Originally Posted by Bringer_NA
No PvP IO is necessary in PvE. Many other uniques which cost 40mil give the same bonuses outside of the PVP only. You can't argue that Steadfast Protection Res/Def isn't as good as Glad TPRes/Def. They give the same values in PvE.
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PvP IO and Purple drop
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
When my hardest-built characters are running off mostly Common IO's your argument doesn't hold water.
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Stealth IOs add something to a character they do not otherwise have. Proc IOs can change powers completely and make them capable of doing things they could not before. That is customization. Don't pretend IOs aren't an important part of the game while at the same time claim that customization is, when those are contradictory statements. Customization is not limited to different hair colors.
Please explain how your statement in any way contradicts mine. You have simply chosen not to engage in part of the customization in the game - that doesn't mean that the option to customize your character in that way is not part of the game. I don't use emotes, but I don't deny their existence.
Stealth IOs add something to a character they do not otherwise have. Proc IOs can change powers completely and make them capable of doing things they could not before. That is customization. Don't pretend IOs aren't an important part of the game while at the same time claim that customization is, when those are contradictory statements. Customization is not limited to different hair colors. |
Also, your claims that random drop mechanisms are not good is a subjective opinion. Without the acquisition ladder to climb, I probably would have gotten tired to playing this game sometime around I12-14. Having goals to "work" towards has kept me interested.
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
Do you think for a second that anyone slotting the Glad +def doesn't already have a Steadfast slotted?
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I was stating that those "casuals" in desperate need of IOs should find the duplicate(s). They aren't "necessary", and they aren't aren't "dropping less". The "casuals" are just that, not devoting the necessary time to get drops.
Having played this game before I even knew about Aion, I'm well aware of how bad drop rates can be, and how a player may feel that they should be more accessible. They are EASILY obtainable and they require inf and small time sinks to get.
If someone is such as casual that they only have 2 hours to devote to City of X, then welcome to how I play (most) days other than a weekend. It takes 2 hours to finish my tips and do multiple sides missions, then sell the recipes/crafted enhancements on the market for AT LEAST 40 million. Guess what though? I can also do an AE mission or 2 and get tickets, buy the bronze section to a full inventory, and make 30+ mil.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
I suppose there might be a player out there planning a build that somehow was aware of the Glad +Def yet unaware of the Steadfast +Def, although I'm inclined to doubt it. I've never seen a posted build that included the Gladiator +Def IO but excluded the Steadfast. If someone is drooling over the Gladiator IO, it's because they've already got the Steadfast.
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I also don't assume that every player uses pre-made posted builds in order to play, or that one is always aware of every IO. I work out my builds in my head as I go with slotting rare IOs later on when my revenue increases, then reslot and respec as necessary, if I come across a multitude new information.
I honestly didn't even know that the Steadfast IO existed until i16 or some time later, although I was well aware of Glad.
To add to what Mac said once again, no IO is necessary. An SO build works just fine, and IOs can be slotted later on. When IOs are just handed out to players willy-nilly, they'll lose interest in a character and eventually the game itself, because they'll eventually have no additional goals to work towards.
<QR>
Let's summarize, since I can't be bothered to read through so much that reeks of personal attacks and grudge fights:
1) PvP IOs and Purples are rare. They're supposed to be. I think someone above said 1:1500 on Purples? Sounds about right to me... but again, randomization. 1:1500 means you might get 1 from every 1500 kills... you could get 10 from 15k kills... you probably will get 100 from 150k kills... you likely will get 1k from 1.5m kills... and so on. The closer you approach infinity, the closer the odds come to truth. (Basic statistical probability, ladies and gents, same as any MMO.)
2) It is physically possible to go all the way to 50, do endgame, and so forth without ever crafting a single enhancement. We did it all the time before IOs were ever introduced; we did it without purples and PvP IOs before they were introduced. (To date, I still haven't seen a PvP IO, crafted or otherwise, personally. Probably because I hate PvP, and that's no one's fault but mine.)
2b) By the same token, people who are that obsessive can virtually become IO-dependent at level 7 and never look back. (This works in some, but by no means all, cases.)
2c) For all that, it's possible (if a bit uncomfortable, unless you like eating inspirations like they were candy) to play without any enhancements of /any/ tier. Ouroboros proved that, since I'm sure a lot of people have gotten their "no enhancements" badges. (Not recommended for someone who wants to do challenging fights/TFs, unless they like the added challenge of running back from the hospital a lot.)
