On the nature of ebil and marketeering
Yes. We divert large sums of inf away from the primary participants in the market to line our piggy banks. Marketeering is a parasitic activity that is a detriment to everyone except the marketeers. I, for one, am perfectly okay with this.
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I make close to 600M a day in CoX markets for like 10-15 mins of my time. The vast, vast majority of that comes from crafting stuff and selling it. I find if I stop doing it for a week in one of my niches, prices rise so I've been a positive force AND got rich doing it. Thats not evil....though at 600M a day it is ebil.
You say if you stop doing it for a week prices rise, but do you mean crafted IO prices rise? What happens to the recipe prices? I ask, because in your first post you mention this activity causes recipe prices to rise and crafted IO prices to fall. You conclude that higher recipe prices + lower crafted prices = common good, but I think an argument could be made that this is not the case. What percentage of the population would prefer to buy a recipe and craft it themselves over buying a crafted IO? I prefer buying recipes, so this activity is not to my benefit. That being said, I've done this a lot in the past as well, I'm just playing devil's advocate here. I just think assuming that higher recipe prices + lower crafted prices = common good bears further examination.
So wait. Deleting stuff people want is not as bad as buying up the supply and forcing prices up? I uhh... think you mixed something up here.
See I don't think us getting rich providing a valuable service is evil. Maybe I'm biased cause I work pretty high in the financial field in the real world as well. There we provide effective audit of what projects and companies are worthy of funding in an indirect way.
I make close to 600M a day in CoX markets for like 10-15 mins of my time. The vast, vast majority of that comes from crafting stuff and selling it. I find if I stop doing it for a week in one of my niches, prices rise so I've been a positive force AND got rich doing it. Thats not evil....though at 600M a day it is ebil. |
Don't mistake coincidence for fate.
Tyrant Kaiser Necro/Pois ~ 50
Moriyama Emp/Dark ~ 50
Divine Leliel Claws/Invuln ~ 50
Divine Zeruel Dark Melee/SR20DET ~ 50
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I have taken to doing the same. For my i19 respec it will require a lot of LOTG procs, so I started out farming V Merits for them. one thing led to another, and now I'm crafting 10-15 procs a day to resell them. I've more money now than ever before :O It seems like prices jump over the weekend however, as the consistent price I was buying procs at wouldn't take the past two days. Hopefully it'll start up again over the week.
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You have stuff. I do not have stuff (or at least not as much stuff as you). I deserve stuff. Therefore you are wrong because you have stuff and I don't. You will continue to be wrong unless you give me the stuff I deserve.
Character index
I. Flipping -- the most basic of all forms of marketeering. Flipping has a tendency to lower the high end of an items range while raising the low end of its range. The goal is to bid higher than the bottom an item hits and ask low enough to sell in enough volume to make it worth doing. The more people flip an item, the lower the spread between the high and low ends will be with less volatility. Lower volatility is a common good and therefore this activity passes the test for not being "evil" persay. Flipping does have some side forms though....
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Lets look at two scenarios, with the flipper and without, 10 customers come to the market to buy salvage to craft IOs. In which scenario do they pay more? In all cases they have the potential to pay less if there are no flippers because the same 10 items the flipper bought would be on the market for less than the flipper marked it up to.
Need some evidence to show the high-end comes down.
Can you explain in there really briefly how a flipper taking the low price and making that same item sell a second time for more means the end user gets it for a lower price? I think that bit is needed.
just saying the high-price comes down, seems like a load of BS by itself.
Otherwise, good luck with this project.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Lets look at two scenarios, with the flipper and without, 10 customers come to the market to buy salvage to craft IOs. In which scenario do they pay more? In all cases they have the potential to pay less if there are no flippers because the same 10 items the flipper bought would be on the market for less than the flipper marked it up to.
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Flippers keep stuff in circulation, which exerts a calming effect on prices.
Can you explain in there really briefly how a flipper taking the low price and making that same item sell a second time for more means the end user gets it for a lower price? I think that bit is needed. |
The flipper got it by tying up a slot and being patient. Our friend the Casual Gamer wanders up to the market, says "oh hey I need a Runebound Armor!" and wants to buy it NAO.
