On the nature of ebil and marketeering


1VB_FIST

 

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Originally Posted by Obitus View Post
It's self-evident.
Cool, then I'm sure you will show me in your next few lines ...

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Originally Posted by Obitus View Post
Flippers (usually) buy things that the original sellers don't care that much about, because obviously if the seller cared more about them, then he'd have set his price higher.
Well that has nothing to do with the number of listings, but I'm sure you'll get to it....
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Originally Posted by Obitus View Post
Then the flippers turn those items around for a profit when demand is higher.
Well what happened to all the items when demand was low, was someone deleting them? But I'm sure you'll get to it ...
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Originally Posted by Obitus View Post
They're stabilizing supply against demand.
Maybe I'm wrong when I think stable doesnt mean increase ...
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Originally Posted by Obitus View Post
If there's an over-arching downside to the actions of flippers, then it comes (ironically) from a lack of competing flippers to drive the potential profit margins down.
Well now that has nothing to do with your self evident point.... guess I couldn't grasp it.


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Originally Posted by Obitus View Post
My Level 50 Tanker has 57 slots in his salvage inventory, and (IIRC) 26 slots in his recipe inventory. That same character has 18 market slots. If I want to sell a full load of my goods, then I need at least my low-tier salvage to move quickly.
Why wouldn't you sell anything at the store, I mean you can also carry 10 enhancements?

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Originally Posted by Obitus View Post
Why is a grocery store any value to the consumer or the farmer?
But a flipper isn't a store, they're the guy wakes up earlier then you and buys up all the corn.
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Originally Posted by Obitus View Post
For that matter, isn't any investment technically an example of flipping?
Yes

Are you confusing me with someone who thinks that market is evil and people who profit from it and having badwrongfun?


 

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Originally Posted by Nethergoat View Post
They're recirculating junk that would otherwise have disappeared, and they deal in volume. Not only are they personally increasing listings, they're inspiring others to list as well- the better the return people can get on their junk, the more motivated they are to sell it.
Isn't that manipulating the market? Isn't that what 'rent seeking' profit is?


 

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Originally Posted by Chuckles07 View Post
Maybe I'm wrong when I think stable doesnt mean increase ...
Stabilising supply and stabilising prices are two different things.

What's being argued here is that the flippers are creating a 'buffer' of stuff that's still available to buy when all the dirt cheap penny bargain stuff has been bought up.

If the price of the flipper's stuff is slightly higher than the floor, then you can either pay the flipper's prices, or place some bids where you want to and wait.

As to the 'morality' of these arguments and the positions taken by the various opposing sides, I'm staying well clear of it. I'm not a 'hardcore marketeer', I stick solely to the shallow end and make and sell generic IO's, so I'm in no position to make any judgements on practices that I don't use.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

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Originally Posted by Chuckles07 View Post
Isn't that manipulating the market?
no.

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Isn't that what 'rent seeking' profit is?
no.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

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Originally Posted by Chuckles07 View Post
But a flipper isn't a store, they're the guy wakes up earlier then you and buys up all the corn.
Oh wait, I get it now.....you're one of those unkempt people who stand on a crate in the park, lecturing strangers on the topic of your bizarre personal cosmology.


Alright, carry on!


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

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Originally Posted by Nethergoat View Post
Oh wait, I get it now.....you're one of those unkempt people who stand on a crate in the park, lecturing strangers on the topic of your bizarre personal cosmology.


Alright, carry on!
I'm sorry if I offended you, I didn't mean to.


 

Posted

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Originally Posted by Chuckles07 View Post
I'm sorry if I offended you, I didn't mean to.
Amused, not offended.

Please continue!


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

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Originally Posted by Chuckles07 View Post
Do you have proof that flippers are increasing the number of listings?
Do you have any proof that they don't? I'm suggesting that an economy is working like every single economy we've ever studied or reported on or heard of. You're suggesting that it is magically unique.

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It seems to me they are simply buying something and raising the price, keeping the number of listings the same.
And why should I, or anyone else, care how things "seem" to you, in the absence of any kind of evidence or support?

Anyway, do you know the word "stack"? Do you know what it means to speak of a "stack" of items, in an MMO?

If I list the items I acquire while out punching dudes, I will list them in "stacks" of from 1 to 4 items, typically. If, on the other hand, I buy and sell a specific item in quantity, I list them in "stacks" of 10. Which of these keeps more items listed per slot in use? (Hint: Try comparing "1 to 4" with "10".)