3) I admit, I'm not a casual player. I have a life, yes, but I still manage at least an hour of two of the game each day. (That's on top of work, school, and a long-term relationship. Hel, he even plays the game with me sometimes.) I do some occasional farming, and have a good build on my main, as well as around 1b inf on my account. This isn't farming nonstop like some would say; this is casual farming and a lot of altitis. Do I have fun? Loads of it. Would I like to see purples be more common? Perhaps, but it's not a huge concern, because I make enough inf to pay for what I want. Am I a middle-of-the-line player? Perhaps, but that depends on more information than I have access to.
4) As stated above, there's a large difference between being a dev yes-man and accepting the status quo for what it is: the way things were, are, and will be. Will the drop rate eventually change? It's possible, but somehow I feel it unlikely.
4a) The above being said, new things occur each day that make things more accessible for the casual player. However, if you want the loot, you still have to do something for it; the devs aren't likely to create a day job that allows you to get a random purple for mission completion if you log less than 5 hours a week of gametime. Why? Because then the hardcore players will revolt. It's a balancing act between the casual and the hardcore.
4b) For those who think MMOs with hardcore-exclusive content die easily, let us look at that most evil of MMOs (which shall not be named here). Every expac of /that/ game kicks the most hardcore of the players in the teeth and tells them that they're worthless... and yet, they keep coming back for more. They create obstacles that require tons of in-game time to get to... being a casual player over there is impossible, once you hit a certain "Hardcore only" threshold. At least City casuals don't have to worry about such evils as gearchecks and being built a specific way. (Unless you're a MM without pets. I've seen one of those... in mid-levels, no less. Painful to watch.)
5) Complaining about the inf cap being too high does nothing beneficial for the game. As pointed out before: If the inf cap was lowered, it wouldn't force deflation on the markets; it would force items out of the markets and into the off-market trade. This hurts us all, and doesn't benefit anyone. Conversely, does that mean that the cap should be raised? It might force some of the off-market trade back into WW/BM, but it might also create further inflation, which makes some of the casual-access stuff to jump in price. (Especially since some people like to manipulate the markets for their own gain, which causes spikes of inflation to ripple across the market. But then, that's a pretty good analogy for the real world, isn't it?)
6) In the end, it's a game, right? If you're not having fun chasing your dream of having your 50 decked out in purples and PvP IOs galore... make an alt, run TFs, do something which /is/ fun for you and your character. In time, the purples (or, at least, the inf to buy them) will come.
[Disclaimer: Some of the opinions -- especially those about running around without enhancements -- are not necessarily recommended. Just because you can doesn't mean you should... unless you /really/ like that extra level of challenge. If so, put your enhancements in and visit an Analyst instead. ;P]
You show your ignorance of the market by assuming that the law of supply and demand is setting the prices and that buyers and sellers are balancing the prices by their honest transactions. The majority of players are using the market honestly, but they are the prey. The minority are there to make as much inf as possible. It is not that difficult to manipulate prices. The longer you want to sit at WW's the higher you can get a selling price, if that is ones intention.
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"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."
Tou'che mac lol, they need to have purple drops on AE mish's, that'd be nice, un-likely but nice whatsoever
To quote my old (old as in last semester) economics book: "Supply and demand is, at its most basic level, the concept that prices will vary depending on the quantity available and the quantity desired."
If there are 10k computer viruses available, with any real percentage of those at "reasonable" (ie. original market, 100-250) values, it is not feasible to sell those at 10k or higher per unit. However, if there are 10 computer viruses available, it is safe to assume (based on historical data) that most, if not all, of those are priced much higher, and people -- if desperate enough -- will pay that higher price.
Thus, supply and demand. If the supply is good, in order to remain competitive, new sellers will offer their items at lower prices (usually), thus enabling them to earn money. If the supply is poor, the prices are higher as a general rule, and while some will intend to "balance out" the market with their honest transactions, it's a drop in the bucket of the economy. (However, with enough drops, the item in question's price restabilizes, and life goes on. Unless it's luck charms... then you're in trouble, no matter what, for some reason.)
Supply and demand, remember, is chiefly based on the concept of necessities... so the model does have to be shifted slightly, since buying salvage (and recipes, and so on) from the markets is a luxury transaction... after all, for salvage, there's always:
*Getting it off enemies (Gathering)
*SG/VG storage racks (Hoarding)
*Trading salvage between players (Bartering)
*Redeeming tickets (Sorry, don't have a cute label for this one)
In fact, subtract the storage racks (and possibly add an alternate storage medium) and this works for anything of value in this game. For all that, one could probably abuse the email system and store droves of any imaginable item in self-directed global emails, thus allowing them to retrieve it on any character, at any time. (Only restriction against this is that emails expire in 60 days, but if you have something close to expiring, just pull it out and toss it back in, right?)
