Should prices be capped in the AH?
The only thing price caps in the AH would do is cause people to sell things off-market. Witness the most valuable PvPIOs where people buy & sell them outside the market to get around the influence cap. If your recipe or salvage is worth Cap+X to someone, then any enterprising person will find a way to get Cap+X for it.
Artificial price caps would cause demand to exceed supply creating shortages and players would have to wait even longer to get the items they want or go to direct trades and pay the same high or higher (since there's added risk in direct trades) prices since players would simply remove sales from the Consignment House as is already done with many PvP IOs. Prices are high because that is the Market value of those items in terms of Inf, to change that you either need to reduce the items value or increase the value of Inf.
Also not an economist. Not a marketeer either, but I've heard their arguments here, and they make immense amounts of logical sense.
If you price cap in the auction house at - chosen at random 1,000,000, you're not actually preventing transactions over 1,000,000. You're just preventing them from taking place at the auction house.
In other words, it doesn't do what laypeople expect it to. It doesn't limit the cost of goods - it limits the availability of goods.
Since that's not (or rarely is) the intent of the suggestion, it works out to being a bad idea.
Edit - Scooped!
No.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
You can see this for yourself, because the prices in the Consignment House are already capped - at 2 billion inf. There are threads in the Market forum where people are trading the highest-end PvP IOs for sums above 2 billion. There are no threads for trading any goods for prices lower than that.
As long as there are people who can get more than 2 billion Inf, and items that are rare enough that people will want to sell them for more than 2 billion, a 2 billion cap just makes all the stuff worth more than 2 billion be traded outside the market. Now, is there any reason this should suddenly change when the price cap is lowered to 100 million? To 5 million? To 5000 inf?
Character index
I've been mulling this around in my head as an idea but I'm not sure how it would or could work - and I can see great benefits and I can see huge pitfalls too - maybe.
But I'm no economist and I'm not sure if I've covered all the bases. At this stage I'm not even sure if I know what the bases are so there are big gaps in my knowledge But it occurred to me that there's a discussion that's worth having here, and just seeing what other opinions are - what benefits and what disadvantages would it give? |
Especially since the market is already capped.
Dr. Todt's theme.
i make stuff...
It would make RagManX extremely happy - he's been advocating market caps
(semi-jokingly) for years.
Actually, the only way to truly "limit" prices on the market would be the same
way they're limited for Common IO recipes (ie. have a "vendor" sell them
for a dev mandated, arbitrary, fixed price - like the crafting table in this case).
So, if for instance, you could go buy a LotG 7.5% from some vendor for
say, 200 Million, that would effectively cap the market price of it as well.
A variant of this mechanism is already in place with R-merits and A-merits,
although it's not a particularly good limiter since those don't have a concrete,
consistent, exchange-rate to actual inf.
I am fairly sure though, that the devs won't implement a true fixed-price
store for premier recipes for several reasons, but mostly, because the
current amount of influence in-game already would cause a massive
supply flood - effectively shifting the balance of toon performance totally
over to those sets, and rendering all other enhancements obsolete due
to an easily obtained, and limitless supply of the Good Stuff.
Given that the devs have stated many times over the years that the
content is balanced for SOs, that would be a Bad Thing. Additionally,
they've made it fairly clear that they intend (through drop rarity, and
merit-conversion settings) for characters to have to strive (or grind,
depending on your perspective ) to obtain the premium enhancements.
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.
The other point is that - if this is brought up because of "high prices" on the AH - there are other ways of getting what you want. Not only do the same items drop in normal play (the only ones you can't get in normal play as drops are the AH teleporters,) but if you want a specific item, you can invest time instead. Use AE. Use alignment merits.
The AH isn't the only source.
No caps, thanks. (And no, I'm not saying this as someone rolling in INF, either.)
I say no caps but I wish some of these flippers would check thier greed at the door.
Shadowy Presence - Absolutely, positively worse than playing a Kheldian... --Myrmydon
I say no caps but I wish some of these flippers would check thier greed at the door.
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market caps will really do, the function of "flippers" is even less well
understood.
Given how polarized and heated trying to explain that gets, I'm not
going to bother.
I will say, categorically, that flippers in our market are a price stabilizing
mechanism. While that may seem unintuitive to most, they actually
provide a service (reducing price volatility, and stabilizing supply), and
they're compensated for their patient efforts by impatient sellers and
impatient buyers - believe it, or don't.
That's not to say they're not looking out for #1, the same as everyone
else is, but it IS saying that how they work is actually helpful to the
market as a whole.
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.
I just wish the market showed retail price so you could easily throw items up at a break even without running back and forth to check.
Character index
I've been mulling this around in my head as an idea but I'm not sure how it would or could work - and I can see great benefits and I can see huge pitfalls too - maybe.
But I'm no economist and I'm not sure if I've covered all the bases. At this stage I'm not even sure if I know what the bases are so there are big gaps in my knowledge But it occurred to me that there's a discussion that's worth having here, and just seeing what other opinions are - what benefits and what disadvantages would it give? |
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."
There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.
The other point is that - if this is brought up because of "high prices" on the AH - there are other ways of getting what you want. Not only do the same items drop in normal play (the only ones you can't get in normal play as drops are the AH teleporters,) but if you want a specific item, you can invest time instead.
