Should prices be capped in the AH?


Airhammer

 

Posted

The people who pay the high prices are the ones who're driving up the price. If people would just agree not to pay over a certain amount, prices would reduce to that amount.
Personally, I never pay more than I think I should.


 

Posted

Quote:
Originally Posted by Rodion View Post
I'm sure you know this, Bill, but just to clarify to other readers who may not know: you can get an auction house teleporter in-game without paying for it with a day job. Just leave your character in Wentworth's or the black market when you're logged out and you'll get charges on a temp power.
True. I was thinking of "as drops." I use the AH 'porter constantly. Redside, especially, it makes paying rent more convenient - among other things.


 

Posted

Quote:
Originally Posted by FourSpeed View Post
As mentioned, flipping is the purchase of one or more items at price X
followed by the immediate re-listing of those same items at higher price Y.

It is "bad" purely due to mis-perception caused by three mistaken premises.
There are another couple of reasons that people think flipping is bad.

If someone lists a recipe at a low price, a flipper "takes advantage" of that person by buying the item at a low price and selling it at a higher price (nearer its true value).

To avoid this sellers should always list items near their true value, on the low end if they wish to sell quickly, or the high end if they don't need the slot. I never list something of value at ridiculously low prices; I always list it at a price I'd be willing to pay, but that's usually (a lot) less than the highest price in the bidding history. About 90% of the time I sell the item for something near the top price, or at least what I think it's worth. I've had to swallow the listing fee, but usually only for charity cases (listing uncommon recipes that are good but no one is currently buying).

Some would-be noble marketeers try to force prices lower by listing low, and get mad when flippers grab up their stuff and relist it prices near their actual value.

The problem is that a seller cannot force prices lower on in-demand items unless they have a glut of supply -- only buyers can force down prices by refusing to pay inflated prices.

The other service flippers provide is to "rent out" their market slots to people who don't have room to list their items at a higher price.

I don't consider people who buy recipes and craft them to be flippers -- they're performing a service and are not just buying low and selling high. It's a service I would never pay for, but some players find value in it and are willing to pay for it.

I personally find flipping kind of cheesy, but if everyone thought and behaved like flippers the market would stabilize quickly and very few people would pay through the nose. The problems arise when rich people get impatient and gobble everything up, abusing their wealth by drastically overbidding to jump the line.

Think of it as a life lesson writ small.


 

Posted

Quote:
Originally Posted by Rodion View Post
The problems arise when rich people get impatient and gobble everything up, abusing their wealth by drastically overbidding to jump the line.
So, we're 'abusing our wealth' when we value our (limited) play time more than our (effectively unlimited) fake monopoly monies?

Huh.


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Posted

Quote:
Originally Posted by Nethergoat View Post
So, we're 'abusing our wealth' when we value our (limited) play time more than our (effectively unlimited) fake monopoly monies?

Huh.
And here i thought price inflation was related to inf being generated far faster than the things you buy with it.


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i make stuff...

 

Posted

Oh, lordy. This again.

Price caps do nothing good. If players can sell or otherwise trade things off of the market, savvy ones will. Plenty of people mentioned this.

I have a sub-thread going on the market forum where I'm playing a level 50 character and making something like 300M inf every 10 days or so playing content pretty normally. Now, a bunch of that income is from market sales, but so far all of them have been small-ish. 5-10M inf. (I've been withholding selling the good stuff.) Unless we're talking about some super draconian price caps, I'd probably still be able to do that in an aggressively price-capped CoH market.

Now let's say I want a purple Apocalypse: Acc/Dam/Recharge. There aren't many of them being produced in the game, and lots and lots of players have 50s they might like to slot one in. Let's say the price cap is 50M inf. Well, hell, I am making that every day and a half! I can afford that, so I'll throw out a 50M bid. And so will everyone else remotely like me...

Caps as people usually suggest them don't address the core reason that prices are high - enough people have the money to consistently pay a high price. Placing a price cap does nothing to change that - those people still have that money. But if you cap the price down at a level that lots more people can afford to bid for it, now lots more people with less money will bid, because, hey, they would like one too. But you haven't increased supply at all, so now you've got more people asking for the same number of goods.

All this does is replace high price with long lines. Now, what you do in game no longer has any impact on when you can buy that Apocalypse - you can only get in line and hope you get one some day. It becomes the CoH IO equivalent of a Soviet bread line. This would be pretty unsatisfactory to a lot of players - even if a price is high, some people will strive for it and consider achieving it a goal to work for. There is no goal to work for with a bread line. It's out of your hands - you throw in your bid and wait.

Moving on to another sub-topic/suggestion... Providing a store that sells at some fixed price is not creating a price cap, it's creating competition. Yes, that would effectively "cap" the price, but that's not "instituting a price cap". It's just providing a competing supplier who sells at a fixed price. Remember, this doesn't just change price - it changes supply. Once price rises to the level of this vendor's list price, supply becomes purely a function of available money. It's pretty unlikely the devs would approve.

There's some evidence of this lack of approval. Importantly, stores already exist - the Reward Merit and Alignment Merit vendors already provide this in effect. Bit they don't let you buy goods from them directly with Inf.