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Is there evidence that people don't have enough slots to sell everything they want to?
Yes. I have 20 characters and I have to search around at some length to find open slots.

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If anything, the people who list things for absurdly large sums that don't sell are increasing supply, not that that's a good thing.
Congratulations, you've now conceded the point that these people are increasing supply, but then you say "not that that's a good thing".

But wait! What we all want is lower prices. Prices are formed by the interaction of supply and demand. Supply lowers prices, demand raises them. More supply lowers prices. That is, in fact, a good thing.

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Why is selling for a more stable price of any value to the seller?
Consistency is in and of itself a desirable thing. Why do people buy insurance? Because a slightly higher price that you can be confident of and build plans around is a better deal than a slightly lower price on average that could be wildly higher or lower. When selling, the same thing applies, only you'll accept a lower price in exchange for consistency, usually.

Why not simplify this question to "why do some people prefer not to gamble?", since that's the question you're really asking.


 

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Originally Posted by Chuckles07 View Post
Isn't that manipulating the market?
Uh-oh, you're about to commit the fallacy of equivocation.

When people talk about "rent seeking" as "manipulating the market", they mean specifically causing the market to behave in an irrational way from which the manipulator benefits. However, when we talk about actions which affect markets, while they can be called "manipulating" in the broader English sense of "manipulating" a thing as "having some effect on it", they are not "manipulating" in that narrower sense.

Market makers do not in general "manipulate" the market in the sense of controlling outcomes to their benefit; they do, however, take actions which have effects on the market which other participants generally regard as beneficial. For instance, allowing purchasers to buy for lower prices, and sellers to sell for higher prices, than they otherwise would.

Wholesalers are not in business because everyone else is stupid and gullible and being manipulated by them. Wholesalers are in business because they are able to provide an improved marketplace for both buyers and sellers.


 

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Originally Posted by seebs View Post

If I list the items I acquire while out punching dudes, I will list them in "stacks" of from 1 to 4 items, typically. If, on the other hand, I buy and sell a specific item in quantity, I list them in "stacks" of 10. Which of these keeps more items listed per slot in use? (Hint: Try comparing "1 to 4" with "10".)
Hint, try listing smarter.

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Originally Posted by seebs View Post
Yes. I have 20 characters and I have to search around at some length to find open slots.
Well I don't, does my experience trump yours? Hence why I was asking for some external evidence.

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Originally Posted by seebs View Post
But wait! What we all want is lower prices. Prices are formed by the interaction of supply and demand. Supply lowers prices, demand raises them. More supply lowers prices. That is, in fact, a good thing.
And this is where I stumble, I'm not seeing the flipper produce anything, so I'm not seeing them increase supply. I see that they reduce the number of things that sell for less then the equilibrium, but I'm not seeing where they can help reduce pricing back down to equilibrium, say on double xp weekends. Some of that simply has to do with there only being a last 5 listing.

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Originally Posted by seebs View Post
Consistency is in and of itself a desirable thing. Why do people buy insurance? Because a slightly higher price that you can be confident of and build plans around is a better deal than a slightly lower price on average that could be wildly higher or lower. When selling, the same thing applies, only you'll accept a lower price in exchange for consistency, usually.

Why not simplify this question to "why do some people prefer not to gamble?", since that's the question you're really asking.
I'm assuming irrational actors in the economy, hence the Iron selling for a million inf every so often.


 

Posted

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Originally Posted by seebs View Post
Uh-oh, you're about to commit the fallacy of equivocation.

When people talk about "rent seeking" as "manipulating the market", they mean specifically causing the market to behave in an irrational way from which the manipulator benefits. However, when we talk about actions which affect markets, while they can be called "manipulating" in the broader English sense of "manipulating" a thing as "having some effect on it", they are not "manipulating" in that narrower sense.
From the Wikipedia entry listed above

Rent seeking generally implies the extraction of uncompensated value from others without making any contribution to productivity...

I'm not saying its bad, it is what it is.


 

Posted

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Originally Posted by Chuckles07 View Post
From the Wikipedia entry listed above

Rent seeking generally implies the extraction of uncompensated value from others without making any contribution to productivity...