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And I'll also second your basic sentiment: if you think common salvage costs too much, just go play the game for an hour and you'll have it coming out of your ears. Turn up your difficulty if you need more.
Paradoxically, it would seem, the price of RARE salvage has gone down recently -- most rares clocked in between 1 and 3 million, usually averaging 2 million. I've seen rares for as little as half a million recently. But it's not really a paradox at all.
Why? Supply and demand. Monkey farmers have lots of tickets, and the easiest thing to get and sell is rare salvage. Increased supply = lower prices.
I just wish the market showed retail price so you could easily throw items up at a break even without running back and forth to check.
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"Oh, Kinetic Weapons are going for 20 influence right now? Screw that, I'll just--*ding!*--sell it for the 200 I can get for the store price."
We've been saving Paragon City for eight and a half years. It's time to do it one more time.
(If you love this game as much as I do, please read that post.)
They are already capped. At 2 billion.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
Not only do I agree with this 100%, but I'll go even further and say that you should have an "instant sell" button so that the market essentially also functions as a vendor.
"Oh, Kinetic Weapons are going for 20 influence right now? Screw that, I'll just--*ding!*--sell it for the 200 I can get for the store price." |
You made me all flustered.
Not only do I agree with this 100%, but I'll go even further and say that you should have an "instant sell" button so that the market essentially also functions as a vendor.
"Oh, Kinetic Weapons are going for 20 influence right now? Screw that, I'll just--*ding!*--sell it for the 200 I can get for the store price." |
I already know that at a vendor common salvage goes for 250, uncommon goes for 1000, rares go for 5000, set IO recipes go for level * 1000 for uncommons and 2000 for rares, and common IO recipes above level 20 are worth more than at the market - just showing the price a vendor would pay doesn't add any functionality.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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To my way of thinking, the only way to "reasonably" cap prices on the AH (outside the data cap of 2 billion inf) woudl be an alternate, influence bades, way to acquire everything. It woudl require a series of vendors who act precisely like the current stores who sell the recipes, salvage and inspirations at a specific price. That would act as a maximum cap on what people woudl typically pay. For instance, if you could but a LOTG +recharge global on the market for 100 million inf OR go across the street and buy the same recipe at the level you wanted for 25 million, you'd typically cross the street, thus capping the standard bidding under 25 mil without there being an actual cap. There would be the occasional "overbid" that went past the vendor price (just as there is often salvage that sells under vendor buying prices now) but for the most part it would keep prices well below whatever arbitrary limits the devs set at the vendors.
However, this would require a serious revamp of the AH systems and bidding styles to make it work. The AH would have to work more like Ebay with completely open asking and bidding amounts and auctions that start and end at specific times plus "buy it now" settings.
Basically to "cap" the market, you'd have to destroy the current one and build it basically from scratch again.
Not only do I agree with this 100%, but I'll go even further and say that you should have an "instant sell" button so that the market essentially also functions as a vendor.
"Oh, Kinetic Weapons are going for 20 influence right now? Screw that, I'll just--*ding!*--sell it for the 200 I can get for the store price." |
to a standard vendor.
I'd also like a feature to access the market from my S/VG base as well.
Here's hoping...
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.
I've been mulling this around in my head as an idea but I'm not sure how it would or could work - and I can see great benefits and I can see huge pitfalls too - maybe.
But I'm no economist and I'm not sure if I've covered all the bases. At this stage I'm not even sure if I know what the bases are so there are big gaps in my knowledge But it occurred to me that there's a discussion that's worth having here, and just seeing what other opinions are - what benefits and what disadvantages would it give? |
As is players are already trading various recipes or crafted IO's off of the market for more than the player personal wealth cap. Granted, most of these are PvP recipes traded between private cliques.
Placing price-caps on the Auction House would simply send players off the market to sell their wares to get the prices they want. This would in turn create an even greater shortage of items available on the market for any particular price.
The only way a price-cap scheme could work is if the prices were capped on all items on all forms of transfer, a theoretically impossible task to cover in the game as is. Implementing a price-cap scheme that forces players to sell products at lower prices would pretty much require taking massive steps backwards on quality of life components such as email and base storage.
Case in point, players can send emails with items or inf to any global name, without receiving payment in advance. A player could use the email system to bypass a hard-cap on how much an item sells for. Want a numi-proc? Email me 80,000,000 inf and I'll email you the proc. Players can also store items in supergroup bases, which would allow another method of bypassing caps on trades or purchases. Just invite the purchaser to the SG after receiving the influence.
I'd also like a feature to access the market from my S/VG base as well.
Here's hoping... Regards, 4 |
* - Which could be used for either viewing current prices without logging on, or with a login/character select screen to buy/sell without moving the character to the market. To prevent issues, you'd be unable to log on to an account while the game account is logged on, but unlike the game client you wouldn't be able to force someone on the game account offline by attempting to do so.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I've been mulling this around in my head as an idea but I'm not sure how it would or could work - and I can see great benefits and I can see huge pitfalls too - maybe.
But I'm no economist and I'm not sure if I've covered all the bases. At this stage I'm not even sure if I know what the bases are so there are big gaps in my knowledge
But it occurred to me that there's a discussion that's worth having here, and just seeing what other opinions are - what benefits and what disadvantages would it give?
Thelonious Monk