But yes, if the /only/ means of getting salvage was via the markets, and the /only/ way to play was to use IOs, then it could reasonably be assumed that a few masterminds (the term, not the AT) could control the entire market and charge whatever they wanted. However, in such a closed-loop system, there'd be no new inventory, and this delusional concept falls on its face as a result. Instead, salvage comes from every enemy worth XP (either directly or, in AE, as tickets redeemable for salvage), it can be gathered and stored, and regular players can toss their unneeded salvage into the markets at normalized rates, meaning no hostile takeover of the markets lasts forever.
I've said multiple times that I'll give someone 100 million of my inf to enable them to find an item, jack up the price, and keep it there. So far, no one's taken me up on that offer. Can't imagine why...
(A hint, for those less-educated: no one's taken me up on the offer because it can't be done while maintaining a profit.)
"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."
Please explain how your statement in any way contradicts mine. You have simply chosen not to engage in part of the customization in the game - that doesn't mean that the option to customize your character in that way is not part of the game. I don't use emotes, but I don't deny their existence.
Stealth IOs add something to a character they do not otherwise have. Proc IOs can change powers completely and make them capable of doing things they could not before. That is customization. Don't pretend IOs aren't an important part of the game while at the same time claim that customization is, when those are contradictory statements. Customization is not limited to different hair colors. |
I'm well aware of everything you just said. The way your posts have been going, it sounds like you can only achieve certain levels of power by using Purple IO's. When my characters running on common IO's and three sets are able to solo content that a lot of people claim is too tough for "non-purple" characters, I don't find that "level of customization" necessary at all. So that means you don't necessarily need that level in order to enjoy the game.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
I've said multiple times that I'll give someone 100 million of my inf to enable them to find an item, jack up the price, and keep it there. So far, no one's taken me up on that offer. Can't imagine why...
(A hint, for those less-educated: no one's taken me up on the offer because it can't be done while maintaining a profit.) |
Im never going to reach someone that refuses to live on the same planet where reality exists. You obviously can't grasp the fact that market manipulation of the prices is done - and every day. You denying market manipulation because it doesn't fit a text book scenario doesn't make a fact untrue.
Manipulators know how many hours = how much profit. They know which items are the easiest to run up the price on. They obviously also have a good idea people will pay. They jack with prices until it reaches the level they want it - then they keep it there until they reach their desired profit - then they call it a day. Does that mean someone doesn't sneak occasional lower bids in while they are doing it? Of course not. Does it mean that they can put a price of $1 mill on common salvage, of course not. Manipulators aren't retarded.
I know market manipulation exists because I know people in my sg that do it. And if you think these two guys are the only ones in the game doing it, you are being naive. Whenever there is a reward to be made from an in-game element, there will always be creative people who will find a method to exploit it.
Manipulators know how many hours = how much profit. They know which items are the easiest to run up the price on. They obviously also have a good idea people will pay. They jack with prices until it reaches the level they want it - then they keep it there until they reach their desired profit - then they call it a day.
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If you think this is possible, take his money and go do it, then come back and post your evidence.
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
This coming from someone who offers only a sling of mud. Allow me to point out how useless your post was and if you wish to contribute something to the discussion how about posting something useful like contrary facts, evidence or information? Or don't you have any of your own?
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I have an understanding of supply and demand, and an awareness of the fact that, no matter how distorted supply and demand are here compared to a "real world" market due to things like a lack of manufacturing costs of the differences in earning potential between, say, a level 50 and a level 10, the fundamentals suggested by supply and demand do apply, and readily explain nearly every market behavior we see.
I am vastly more of a supplier to the market than a buyer - I build high-performance solo characters, use I16's wonderful difficulty settings to fight lots of spawns regularly (and not just farming), and sell a lot of what I get. Acting as a supplier tells me that price manipulation that people like you claim is possible pretty much is not.
At any given time, there is a top-end band of sale prices a seller needs to sell at if they want their product to move, and setting the price above that is not generally successful - the product will sit there for days, weeks, or even months. You have to pick a price where enough people are interested in buying that other sellers won't consistently undercut you, because most sellers want the quick sale.
This is where the phrase "buyers set the price" comes from. A lot of posters claim that can't be true, because they can't just go in and get the price they want. That's because one buyer isn't the "buyers" in the phrase. The "buyers" are the aggregate of people buying stuff on the market setting the most common top-end price for a given item. There are people trying to buy for less, but the top-enders out bid them consistently. There are people buying for more, but they aren't buying in enough volume to make selling at their higher bid price worth while.