If he happens along when supply is high, all well and good- he gets it for cheap.
If, on the other hand, he happens along when supply is *low*, he probably spits out his coffee and runs away screaming about eeebil manipulators ruining his fun.
The flipper ensures that whenever he wants to buy his junk he can get it more or less NAO at a 'reasonable' price. Of course if he's one of those rare Casual Gamers who has a modicum of patience, he can *still* get it cheaply, for exactly one inf over the flippers price floor.
Flippers are basically Supply Insurance for whatever niche they inhabit.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
I've done crafting and selling. I've done it in other MMO's too, and I use those other MMO's to help provide a basis on what is a reasonable markup. Based on my own experience and knowledge of what others on this board have been charging, I judge that the markups we charge are way out of proportion with the value added to the process. There's also flipping, which you didn't mention in your reply but I've also done, in which no value is added. I attribute the degree of profitability of both endeavors to the inefficiencies of CoH's market system. Like I said, I have no problem with that; I didn't design the system, I just profit from it.
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I assume when you talk about mark ups that you're referring to crafting cheap recipes and selling expensive IOs. Yes, as a rule we (and I use the term loosely, as I only very sporadically play the market) do mark up items a lot, but who's to say it's too much? If I'm going to take the time to price and buy the salvage, run to the nearest crafting table (or use the crafting Accolade power, which is more convenient but also requires a significant time investment to acquire), craft the IO, and come back to the market to list, then don't I deserve something for my extra time and effort -- time and effort that buyers are apparently happy to pay to avoid?2.
The fundamental disconnect, I think, between pro-market players and anti-market players is that there really can only ever be one primary commodity in any MMO -- time. Time spent playing the game to level, time spent grinding for in-game money, time spent learning the ins-and-outs of the game's mechanics to optimize a build, time spent learning the ins-and-outs of the market -- whatever your poison, the bottom line is that we all only have so much free time to play the game. And yeah, if I've been around the block more than a few times, and I'm unusually savvy or knowledgeable about the market or the game's mechanics and I'm offering a service to other players, then just like in real life, I will be rewarded for it.
If anyone doesn't wish to pay my asking price, then -- again as in real life -- he's free to look elsewhere. The fortunate difference between the game and real life is that everyone has equal access (note that access is not equivalent to entitlement) to all of the goods sold in the game. There can be no effective monopolies. Market manipulation of any kind is virtually impossible over any meaningful length of time. CoH delivers free-market purity beyond the wildest dreams of Adam Smith.
In fact, if there is a solution to disproportionate mark ups on crafted IOs, then the solution is more marketeers, not fewer of them. The more people who try to eek a profit out of crafting, the more the margin will fall, until eventually we'll reach a point where people stop trying to craft for a profit (because why should I bother crafting your IO for you if I'm not making any more money than I would by selling the uncrafted recipe?). Then the cycle begins again. An equilibrium is reached.
Flipping salvage may not add value to the items in question -- doesn't add value, in fact. What it does is add stability to the market, which is good for everyone; stability encourages people to participate in the market because it gives people a fairly consistent idea of what a given item is worth at any given time. They can decide on the fly whether this-or-that drop is worth trudging to the market to sell, or whether they have enough money at the moment to buy this-or-that item -- rather than feeling like they have to relearn the pricing scheme for every drop every time they open the Market interface. In my view, it isn't the high prices on the market that drive people away; it's the feeling that you have to do a chore every time your recipe inventory fills.
In fact, even if you just go to the market and list everything for 1 inf, you'll do pretty well. (Not so much low-traffic recipes, but even with those you can get lucky.) And if everyone did list everything they had, then the increase in supply would actually lower some of the prices about which anti-marketeers complain. But that's neither here nor there.
As before, what we see now in the market is not enough flipping. That's how we end up with the frustrating dance where you're trying to craft the eleventy billionth IO for your new build and those last couple pieces of salvage are all over the place. That's how we end up saying "Screw it" and overbidding on those items by a factor of ten or even a hundred.