I'm not saying its bad, it is what it is.
Does 7-11 provide any value to it's customers?

They do to me as a customer. They're there with what I want when I want it. Convenience is the value I get in exchange for paying 7-11 prices.

As a consumer I feel compensated. If you don't think I am compensated that's your business-- but not fact.


 

Posted

I wasn't going to bother getting involved in this one -- oh well...

Also from the same Wikipedia article you reference:

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Most studies of rent seeking focus on efforts to capture special monopoly privileges, such as government regulation of free enterprise competition, though the term itself is derived from the far older and more established practice of appropriating a portion of production by gaining ownership or control of land.
While flipping may fit your first part you quoted, it fails here. By that, I
mean the manipulation covered by "rent-seeking" isn't in the actual goods
themselves, but rather, from control of a finite supply resource (ie. land
where the goods are produced) or monopoly or regulation.

Clearly, none of those mechanisms prevail in the market -- there are no
limitations on access (ie. regulation controls), there are no limited
resources (as long as players kill mobs, get drops, and sell on market -
supply is infinite), and monopolizing a market for any extended timeframe
is impractically difficult (limited slots, no way to control supply sources).

The second issue is the word "manipulation" itself - how are you defining
this? Or put another way, how is any market transaction fundamentally
different from a simple player trade accomplished through broadcast in say,
Atlas Park, using simple chat, and the simple trade mechanics? Or, are you
calling that manipulation as well?

In answer to your other question (increased listings), it doesn't directly
increase them, but it certainly doesn't decrease them either. However,
from an indirect standpoint, when flippers stabilize a niche nearer it's
"normal" price range, it does make it more reliable and attractive to other
players to list their items on market, rather than vendor them, because in
many cases, the stabilized prices are better than they'd get from the
vendor, so they can get a better deal selling on market.


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.

 

Posted

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Originally Posted by Chuckles07 View Post
Hint, try listing smarter.
That is the smartest way to list -- I have better uses for market slots and salvage inventory than saving up for stacks.

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Well I don't, does my experience trump yours? Hence why I was asking for some external evidence.
And again, try looking at every single market in the entire world ever. This is not a new question. You are not the first person to wonder about it. We have been studying this for about as long as we've had written language.

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And this is where I stumble,
Yes, it is.

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I'm not seeing the flipper produce anything, so I'm not seeing them increase supply.
Ahh, but they don't have to produce things. It is sufficient if they keep things from being destroyed. And since there's a lot of items that you get paid more to vendor than to list, items do get destroyed. A lot.

Steady bidding on items meaning you can sell them instantly makes it more desireable to list them, and less desireable to vendor them, which increases the number of generated items which go on to become part of the market.

And yes, this experiment has been tried, and it works out exactly like that. We've even tried it in this very game. Not as much of an issue post-merger, but in the unmerged markets, it was seriously problematic to try to get some items red side, because there weren't any for sale, so prices fluctuated madly. Add one flipper, and a week or two later there's a steady supply at a reasonable price.

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I see that they reduce the number of things that sell for less then the equilibrium, but I'm not seeing where they can help reduce pricing back down to equilibrium, say on double xp weekends.
Imagine that there is a flipper listing item X for 100k inf.

What this means is, if you list for over 100k inf, you never sell. If you want to sell... You have to list for under 100k inf. And that means that the next person to come in picks a new number, maybe 90k. And then next one picks another lower number.

It works. It's not fast, but it works that way in this market, same as in every other market ever.

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Some of that simply has to do with there only being a last 5 listing.

I'm assuming irrational actors in the economy, hence the Iron selling for a million inf every so often.
What makes you so sure that's irrational? I just levelled, I have two minutes, I want to put an enhancement in a slot and get back to my TF. A million inf lets me craft something right now. Waiting for a bid to fill does not. Since "a million inf" is a fraction of what I'll get just punching dudes in the next twenty minutes, what do I care? It's too little money to notice.

In general, if you start by assuming that people who have different priorities from you are "irrational", your analysis of any market is doomed to failure.


 

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Originally Posted by seebs View Post
Consider, if you will, the grocery store. If everyone ran grocery stores, and no one farmed (literally), we would of course have no food. Does this tell us that grocery stores are "manipulating", because they do nothing but buy goods and resell them? I don't think it does. It seems to me that grocery stores add a kind of value, even though they don't necessarily do ANYTHING to modify the goods they sell. (I know some repackage things, or have a deli, but we can ignore that and focus on what they do to forklift-loads of Kraft Mac&Cheese.)
Grocery stores (and other retailers) add value via transportation and distribution. That's an aspect of the real-world economy that is not present in CoH. BTW, the profit margin for retail grocery is very slim.