The only time you can set your own price as a seller is when the demand for the item greatly exceeds its supply, because in that scenario your item may be one of only very few for sale (if not the only one). Someone may pay your price because there are people who have more money than <deity> and will throw prices down until they buy what you have to sell.
It's critically important to note that this market's demand and supply are not just the number of bids and offers - 0 for sale and lots bidding is not sufficient to let the seller set their price. You need 0 for sale, lots bidding, and a low rate of supply from other sellers. If you try to create low sale and high bid count by buying all the stock of something that's well-supplied just to create an artificial price spike, you're extremely likely to end up suffering a loss because the other sellers will jump onto the sale bandwagon, and you'll lose money trying to buy their stock to sustain your new price.
One of the most excellent explanations of how to manipulate prices on the market was posted a long time ago in the market forums. It involves buying up items, sort of like you suggest. This creates a sort of rising tide of prices, as impatient and/or rich buyers pay whatever it takes to buy what you're sucking up supply of. But as this happens, other sellers will start selling the product at these higher prices they see in the history. This means that to keep on top of incoming supply, you have to keep buying at higher and higher prices. Eventually the price will peak and recede again, as more people with stock or even just flippers jump in on the newly created niche.
At some point you need to decide when to get out. Get out too early and the price swell will probably collapse. (Even if it doesn't, its other people who reap the profits.) Get out too late and the price will recede before you can sell all the stock you had to buy, and you end up eating a loss.
In any case, this was not something you could just wander in and succeed at on demand. It took a lot of trial and error, and while the profits were great when it worked, it was a lot easier to get screwed than to make a profit. No one is just casually walking into the market, jacking up the price of X until they make the profit they want, then wandering away.
Finally, people see conspiracies in places where much more prosaic explanations are sufficient. One of the most basic is that salvage supply dips (and attendant price spikes) are commonly cause by badge crafters. People going for field crafter, or just for the increased salvage slot (L25-30 recipes) and increase recipe slot (L45-50) bonuses will come in and deplete stock of common salvage. It's hard to make a dent in the number of Mathematic Proofs, because they are wildly oversupplied compared to their demand, but things like Nevermelting Ice and Alchemical Silver have an awful lot of things that call for them, and fewer people tend to produce them.
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
Is it just you and mac that have trouble with reading comprehension? I am not manipulating the markets, but I know people who do. You might have missed that part of the post. It was between the top and the bottom line.
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There's a lot of excellent evidence to suggest this sort of thing is not easy or reasonable to do, especially when so many other vastly easier money-making schemes exist that require no "manipulation" at all*. It makes hand-waved claims of how common it is extremely dubious, and not likely to be accepted without some decent evidence.
*Example: buying recipes and selling the crafted IO, which can produce anywhere from 50% to 1000% profit, depending on the item in question.
Edit: and it really doesn't matter if you're manipulating the market or not. Since you know people who do this, it should be simple for you to go find out what they're doing, then take Mac's money and replicate it. After all, you may not be able to convince these people you know to prove what they're up to, so why don't you do it and put the argument to rest?
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
I manipulate the markets to make inf, I put out bids to buy stuff cheap, then craft or resell it higher than what I paid for the item.
This does not mean I have a license to set the price of an item as high as I want for as long as I want.
I buy several of the item, perhaps even all of the item available on the market, some item which has a stable price. Then I put them back on the market at a higher price.
What happens next.
In the short term, I can simply hope buyers show up and buy my relisted items before sellers show up and list their items for less than what mine are listed for. I have to have some inkling of what people will be willing to pay to quickly get my selling price established. This needs to give me a profit, at least after a certain number of sales.
I might be able to make a quick buck that way, esp if I seed my own selling price.
In the long term, the sellers will show up and list their items. These will compete with my items in the following ways.
If they are interested in making inf quickly, they will set their asking price slightly less than the history, which is hopefully my selling price. In this case, I won't make sales, and if I buy up their items to resell or delete, it becomes harder for me to turn a profit. Sales of the item also slow down, since the price is above what was previously the stable price, the price most people were willing to pay. This causes items for sale to back up.
If they want to try and 'stick it to the markeeters' they will list the item for 5 inf. I can just buy these items and vendor them or delete them without much affect on my bottomline.
If they want to make more inf, they will set their price slightly above mine and hope it sells. This is ideal, it helps me out, its more likely than not going to be low volume, however.
They may set their price the same as mine. If I do it as a one off, it helps me, it shrinks my profits if I continue to buy and resell items because of the order in which the market sells things.