Need some evidence to show the high-end comes down.
Can you explain in there really briefly how a flipper taking the low price and making that same item sell a second time for more means the end user gets it for a lower price? I think that bit is needed. just saying the high-price comes down, seems like a load of BS by itself. Otherwise, good luck with this project. |
In addition to the bit Goat just posted, I'll add this. Hopefully it shows the
cycle well enough to see how the top price can get lowered through flipping.
The goal of the flipper is Quick Profit. It has two key ingredients, volatility
and turnaround.
Wide price swings (volatility) means he can get a low price with patient bids.
Competitive listing means faster sales, freeing up slots (quick turnaround).
I think it's pretty typical for most casual folks to look at the last 5 and
loosely figure at least, that's the going price (unless they study or
frequent that particular niche enough to know what it "usually" goes for)
So, the flipper buys low, which raises the floor price (since the baragins
are gone) - that seems pretty clear.
But, in order to get quick turnaround, he has to list below the last 5
(usually 1/2 to 3/4 of that price typically) to get the quicker sale (recall
High Bid buys Low List when Bid > List).
In many cases, casual folks still bid at the last 5 (buying the flips), so high
end doesn't change initially, it stays consistent. But, we can clearly see
the flipper hasn't raised the ceiling at all in that case...
However, when a few patient, careful buyers bid, they'll creep bid at lower
than last 5, and thus get a better deal than shown in last 5, since they're
closer in price to where the flipper listed at...
When those sales occur, they now end up showing in the last 5, and a
few sales at that price will lower the entire last 5 view, thus setting value
expectation for future bidders.
You need to follow that around for a few cycles to see the effect, but it's
there.
Keep in mind the "benefit" the flipper is providing with his actions. He is
preserving the supply (he didn't keep the ones he bought), and he is
reducing price volatility by squeezing the floor and ceiling prices closer
together.
Hope that clarifies.
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
Flipping salvage may not add value to the items in question -- doesn't add value, in fact. What it does is add stability to the market, which is good for everyone.....
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I'm stealing that one the next time this topic comes back around.
=)
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
I think one of the myths about the 'ebil marketeers' is that somehow the flippers are reducing and/or changing the supply of resources. Flippers can't change the supply, only the stock available via the market. It may not be as convenient, but players can get anything they want using other avenues (merits, A-merits, AE tickets, random drops, etc) which is where the supply truly originates.
This seems to need much more defense.
Lets look at two scenarios, with the flipper and without, 10 customers come to the market to buy salvage to craft IOs. In which scenario do they pay more? In all cases they have the potential to pay less if there are no flippers because the same 10 items the flipper bought would be on the market for less than the flipper marked it up to. Need some evidence to show the high-end comes down. Can you explain in there really briefly how a flipper taking the low price and making that same item sell a second time for more means the end user gets it for a lower price? I think that bit is needed. just saying the high-price comes down, seems like a load of BS by itself. Otherwise, good luck with this project. |
I think one of the myths about the 'ebil marketeers' is that somehow the flippers are reducing and/or changing the supply of resources. Flippers can't change the supply, only the stock available via the market. It may not be as convenient, but players can get anything they want using other avenues (merits, A-merits, AE tickets, random drops, etc) which is where the supply truly originates.
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Flippers can change the supply if by propping the low end of the price up they encourage more people to pop and list items. You're not considering the opportunity cost of vendored stuff, full inventories, and the like. Everyone likes to bash ebil marketeers for making prices high (which they don't really without buyers willing to pay the higher prices) but never considers that managing keeps the supply of items higher to meet the equlibrium demand. This is one of the reasons I think deleting to increase profits is less defensible ethically than other forms of marketeering.
I don't think I have ever seen so much effort to rationalise a morally ambiguous act. By their own admission marketers end up stinking rich. Which means people are paying more than they need to without you. That 600 million per day doesn' come out of thin air it comes from the virtual pockets of other players.