As for showing the bid/sell prices, I am in favor of it. I don't think the comparison with WoW is quite accurate though. I think such a system would much more closely resemble the one in EVE Online, and that market system works extremely well IMO.


 

Posted

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Originally Posted by Chuckles07 View Post
From the Wikipedia entry listed above

Rent seeking generally implies the extraction of uncompensated value from others without making any contribution to productivity...
Congratulations, you've committed yet another logical fallacy!

All together now:

A implies B does not mean that B implies A.

Even though "rent seeking" may imply "extraction of uncompensated value", that does not mean that all "extraction of uncompensated value" is "rent seeking". Furthermore, you have yet to show that there is genuinely uncompensated value involved. I find that, when I have stuff to sell, flippers improve the rates I get for it and how quickly I get those rates, and when I have stuff to buy, flippers increase my assurance that I can get it and tend to stabilize the prices I have to pay.

Some guy who does nothing but buy alchemical silver for 20k and list it for 100k is guaranteeing me that, as long as he's able to keep his stock up, I will never have to pay more than 100k to get alchemical silver. In his absence, I might get it for 30k and I might get it for 200k. On the whole, I'd rather have him around. Similarly, he guarantees that I always get at least 20k if I want to sell mine, without having to wait for bids, while without him, I might get 100k and I might get 1111. Again, I'm happier with him around.


 

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Originally Posted by Intrinsic View Post
Grocery stores (and other retailers) add value via transportation and distribution. That's an aspect of the real-world economy that is not present in CoH.
I suspect, though, that conservation of market slots turns out to serve a similar
function.

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BTW, the profit margin for retail grocery is very slim.
Yes, but turnover is amazing.

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As for showing the bid/sell prices, I am in favor of it.
I don't object to it at all. I am in general in favor of more information. I'd like the market to show 24-hour and 1-week highs and lows for items, too.

However, it seems to me that the problem here is not that flippers are somehow making the market inefficient, it's that the market starts out insanely inefficient and flippers make a lot of money narrowing the range a bit.


 

Posted

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Originally Posted by Chuckles07 View Post
Well that has nothing to do with the number of listings, but I'm sure you'll get to it....
Well what happened to all the items when demand was low, was someone deleting them? But I'm sure you'll get to it ...
Maybe I'm wrong when I think stable doesnt mean increase ...
Stable means that there's more supply when demand is high, and more demand when supply is high. Listings are increased by flippers when they need to be increased.

As for whether people are deleting items, that's exactly the point. If you don't have a reasonable expectation that your items will move fast enough and/or sell for high enough, then you might be discouraged from participating in the market, which hurts everyone. Thus, flippers indirectly increase supply overall.

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Why wouldn't you sell anything at the store, I mean you can also carry 10 enhancements?
See above about deletion. Having people sell things at the NPC vendor isn't good for the market -- not for the supposedly downtrodden newbie, not for the savvy marketeer. No one.

I make a conscious effort to sell all my salvage because I want to participate, even if it's by taking a tiny loss on a piece of salvage listed for 1 inf. More often than not, that 1-inf listing turns into a much, much higher sale.

Happily, it's also easier to sell everything on the market. I don't have to make a side trip to the vendor. See how all of this is aimed at the casual gamer?

But I guess you wouldn't care about that, given that you can't see how 57 + 26 + 10 inventory slots > 18 market slots.

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But a flipper isn't a store, they're the guy wakes up earlier then you and buys up all the corn. Yes
They're the guys who ensure that there is sufficient incentive for people to open stores, if we're going to keep the analogy.

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Well now that has nothing to do with your self evident point.... guess I couldn't grasp it.
Clearly not.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

And if you cant get more than what the vendor gives, then the items disappear forever when they are vendored.


