapt.

A straight increase in drop rates doesn't remove influence as much as my idea would because even if all of the extra drops were sold on market, that would only be 10% taken away in fees.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Quote:
Originally Posted by Lohenien View Post
A straight reduction in influence earned will probably hurt casual gamers more since their limited time is now worth less in possible inf gain, meanwhile farmers will just adapt.
This alone is a solid reason not to implement a decrease in inf drops. There are plenty of casual players who won't be back, or driven to the market to make money... which could imbalance the supply that we were bolstering to begin with... Don't forget that crafting costs are now set a "little higher" relatively versus the drop rate of inf. Bah, economics hurts my brain.


The Story of a Petless MM with a dream
Quote:
Originally Posted by Deus_Otiosus View Post
This entire post should receive some kind of award for being both hysterical and fantastic.
Well done.
I have a 50 in every AT, but Scrappers and Dominators are my favorites.

 

Posted



I think I see a spot on the graph that could be altered.


 

Posted

Quote:
Originally Posted by Lohenien View Post
I'm a well to do multi billionaire in-game, this idea is suggested purely as an idea to improve the market for other users. A random 20% increase in most (not all) market items may or may not improve the market supply enough and may or may not reduce prices, but it will remove influence without taking away from the 'casual' players at all.

A straight reduction in influence earned will probably hurt casual gamers more since their limited time is now worth less in possible inf gain, meanwhile farmers will just adapt.

A straight increase in drop rates doesn't remove influence as much as my idea would because even if all of the extra drops were sold on market, that would only be 10% taken away in fees.
your idea still would not work. all it is going to do is give the people with multiple bids more stuff to sell. this will not do what you think. plain and simple. i am all for infl/inf sinks, but this is NOT the way to do it.


 

Posted

Just because you aren't happy with the level 50 earning rate, doesn't mean my idea is a bad one.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Yes people using lowball bids will get things more often - that is the point. Players will be able to see prices at a low end more often, and they may try to bid higher than the lowballers but still lower than their relist range. Even if people just remain ignorant and lazy, the influence is still draining out of the system to some degree and supply is improving.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Quote:
Originally Posted by Lohenien View Post
Yes people using lowball bids will get things more often - that is the point. Players will be able to see prices at a low end more often, and they may try to bid higher than the lowballers but still lower than their relist range. Even if people just remain ignorant and lazy, the influence is still draining out of the system to some degree and supply is improving.
actually , it won't go to the lowballers, it will go to the highball bids. while removing some of the infl/inf, how do you decide what to seed? and you do realize that with the infl/inf earnigs of a 50, whatever was removed will be back almost 10 fold with in a week? so it does nothing. hence why your idea won't work.

now, before you start going all Evil_Legacy on us, think about what smurphy and i have said.


 

Posted

Quote:
Originally Posted by Lohenien View Post
Just because you aren't happy with the level 50 earning rate, doesn't mean my idea is a bad one.
I see a few issues with this, 100% of which are solved by increasing the drop rate as suggested by Shark and Smurf:
#1 it promotes the sales for high volume items where support is not needed. and neglects low supply items where the assistance is needed. Increased drop rates increase supply of everything equally.

#2 it hurts the casual player and helps the hardcore. (note definition used: "casual" = poor, ignorant masses; "hardcore" = wealthy enough to use buyitNAO pricing and pay for top-end IOs). Because no drop was "sold" no casual player gets a sale, instead inf is removed and a wealthy player gets an enhancement. Increasing the drop rate does give more to the farmers than to the casuals, but at least the casuals get something instead of having the market become their competition.

#3 doesn't address the key imbalance in the market of top-heavy focus. Again, with so much activity and emphasis on level 50 IOs and so much purchasing power in the hands of level 50 characters, those who need/want IOs for levelling are left out in the cold (no this is not merely a variation of #1, but the two are related). Increasing activity among level 50s does not help the game as a whole, nor does it emphasize the alt-friendly design strategy. Anything done, needs to work across all levels, not just at the top. By focussing on stocking based on activity, you're necessarily focussing on 50s due to the issue Smurphy described. There is no way to avoid it if you use activity on the market as your criteria.

I'm sorry, but I do see this as a bad idea for those reasons. And I do see the level 50 earning potential as necessarily linked to your idea.

On the other hand, I do like the attempt to find a way to address supply and destroy inf. By itself this won't do what we want, but it is at least starting the conversation in the right direction. =)


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Posted

Quote:
Originally Posted by Smurphy View Post
Use the mechanics that exist now to accomplish what you want. You want to increase the drop rates and destroy Inf. So... increase the drop rates for items... reduce the Inf drop rate.
Just poking my head in, but would increasing the drop rate accomplish what the OP is asking?
I think they want more items on the Market; do players obtaining items list them on the Market de facto, or do they use/delete/store for a rainy day?

Market usage, at least on a permanent basis, seems something a more involved player would be doing. Said involved player probably isn't affected much by the vagaries of pricing since they know how to move influence via transactions...so while there might well be a drop in sale prices, how would it affect item creation as a whole? Anecdotally, I know sgmates that just don't roll their Merits, ever. They save up for their big drop then buy off the Market but they rarely supply the Market because they don't want to "lose their work", so to speak.

If the Devs want more players to get LOTG 7.5s they can lower Merit costs, increase the seeding table for LOTG 7.5s on random rolls or heck, just give them as rewards for certain tasks. I'm always leery of the consequences of dev placement of items...the whole unintended consequences bit.


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Posted

Crud. Lost a huge post by hitting backspace in the non-text field.