Okay so you add a little stability to the price ranges. This stability obviously comes at a great cost to the rest of us or else how could you make so much money doing it?
You guys have fun playing the market and this is a game so go for it. But for crying out loud stop trying to sell us on the fact you're the good guys. The cold hard facts are for every hundred million you make out of the markets is a hundred million the rest of us had to pay more than we really had to.
I don't think I have ever seen so much effort to rationalise a morally ambiguous act. By their own admission marketers end up stinking rich. Which means people are paying more than they need to without you. That 600 million per day doesn' come out of thin air it comes from the virtual pockets of other players.
Okay so you add a little stability to the price ranges. This stability obviously comes at a great cost to the rest of us or else how could you make so much money doing it? You guys have fun playing the market and this is a game so go for it. But for crying out loud stop trying to sell us on the fact you're the good guys. The cold hard facts are for every hundred million you make out of the markets is a hundred million the rest of us had to pay more than we really had to. |
Flippers can change the supply if by propping the low end of the price up they encourage more people to pop and list items.
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Flippers absolutely increase the supply of whatever on the market, by encouraging listings and recirculating stock. But as for creation of goods, as with creation of inf, that's in the hands of the players.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
If you can't imagine how ONE flipper lowers prices... what do you think happens when you have TWO flippers working the same niche?
The Sell It Nao price goes up, the Buy It Nao price comes down, and people get stompy mad.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I don't think I have ever seen so much effort to rationalise a morally ambiguous act.
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There's nothing "ambiguous" about it, it is an unalloyed good.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
You assume that the low price is some kind of guarantee- it isn't.
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The flipper ensures that whenever he wants to buy his junk he can get it more or less NAO at a 'reasonable' price. Of course if he's one of those rare Casual Gamers who has a modicum of patience, he can *still* get it cheaply, for exactly one inf over the flippers price floor. Flippers are basically Supply Insurance for whatever niche they inhabit. |
@FourSpeed that's good stuff, Enalyios maybe link to his specific post in your final product?
If you wish I will manage a salvage niche which appears somewhat unmanaged at the moment and post results, but I can assure you that I am certain that management and competition for salvage turf keep prices within reason. The main time spreads move out is when something like AE disrupts the normal flow of supply and then the spreads open up because the buy gets so low.
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"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
I don't think I have ever seen so much effort to rationalise a morally ambiguous act. By their own admission marketers end up stinking rich. Which means people are paying more than they need to without you. That 600 million per day doesn' come out of thin air it comes from the virtual pockets of other players.
Okay so you add a little stability to the price ranges. This stability obviously comes at a great cost to the rest of us or else how could you make so much money doing it? You guys have fun playing the market and this is a game so go for it. But for crying out loud stop trying to sell us on the fact you're the good guys. The cold hard facts are for every hundred million you make out of the markets is a hundred million the rest of us had to pay more than we really had to. |
First, this is a game. Unless you are cheating there is no morality in actions. If you refuse to accept this please explain to me how you play Chess, Risk, Monopoly, Battleship, etc.
Second, regarding they are rich. Unless they cheat (sell their inf for real money) they are not really rich except within the game. When I (rarely) win at Monopoly I still cannot afford to go buy a Big Mac with my winnings because they inform me that Monopoly money has no value.
Third, you are viewing the actions of the flippers on only one of their legs: the steady higher price of inpatient buyers.
They create a price floor and a price ceiling by their actions. They give someone who simply wants to sell it now the ability to sell it now for the floor price they have created and they give the ability for somone who wants to buy it now the ability to do so.
Without their activities you see, and it does happen in the market if you know what it looks like, something that you cannot sell in a timely fashion for even the NPC vendor price. Then at times there is a run on those items and people cannot buy them at anything close to a lower price. Then they come here and post about how flippers drove up the prices of X even though the reality is flippers aren't at work on that item.
The final point I would make is a flipper cannot make inf pricing it above what impatient buyers like me are willing to pay. The items will go unsold.
