Originally Posted by StabBot
http://en.wikipedia.org/wiki/Currency
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On the nature of ebil and marketeering
http://www.urbandictionary.com/defin...rm=epic%20fail
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.
You acknowledge the devs set the intended rate at which you are intended to acquire those items.
therefore number one is disproven. Marketeering far exceeds the speed at which the devs intend for players to acquire items. |
"thou shalt only obtain X items per hour". What the devs have set is the
rate at which items drop ---> for mob kills.
Much earlier in this thread I asked a question which nobody answered. I'll
re-iterate it here.
How, exactly, is *any* transaction on the market fundamentally different
than a simple trade in Atlas Park using broadcast and the in-game trade
screen?
Personally I think the market was intended to be a system which reduces the effects of randomness by facilitating trade. Instead, whenever players trade items a third party drains a significant portion of the worth from both. Not that I expect people to care or change. I just find the assertion that the average marketeer who does nothing but markup items is adding value ridiculous. |
effective) trade. I agree.
So, back to my Atlas Park question - If I talk to enough folks and trade for
enough items, your position is that is contrary to the dev's intent, and a
GM should come and punish me because I got too much stuff too quickly?
Really???
And since nobody answered that earlier question, I will...
The ONLY difference is that I can interact with more players (across all
servers and factions) more quickly and effectively than I could by simply
shouting out in broadcast, and for that service, there will be a 10% fee
on each transaction I make... That IS facilitating the trade you say is
the market's designed purpose.
I find your accusations from a position of complete ignorance, ridiculous.
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.
How exactly is this proven? Please show me the dev publication that says
"thou shalt only obtain X items per hour". What the devs have set is the rate at which items drop ---> for mob kills. |
The thing is, if devs wanted everyone to be for sure able to get more stuff than they can currently get off the market, the a-merit and reward merit vendors would have lower prices, or you could get more a-merits, or something like that. Since they haven't changed that, they're happy with where the floor is. Since they haven't done any of the many obvious things they could do to constrain marketeers, they are apparently happy with the near lack of a ceiling, too.
Dear StabBot,
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Not entirely. There are groups of people who do "grief" the market by deliberately creating shortages to drive up prices to amuse themselves.
Of course the debate then goes towards are they harming the economy by effectively destroying wealth? I am of the opinion that there are enough people using the combined markets that effectively no group can really affect the game economy like the banking industry or mortgage industry, etc. can in real life. This is entirely due to the nature of the game creating wealth (inf and drops) out of the air. This cannot be done in real life but in a game there is no way to have a shortage of natural resources because it just RNGs more. |
Why do people think putting more information in the hands of people who aren't willing to understand the information they already have is going to help? Market information benefit the informed and the engaged. More information is going to benefit the ebil and leave the poor casual players pouting 'screwed again.'
The claims of ways to 'fix' the market is all just another excuse thrown over the hideous deformity that is willing ignorance.
How exactly is this proven? Please show me the dev publication that says
"thou shalt only obtain X items per hour". What the devs have set is the rate at which items drop ---> for mob kills |
Much earlier in this thread I asked a question which nobody answered. I'll re-iterate it here. How, exactly, is *any* transaction on the market fundamentally different than a simple trade in Atlas Park using broadcast and the in-game trade screen? |
Next, it has a much more convenient inventory management feature, and it allows you to bid on rare items without tracking down the individual player who found them. Also you can sell your own rare items for which a seller might be hard to find, especially if they're useful for a limited number of builds. Also even if it's possible to sell, a seller might not be paying a reasonable price at the time.
Furthermore, the record of previous sales and the centralized location regulates prices, with or without speculators. Whether the natural regulation of said prices is sufficient is, of course, what we've all been talking about.
I could go on and on. The reason why I would type all of that out is because many people here have taken the angle of "well if it's not working how the devs want, why don't they just change it?"
The AH has far more benefits in its current state than it does drawbacks. It could get way worse and still be way better than trading in Atlas Park. If you wanted to reduce the number of people skimming tens of billions off the top of all these transactions, it would take a very insightful and likely complicated series of changes.
I get the feeling that you guys haven't played many other competitive online games... The smallest of changes tend to have massive ripple effects. I view adding merits and alignment merits as a massive changes, so clearly, right or wrong, I view devs' efforts at manipulating the market as much more dramatic than you guys do, and thus infer a different intent.
So, back to my Atlas Park question - If I talk to enough folks and trade for enough items, your position is that is contrary to the dev's intent, and a GM should come and punish me because I got too much stuff too quickly? Really??? |
Furthermore, I don't think you would even get more money spamming in Atlas than you would running TFs and alignment missions.