Every currency we can use to buy things in the game should be considered a proxy for elapsed time. If we buy something with merits, those merits have dev-assigned rates at which we're expected to earn them. Reward Merits are earned based on median task completion times, with some throttles on a per-day basis. Alignment Merits are earned on a strict per-elapsed-day rate. But Inf is far more flexible in value - if people use any objective approach to their Inf spending at all, they should pay an amount of Inf for something based how long it would take them to earn the item some other way compared to how much inf they would earn during that elapsed time.

But Inf earning rates are highly variable, and have no throttle. Because of the variability and lack of throttle, no one should ever expect Inf to be the basis of such a direct purchase store. While the rates at which Reward and Alignment Merits can be earned is variable in several dimensions, they have much stricter overall controls than Inf creation does. For related reasons they are generally far less vulnerable to relatively frequently discovered Inf (and XP) earnings rates exploits. Tying specific item creation rates to fixed Inf costs is far riskier than using merits if one assumes the goal (or at least a goal) is controlled item production rates. After all, Inf (and XP) creation exploits are far more common than merit creation ones.

Remember, there's should be no expectation that the devs want us to be swimming in, say, PvP +3% defense IOs. If you want some evidence of that claim, take a look at the Alignment Merit cost of one and figure out how many days it takes to earn one. So the dev-controlled time-proxy price of these things is high. It shouldn't be surprising then that their Inf cost is high, because Inf is simply not all that valuable on a per-unit basis, because it's very easy to produce for high-level characters. Prices for some things are very high for good reasons - there's a lot of inf chasing a few, desirable goods. Thus, we have to ask, what are we trying to achieve with the price caps, and are they addressing the perceived problem, or a symptom?


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Posted

Quote:
Originally Posted by Rodion View Post
There are another couple of reasons that people think flipping is bad.

If someone lists a recipe at a low price, a flipper "takes advantage" of that person by buying the item at a low price and selling it at a higher price (nearer its true value).
Depending on how you actually meant this, it may be a bit misleading.

If you are saying that this is yet another mistaken perception on the
part of the sellers/observers, then I agree. It is yet another fallacy that
leads the uninformed towards undeservedly blaming the flipper.

If you honestly believe flippers are truly "taking advantage" in these cases,
then I think that statement is categorically wrong.

In the latter case there are two clear factors that make it wrong.

1> This is the slam dunk one - the listing price is a defacto contract to sell.
By that, I mean the seller voluntarily selected that value as the minimum
acceptable
price for the item, regardless of its real value, and if
that price is met, he is, in fact, obligated to sell.

If I put an ad in the newspaper offering to sell my car for $1000, and
someone comes up and pays me $1000 for it, it would be laughable for
me to turn around and claim that guy took advantage of me, even if
the car is actually worth more than that.

2> This one is more subtle. In the game, the lowest list sells first, so there
is some incentive to list as low as you can stand to, in order to both sell
first, and sell to the highest bid out there. That is definitely by dev intent
considering Castle's various comments on "Market PvP".

However, if the seller is listing for less than they would willingly be satisfied
with, the motivator for that action is the same "greed" the flipper is being
accused of. Again, they voluntarily chose a low listing price to quickly snag
the high bid, before the next guy does ... Greed - pure and simple, or if
you want to be less brutally honest, I'd settle for impatience, but either
way it's pretty difficult to claim in that scenario that the seller was taken
advantage of.


Regards,
4


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Posted

Quote:
Originally Posted by Schismatrix View Post
And here i thought price inflation was related to inf being generated far faster than the things you buy with it.
You are clearly a crazed, freedom-hating revolutionary!

=P


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Posted

Quote:
Originally Posted by Nethergoat View Post
You are clearly a crazed, freedom-hating revolutionary!

=P
I mean if we had THAT much free range inf we would see things like SGs buying up tons of prestige to mess with the prestige grind SGs who feel some sense of superiority for being "#1".

--edit--

I do think the market needs to be caped...nothing should sell for more then 8 billion inf and we need a player inf cap of 16 billion.

Isn't the 2 billion cap an effect of some sort of data limit on 32 integers?


 

Posted

Not mentioned so far, I don't think:

A move to off-market sales (which would be the result of price caps that were actually significantly lower than the value of the items) screws EU players particularly hard. The market is cross-server list, but glee-mail isn't. Therefore, the EU is cut off from the majority of off-market sales opportunities -- think of redside supply versus blueside before the market merge.


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Posted

Quote:
Originally Posted by Silver Gale View Post
Why only flippers? If a player has a recipe that I want, and I want to spend 2 million, they should sell it to me for 2 million, even if there's 100 other people willing to pay 50 million. I don't care if they got it as a drop or bought it for 5 million. They should not be greedy.
Why should they sell it to anyone for less? It's their drop/flip. The devs should not nerf any player's ability to sell their stuff at the price they would want to sell.
If you want something sooo badly, earn it yourself via recipe rolls, merit or A-merit exchange. There is no need to rely on other players to sell it to you.