So, if the other sellers are making sales around my price, it may stick. However, arguably the price was out of wack to begin with from a supply/demand pov. Otherwise, for sale items will back up, sellers coming to the market later will see that stuff isnt moving very quickly and there is a lot for sale, and will lower the price they sell at.
So, how do I make inf 'manipulating' the market?
Low(ish) volume purchase of items at a low price, over the course of a few days/weeks, followed by resale at some higher price I've seen, over the course of another few days or weeks. I'm exploiting the flux of prices, but I can't control it on a stable item, not by myself on a long term basis.
When the prices get jacked up on previously low priced, stable things like uncommon salvage for a long time, it is because instablity has been injected, such as suddenly everyone is doing AE content and not getting salvage drops, but people still need and want those items. If you asked 100k before that destablization, you could short term buy up a lot of supply and resell and get a few "gotta have it now" sales and make some money, but keeping the price up there in the face of that much supply would just keep raising the price you have to pay to make the 100k sales by buying up the incoming sales until you couldnt make a profit, and then the price would collapse.
That's a nice claim. Can you back it up with some evidence for how successful they are, preferably along with some screenshots of some of their successes? If they're really doing this, I'm sure they could provide evidence from some previous niche where it would no longer damage their profits.
There's a lot of excellent evidence to suggest this sort of thing is not easy or reasonable to do, especially when so many other vastly easier money-making schemes exist that require no "manipulation" at all*. It makes hand-waved claims of how common it is extremely dubious, and not likely to be accepted without some decent evidence. *Example: buying recipes and selling the crafted IO, which can produce anywhere from 50% to 1000% profit, depending on the item in question. Edit: and it really doesn't matter if you're manipulating the market or not. Since you know people who do this, it should be simple for you to go find out what they're doing, then take Mac's money and replicate it. After all, you may not be able to convince these people you know to prove what they're up to, so why don't you do it and put the argument to rest? |
First, thank you for the civilized post and the previous one as well.
I don't totally disagree with your point of view. My original post was not about market economy but since that's where we are, so be it.
First, I understand the concept of knocking over a 7-11 but that doesn't mean I can walk into a 7-11 and pull it off like people who do it for a living.
Second, I am a casual player and my only serious time to play is a Saturday, I am not going to waste my playtime to learn how the guys in my sg do this for simple reasons:
1) I have no interest in it, I have plenty of inf,
2) I already know to be true and
3) I can post screenshots and some of you would outright reject it as being true.
Since, you and mac are the skeptics YOU two should journey into the market and play with it. You can independently make a conclusion whether its possible or not, you don't need me for that.
After reading Quatermain's post a thought passed my mind. It's possible the two people I know who use the markets for inf might be working together when they are doing it. I don't really know, I don't really care, I know they are doing it and it has absolutely no bearing on the opinion I originally posted.
"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."
Well, my point is that I do play with the market, all the time. When the market was new, I did spend time messing around with it, trying to influence prices, and while there was a fair bit of time between my experimenting and that post on the Market forum (the only one I remember that outlined proven market manipulation), its points about trial and error and ease of losing your shirt sure matched my experiences.
I really think, though, that my long-term experience as a both a buyer and seller of goods has taught me a lot more about the market's behavior than those early experiments. It's exposed me to both activities one needs to do in tandem in order to manipulate. What that experience tells me is not that manipulating the price of things is impossible, but that, in general, it's not at all easy, and not at all certain to succeed even when you find a good target item. It's also very time intensive while you're doing it.
In addition to the above downsides to actual market manipulation, the market has many other much less risky ventures that will still pour money on our heads. They likely don't pay out as well as fast as a successful run at manipulating something valuable, but they are much more likely to succeed in general. Hard-core marketeers tend to go for the sure thing, and move on when their scheme becomes too crowded or risky.
So market manipulation is a non-trivial activity, it might fail, and there are less risky activities available with still excellent returns. Despite all this, claims that people are manipulating the market are loud and common. More loud and common, I think, than makes sense for the challenge and risk involved in true manipulation. So is nothing on the market ever manipulated? I know better. Is manipulation ongoing and rampant? I don't believe it's likely at all.
If you're going to manipulate the market, having someone help you does make it easier to manage in terms of "labor" and theoretically doubles your investment capability. I don't think it fully doubles your odds of success, but there's no doubt it will have a better chance than one person acting alone. Adding still more people probably has some level of diminishing return, but will still enlarge the investment pool and continue to reduce the time each person spends having to managing (and creeping upwards) their purchases.
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