The ONLY difference is that I can interact with more players (across all servers and factions) more quickly and effectively than I could by simply shouting out in broadcast, and for that service, there will be a 10% fee on each transaction I make... That IS facilitating the trade you say is the market's designed purpose. |
Why do people think putting more information in the hands of people who aren't willing to understand the information they already have is going to help? Market information benefit the informed and the engaged. More information is going to benefit the ebil and leave the poor casual players pouting 'screwed again.'
The claims of ways to 'fix' the market is all just another excuse thrown over the hideous deformity that is willing ignorance. |
I'm about to log on to check on 30 auctions. I'll probably have make 60 million or so, so while I don't benefit nearly as much as people in this thread, it's not that I don't understand the concepts of it. I just think it's a ridiculous trend in these online games that the way to in-game prosperity is so far removed from actual gameplay.
I never thought I'd miss bind on pickup items.
Another white knight, riding in to defend the mythical "casual player". If you've seen one, you've seen them all. Funny how these paladins of the market and protectors of the weak are never actually "casual players" themselves. They just feel the need to roll out the "casual player" strawman to make their (highly predictable) points.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Another white knight, riding in to defend the mythical "casual player". If you've seen one, you've seen them all. Funny how these paladins of the market and protectors of the weak are never actually "casual players" themselves. They just feel the need to roll out the "casual player" strawman to make their (highly predictable) points.
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The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Why do people think putting more information in the hands of people who aren't willing to understand the information they already have is going to help? Market information benefit the informed and the engaged. More information is going to benefit the ebil and leave the poor casual players pouting 'screwed again.'
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The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Heh, yeah, or even playing the game normally and selling what's valuable when it drops.
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One of my older characters had been sitting near the inf cap for a while. I had been creeping back up on it from whatever time I last spent several hundred million inf on her for. I was earning inf just playing the game, mostly on defeats. I hadn't played this character in a while, so I wasn't approaching the cap very fast in terms of calendar time, but then a few weeks ago I started playing her a lot again. I was running missions on moderately high difficulty, selling my commons to NPCs, crafting uncommon recipes worth 5-10M apiece those and all my common and uncommon salvage on the market.
On November 16, 2010 I hit the inf cap. I went to the market and stored 250M inf in a bid at 6:39 PM. Right now, that character has 1,883,053,440 inf, meaning that in 7 days of play I have earned 133.1M inf. That's net - I've probably spent around 30M inf outfitting the character with new sets after a respec.
The character in question is a DM/Regen - hardly a good farmer. This character hasn't been in the AE in months, so none of this is from primate wrangling. I haven't sold any of the purple drops I've gotten, since I have a use for them all. I haven't spent the 90 Reward Merits I've earned.
Surely I must be punished for my exploits.
Just imagine what I could be doing if I was running a more AoE-centric character, and/or one at the soft-cap. Just imagine if I was selling everything now with the expectation that prices on many things will fall if I19 closes extant exploits (extraordinarily likely).
I do not weep for the salvage that costs 100k, not just because I can afford it without blinking, but because, despite that I still place patient bids. Because I keep a stash of salvage in my bins and vaults, and use that when I don't want to pay prices. 1M inf for a Nevermelting Ice? Use one of mine, put out a bid for ... 5,001. Go play for a while. Probably buy it. Didn't buy it? That's OK, I probably got one as a drop. Put that in storage to replace the one I spent. Still didn't get one? Oh, well, I'll check on that tomorrow. Oh, I need that market slot to sell something for 10M inf? Yeah, why was I worried again?
If you don't personally have characters that can do this, you need to understand that other people do, and they will happily sneeze out what you may consider stupidly high amounts of inf for things that you don't want to wait for. If you and they are both out there, they get dibs, not just in terms of buying a bid over you, but in setting the trend for the price sellers will list things at.
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
The devs can do no wrong, right fanboy? Also, look up strawman. I haven't used one. There's an ad hominem attack for you though.
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You may have made limited reference to it, but folks in these parts are sensitive to its use, as it is frequently found hanging from the lance tips of many a windmill-tilting poster in these parts.
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
The strawman in question is appeal to the unprovable "casual player" and their implied inability to compete with hard-core marketeers. It's an easy target, and which you certainly invoked in your reference to casual folk not wanting to reference the existing history.
You may have made limited reference to it, but folks in these parts are sensitive to its use, as it is frequently found hanging from the lance tips of many a windmill-tilting poster in these parts. |
Have you ever tried to explain to a friend you wanted to get started on the game what it would take to get a character geared out?
I swear I'm going to start charging people for using my name in vain.
Statesmonkey Sez: Lighten up! It's a game, for Lincoln's sake!
Also: Six years of casual play begins to look an awful lot like one year of hardcore play.