Anyway, I have to disagree that market seeding would accomplish nothing. A billion of market seeded items would produce the same effect as ten billion in normal transactions. Farmers increase their personal wealth by WAY more than they actually increase the wealth supply in the game as a whole- by selling purples and rare recipes and whatnot, they are removing money from the game, and that's something like 2/3 of their revenue stream [based on TopDoc's numbers. Other farmers may be less efficient.] So they're not actually producing as much inflation in the money supply as you'd think.

And the "magically generated items" would take out a disproportionate amount of wealth. Spending a billion on MGI's is the equivalent, for money disposal, of spending ten billion on regular items.

Now 20% may actually be too much stuff to add to the market- my vague guesswork indicates that it'll take out about half the inflation, but I don't have any trust in that number. It could produce deflation. It could produce price crashes and take out much less inf than we thought. It could produce all sorts of unexpected consequences.

But I guarantee you it will pull inf out of the game, fast and hard.


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Posted

Increasing supply by upping drop rates would result in Inf being drained, 10% at a time, but would also lower costs in the long run, resulting in that 10% being less over time.

Seeding the market (and I wouldn't seed level 50 stuff, I'd seed mid-range to help lower levels and maybe inspire some folks to actually buy stuff at that level) would wipe a good amount of bids, highest value bids, no less. I think that would be a more dramatic removal of influence. Done once a week, at random times (would have to be random, or else folks would just have lowball bids ready at the right time) and you'd see a lot of Inf destroyed, probably more in the long run than just raising drop rates.

Plus, it's "free" stuff. Items supplied outside of any other forms of funds being made. For example, if they did this with purples, that's a purple being made without X amount of Inf/Merits being generated at the same time. Filling demand while taking funds out of the economy as well as keeping more funds from being generated is a major hit to the amount of Inf in the economy. If the farmers who are farming for a particular drop realize that they can potentially get that item without farming, then they are probably going to farm less, since it's not as necessary. And less farming is less Inf generated, further helping the fight against Inflation.

More items out there means more transactions. The question is, how much Inf would be generated if they increased drops, as opposed to how much would be destroyed by seeding the market?


 

Posted

What Smurphy said x 2


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Posted

The other tricky thing with this idea is : what to seed. I would immediately say that purples and pvp IOs would not be seeded at all. Whether or not to throw pool Cs on that list is probably the biggest question, because the devs have 'time locked' those via merit costs ( X time = Y merits = Z IO ). This means there is some magical value of supply the devs find acceptable on those items.

20% seeding on everything below that tier of dev regulated rarity would likely be fine I think. That leaves alot of shiny things still strictly in the hands of players.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

You'd have to be careful with this idea to not double add stuff.

Example with adding 20% to market supply of Titanium Coating Res/End

Lets suppose that on an average day 200 of these are popped with the following results:

20 are sold to vendor (believed useless or lazy player)
30 are crafted and slotted without ever touching the market
20 are deleted
25 sit in a toons inventory indefinitely
100 are placed on the market at a reasonable price
5 are placed on the market at a price too high to ever reasonably sell

So for recipes......200 were popped and 105 placed on market. There would be an addition of 21 recipes to the supply.



But, lets go back to the 100 which were placed on market at a price to sell + the 21 dev wand ones...lets assume the following on those

41 are purchased to craft and slot
80 are purchased to craft and relist


So in addition to our added 21 recipes above, we'd have 16 more IOs added in this example.


More importantly....lets postulate that sometimes people buy IOs on the market lowball and then relist again to make a profit (I assure you I am doing this currently with toons off my main server....its slow but you can make inf doing it)

Lets say thats the end result of 10% of all IO sales and it'd result in a few more IOs added.


You may say well ok....so we see about a 40% increase in market supply on slottable items over time (because of recipes and the IOs) here...thats a good thing, right?


Maybe....but here's the exploit:



I get my hands on 5 of a Purple....say its worth 200M but the standing bids are at a typical lowball 100M.

I pass them through the market to my own other toon's bids (which I put 6 of in so I get the added one too)

600M total bids becomes 450M return to the other toon so 150M is removed from the game which is good (we need more inf sinks)

However our original owner had items worth 1 B before......now he has items worth 1.2B and the loss of 150M inf so his total worth is 50M more than before.

This even assumes there are other people's outstanding bids to slow things down. I can assure you there are valuable items out there which have few bids on them and which could be duplicated very easily using the method I outline above.



I'd rather see something more complicated if market seeding is going to happen.....and even more importantly.....the seeding would be all items lower than level 50 (a void in the market for sure) and even more more importantly....no seeding of purples or PvP IOs.


 

Posted

Well in theory nudging up the drop rate will also reduce the amount of new inf coming in by reducing the amount of critter bashing looking for drops. As others pointed out the market doesn't create inf in the system, it simply takes a cut and redistribute the rest.

Having a method to buy a random roll for inf, directly or by buying merits or tickets, will take a lot more inf out of the system while improving supply and the chance of getting that recipe you're seeking.


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Posted

Quote:
Originally Posted by Father Xmas View Post
Well in theory nudging up the drop rate will also reduce the amount of new inf coming in by reducing the amount of critter bashing looking for drops. As others pointed out the market doesn't create inf in the system, it simply takes a cut and redistribute the rest.

Having a method to buy a random roll for inf, directly or by buying merits or tickets, will take a lot more inf out of the system while improving supply and the chance of getting that recipe you're seeking.
I actually like this idea more. Destroy inf while not necessarily destroying the value of certain drops.