 

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Originally Posted by Chuckles07 View Post
And this is where I stumble, I'm not seeing the flipper produce anything, so I'm not seeing them increase supply. I see that they reduce the number of things that sell for less then the equilibrium, but I'm not seeing where they can help reduce pricing back down to equilibrium, say on double xp weekends. Some of that simply has to do with there only being a last 5 listing.
Look, it's very simple. If we accept your premise that flippers increase prices towards and even beyond the equilibrium point (which is true as far as it goes), then we must also accept that flippers make selling stuff more attractive. If selling stuff's more attractive, then more people will be inclined to sell stuff.

If more people sell stuff, then supply is increased. The more participation there is, both from buyers and sellers, the harder it is for flippers to artificially inflate prices (and make a profit doing so). That's your equilibrium.

(And double-XP weekend is a terrible example if you're looking for lower prices. Demand spikes during double-XP weekend. Flipping can blunt some of the effect of that spike in demand, but it can't counter it entirely. There are just way more buyers than sellers of any kind in that scenario.)

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I'm assuming irrational actors in the economy, hence the Iron selling for a million inf every so often.
When we're talking about play money, and particularly so little of it, it's hard to argue that any act is irrational. If someone doesn't have a whole lot of time to play and they want to craft something before they log off for the day (or even the week), then it might not be a big deal to overpay like that for a piece of salvage.

If you'd said 100 million instead of one million, we might be closer to irrationality, but even then it's a hard case to make. In any case, as before, the phenomenon you're describing would be helped, not hurt, by more flippers.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

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Originally Posted by Intrinsic View Post
Grocery stores (and other retailers) add value via transportation and distribution. That's an aspect of the real-world economy that is not present in CoH. BTW, the profit margin for retail grocery is very slim.
flippers add value by ensuring what you want is there when you want it- temporal value, if you will. If you *want* to tie up a slot and wait a while to get a 'deal', that option is there. If your slots and time are worth more to you than a negligible inf savings, the flipper is there to ensure you can get your widget NAO at market rates.

In a game environment where time is the only 'currency' with real value, that's an important service.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

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Originally Posted by Obitus View Post
When we're talking about play money, and particularly so little of it, it's hard to argue that any act is irrational.
what would you say to an entire SG dedicated to setting the world's supply of inf on fire?


=D


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

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Originally Posted by seebs View Post
I suspect, though, that conservation of market slots turns out to serve a similar
function.
It can't, since the flippers use the same channels of distribution as the primary buyers and sellers.

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However, it seems to me that the problem here is not that flippers are somehow making the market inefficient, it's that the market starts out insanely inefficient and flippers make a lot of money narrowing the range a bit.
Isn't this what I said on page one? Couldn't y'all have just said "I agree with Intrinsic" and made this thread five pages shorter?


 

Posted

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Originally Posted by Nethergoat View Post
flippers add value by ensuring what you want is there when you want it- temporal value, if you will. If you *want* to tie up a slot and wait a while to get a 'deal', that option is there. If your slots and time are worth more to you than a negligible inf savings, the flipper is there to ensure you can get your widget NAO at market rates.

In a game environment where time is the only 'currency' with real value, that's an important service.
That's warehousing, not T&D. Warehousing is a value-added prospect to the buyer only if it is a necessary service. Is warehousing necessary in CoH? That's an argument with no way to win.


 

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Originally Posted by Intrinsic View Post
It can't, since the flippers use the same channels of distribution as the primary buyers and sellers.
If you're saying that there's no 100% analog in CoH for RL distributors, then you're right.

But if you're saying that the ability to move items faster isn't a benefit to the market overall, then that's crazy talk. I can fill up my salvage and recipe inventory in about three missions. At that point, I have three choices:
  1. I can do what Chuckles apparently advocates, and spend the next hour or so messing around with transferring items among my countless alts and/or messing around with my SG's storage (and, interestingly, Chuckles demonstrated a desire for more base storage in the Base forum about a year ago).
  2. I can say screw it and vendor (destroy) my stock.
  3. I can list it all on the market, and hope it turns around quickly.
All of the above assumes, of course, that I'm interested in keeping space available for any potential high-value drops. I think it's pretty clear that's what the game encourages.

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Isn't this what I said on page one? Couldn't y'all have just said "I agree with Intrinsic" and made this thread five pages shorter?
You said flipping was a parasitic activity, which may be true on an individual basis; no one can know what it's in your heart. But on a grander scale, flipping helps the market. It is neither a good nor a bad act, intrinsically.


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Originally Posted by Iggy_Kamakaze View Post
Nice build