Simple inf making guide for newer players.


Carnifax_NA

 

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Originally Posted by Lascher View Post
Also, yes....sellers do set the prices, don't blame the buyers.
Yup. So when I list a Positronic Matrix for 100 inf, it's MY fault somebody pays me 1000 times that much? Wow, ebil AND debious! How bery bisionary!

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Just cause people ARE willing to pay the big bucks, doesn't mean the seller has to ask big bucks.
Some don't. They get it anyhow. But it's a caveat of business. Charge what the market will bear. Apparently, some impatient people can bear quite a bit.

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You can always sell anything, even pvp and purple io's for a buck....and voilĂ ....the prices all drop for everything.
Why SHOULD they? So YOU can buy it cheaper? THEY put the effort into getting the stuff. Why should you benefit from their hard work for cheap?

Or so someone else can flip it on them and take the profit instead?

Get real.



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I regularly list things for 1 inf and get tens of thousands of times that much.

I'm not setting prices. I can set the lowest price at which you'll get MY computer virus, but I can't set the lowest price at which you can get A computer virus.


 

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Originally Posted by Gunpowder Witch View Post
They may have an hour or less and they go out and punch bad guys rather than min/max the market. This just makes point One larger. It gives greater opportunity to people that do take the time to pay attention. Is it appropriate the larger population pay for their choice In A Game?
I'd phrase it slightly differently: is it appropriate that people who concentrate their time and attention on one part of a game should get better rewards from it than people who don't?

The thing is, it's perfectly possible to get a perfectly good return for your play time from the market by simply throwing every drop onto it for 1 inf. You won't make the best return by any means, but you'll get plenty, *precisely because* of the things you're seeing as flaws. I'd really like for any alternate system to be able to provide an equally acceptable for that kind of absolutely minimalist market use.

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Originally Posted by Gunpowder Witch View Post
I would rather that the market players have fewer opportunities for profit and those opportunities are smaller margins **IF** that gives the larger population more opportunities to quickly and cheaply get 'stuff' that allows them to enhance their enjoyment of the the larger game.
I'm not sure how many ways there are to get things quickly AND cheaply in a market. What would you suggest that would allow people to do that?

I play another game where listed prices are given, and you simply click on an item to buy it. The only way to get a bargain in that game is to sit on the market screen and refresh until someone lists low, and then hope you can click fast enough. I love that in CoH, I can put in a low bid and just walk away. Used properly, the CoH system is a great time saver when you look at it from the point of view of time spend using the market interface versus time spent in the rest of the game.

Sure, it doesn't let me get something very cheaply *now*, but I'm okay with that. I'm also okay with someone being able to pay a higher price than I'm willing to pay and get it now -- it's clearly worth more to them than it is to me, so they should have it. That seems like a pretty fair way to operate a market.

What does make me sad is when there's so little supply getting something becomes impossible at any price. I'd love to see some tweaks to improve the sub-50 market.


I'm all in favour of a long 'last sold' list, although I tend to agree with the people who say that increasing the amount of information will disproportionately benefit the people who know how to use it effectively.

I also note that one of the changes in the market UI recently was to *reduce* the amount of information given, as times were taken out of the 'last' sold window, leaving only dates. Now, I'm quite willing to believe that was done because it makes the window fit better or something, but it certainly doesn't point to a dev feeling that more info is better.


Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.

 

Posted

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Originally Posted by Grouchybeast View Post
I'd phrase it slightly differently: is it appropriate that people who concentrate their time and attention on one part of a game should get better rewards from it than people who don't?

The thing is, it's perfectly possible to get a perfectly good return for your play time from the market by simply throwing every drop onto it for 1 inf. You won't make the best return by any means, but you'll get plenty, *precisely because* of the things you're seeing as flaws. I'd really like for any alternate system to be able to provide an equally acceptable for that kind of absolutely minimalist market use.
Yeah, and now that A-Merits are around, it's even sillier how easy it is to make influence. If you simply run tip missions every day on one character, then you basically make ~37.5 million every day (based on an LoTG priced at 150,000,000 on the market). That's before we account for influence for kills/objectives. That's before we account for valuable drops.

If we assume that the character in question is higher level, then we can safely bump that number up to 40 million or so just from kills (no drops). That means that in 50 days anyone playing about an hour a day and not playing the market at all can make two billion influence.

You can probably cut that number by a third or even a half once you throw drops into the equation. For what little it's worth, I find that I get at least 10 million or so from drops for every short play session, probably closer to 15 or 20 if you average in the occasional lucky strike. The game basically throws money at you, at this point. People complain that high-end recipes are absurdly expensive -- and it's true that they're a lot more expensive than they used to be -- but the corollary is that you have much more earning power now than you did before.

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I play another game where listed prices are given, and you simply click on an item to buy it. The only way to get a bargain in that game is to sit on the market screen and refresh until someone lists low, and then hope you can click fast enough. I love that in CoH, I can put in a low bid and just walk away. Used properly, the CoH system is a great time saver when you look at it from the point of view of time spend using the market interface versus time spent in the rest of the game.
Yes, the blind bidding system is explicitly designed to benefit the buyer. All else being equal, the blind bidding system and the market's preference for the lowest listing price leverage downward pressure on prices across the board.

The reason that prices don't go down in practice is a combination of an ever-growing money supply and the impatience of buyers preventing widespread and patient bid creeping (because it's a game, and therefore the only truly valuable currency is the players' free time). If we were playing with real money, you can be assured that more people would carefully escalate bids.

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I also note that one of the changes in the market UI recently was to *reduce* the amount of information given, as times were taken out of the 'last' sold window, leaving only dates. Now, I'm quite willing to believe that was done because it makes the window fit better or something, but it certainly doesn't point to a dev feeling that more info is better.
I'd support turning the last five into a last ten or a last twenty, assuming the UI can be easily modified to support it. Much more than that, and like you, I'd begin to worry that the extra information would tip the balance too much in favor of sellers.


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Originally Posted by Iggy_Kamakaze View Post
Nice build