So for all the things a flipper does the only "bad" one is they prevent people from sometimes getting things for less than vendor prices but I see 3 benefits against that one detriment and for me no benefit is greater than saving me time by allowing me to buy and sell now.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Recent visitors to our board have implicitly posed a moral question about what we do as marketeers. Effectively the question comes down to the following: Is it evil to be ebil?
I propose to examine different ways to make inf off the market and determine if it is possible for an outside observer using Millsian principles to determine that what we are doing is in some way immoral or destructive to the game as a whole.
Forms of marketeering:
I. Flipping -- the most basic of all forms of marketeering. Flipping has a tendency to lower the high end of an items range while raising the low end of its range. The goal is to bid higher than the bottom an item hits and ask low enough to sell in enough volume to make it worth doing. The more people flip an item, the lower the spread between the high and low ends will be with less volatility. Lower volatility is a common good and therefore this activity passes the test for not being "evil" persay. Flipping does have some side forms though....
a) Flipping and destroying -- this is where a flipper buys a bunch of something then relists it much higher then buys intervening stock and destroys it (sells to vendor or deletes). Because this reduces supply I'd say this is not working towards the common good. That said, the current rules allow it despite it being a win-lose play.
b) Destroying to no good end -- this is where someone with large sums of inf buys and destroys (vendor?) a large portion of the outstanding stock of an item. Usually done with common salvage but also seen with cheaper recipes. This causes a temporary rise in the price of these items. Since there is no objective to profit from it its less malicious than flip and destroy but I imagine it probably reduces the overall utility of the gaming community as a whole. Perhaps when done to common salvage it encourages players to play content not AE which would be a plus though.
II. Buy recipe, craft, sell -- this is where a marketeer purchases recipes and crafts them to pocket the spread between the build cost (recipe + salvage + crafting cost) and the finished product cost (sale price of the IO). This tends to raise the price of recipes and lower the price of finished IOs. It also saves purchasers the trouble of doing the crafting themselves and when done in larger stacks (5's, 10's) it creates economies of scale which allow more competed IOs to be made in less total player hours spent. Because it increases the rate at which IOs are created and tends to lower the price of crafted IOs this works towards the common good. Once again there are some variants on this strategy.
a) Cornering a recipe/IO -- this is where a marketeer attempts to gain all or nearly all of the supply of an IO and its recipes specifically to be able to increase the price on it. This strategy is very hard to pull off on 2 kinds of items: the very rare ones and the very common. Ultra Rare items are hard to corner because first and foremost they're mainly traded off-market now and I don't think anyone wants to be the off-market PvP IO broker. It'd be alot of work and if you're working that hard selling stuff get real-life commisions for it at least, right? Ultra common items are hard to corner because you have to live on the game to keep up with the volume of items you'd need to be acquiring. Often supply here greatly outstrips demand as well. Sometimes even when you do "corner" the market on an item like for example red fortune:endurance IOs.....its not really all that profitable because people have alternate defense sets they could slot which might be better for them. Some items can be "cornered" to the degree that one player might have 65% market share on sales in the finished IO. The only way to maintain that is to provide the IO at a fair price however. There are no sustainable competitive advantages in production of set IOs so if the spread gets too wide you'll attract competitors.
b) Flip the recipe & craft and sell the IO -- this is where a marketeer doubles up on recipe acquisition of a specific recipe with the intention of selling the recipes and the finished IOs at the same time, while also attempting to hold a competitive advantage on new entrants to that niche by having (at least at first) a lower cost of crafting. This strategy leads to predictable profits for the marketeer once put in place and because the marketeer has to keep the spread reasonable to prevent new entrants into his/her niche also usually leads to lower prices on finished IOs. In some cases such as limited availability IOs (level restricted like Kin Combats/Miracles/etc) marketeers can abuse their "owned" niche. Otherwise this generally works towards the common good. Players who are looking to slot an IO if they don't like the crafted price can use patience and still slide a bid through the flipping spread and craft below the marketeers price and those who value their time more than the inf spread can pay the premium.
Will add more later on perhaps. Feel free to add strategies you know of as well and analyze them if you wish.
E.E.