 

Posted

I value my time much more than my play money, so it's a no for any new artificial price caps. I'd rather pay some extra and get my stuff within a relatively short time than either get into a "real black market clique" where I can get my stuff for a lot extra right now or then wait ages and ages.

Quote:
Originally Posted by Grouchybeast View Post
Not mentioned so far, I don't think:

A move to off-market sales (which would be the result of price caps that were actually significantly lower than the value of the items) screws EU players particularly hard. The market is cross-server list, but glee-mail isn't. Therefore, the EU is cut off from the majority of off-market sales opportunities -- think of redside supply versus blueside before the market merge.
And this.


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Posted

Should they be capped? Nah.

They should have however adopt a eBay-liketime for sales - 3, 5, 7, or 10 days - as well as a rating system for sellers. 8D


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Posted

Quote:
Originally Posted by Jet_Boy View Post
Should they be capped? Nah.

They should have however adopt a eBay-liketime for sales - 3, 5, 7, or 10 days - as well as a rating system for sellers. 8D
Does the house cut go up with longer postings?


 

Posted

Quote:
Originally Posted by crayhal View Post
Why should they sell it to anyone for less? It's their drop/flip. The devs should not nerf any player's ability to sell their stuff at the price they would want to sell.
If you want something sooo badly, earn it yourself via recipe rolls, merit or A-merit exchange. There is no need to rely on other players to sell it to you.
Would it sound more convincing if I phrased it as "because of the greed of marketeers and flippers, items in this game are completely out of reach for the casual player!" ?




Character index

 

Posted

Quote:
Originally Posted by Silver Gale View Post
Whoops, triggered Poe's Law there.
I hear that can be corrected with cleavage shots...previous experiments in this have resulted in thread removals though.


 

Posted

Singing an old tune here, the problem is the uncontrolled growth in the inf supply due to high inf payouts and precious little in the way of inf destruction. Older inf sinks are no longer significant and the side effect of farming for purples is the creation of a whole lot of inf or simply farming FOR inf so they can buy want they want.

Hey before IOs, standard enhancement decay was the way that eliminated a good chunk of inf before your 30s. Next was the tailor whose prices rose with your level. But now, IOs you make once and there are more ways to get a free or discount costume change than I care to list.

Maybe the conversion of merits to A-merits could eat some of the money supply but I doubt it. Players would simply inf farm to get their 50 million.

So very soon, maybe we are already there, the IO economy is going to be like Zimbabwe.


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Posted

Quote:
Originally Posted by Silver Gale View Post
Would it sound more convincing if I phrased it as "because of the greed of marketeers and flippers, items in this game are completely out of reach for the casual player!" ?
my sig quote has words for you.


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My City Was Gone

 

Posted

While I'm not a supporter of a price cap for anything as that's doomed to fail, the recent inflation still baffles and concerns me. I mean... Why is so much common salvage selling for hundreds of thousands? And since when is RARE salvage so expensive. Prior to Going Rogue, I couldn't give away my rare salvage, and now I'm making a killing off it. What changed?


Quote:
Originally Posted by Arcanaville View Post
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Posted

Quote:
Originally Posted by Samuel_Tow View Post
While I'm not a supporter of a price cap for anything as that's doomed to fail, the recent inflation still baffles and concerns me. I mean... Why is so much common salvage selling for hundreds of thousands? And since when is RARE salvage so expensive. Prior to Going Rogue, I couldn't give away my rare salvage, and now I'm making a killing off it. What changed?
MA is responsible for the dearth of commons.

It's been my experience that rares have crashed, at least the ones I've been flipping- buy for 500k, sell for 1-2m.


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

My City Was Gone

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
While I'm not a supporter of a price cap for anything as that's doomed to fail, the recent inflation still baffles and concerns me. I mean... Why is so much common salvage selling for hundreds of thousands? And since when is RARE salvage so expensive. Prior to Going Rogue, I couldn't give away my rare salvage, and now I'm making a killing off it. What changed?
I think it's farms. Players are getting 50s and an immense ammount of inf, but only have tickets to show for it. No salvage is being created through their play creating shortages due to more characters creating more demand, but play is not creating supply. Most of them are obviously unaware of how much money the tickets could save them on common salvage. So when they go to slot their character, they need salvage. Being incapable of waiting, as evidenced by the use of the farm to begin with they pay ridiculous ammounts for it driving the price up.

Also, I was on break from playing for a while, coming back I was suprised. Since when has rare salvage been so cheap? Lots of rare salvage has more supply available than common. If I actually tried, I could probably jack the price of stabalized mutant genomes up to 1,000,000 instead of just 500,000, yet some rare salvage is going for less than 10,000. I thought some rare salvage (Chronal skip, enchanted impervium, mu vestment being some iirc, but I might be wrong on the actual ones) used to be 100,000,000 each. There going for 1,000,000 each. It's wierd to see.


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Posted

Rare salvage, to my knowledge, has never gone for 100 M regularly.


 

Posted

Quote:
Originally Posted by Silver Gale View Post
Would it sound more convincing if I phrased it as "because of the greed of marketeers and flippers, items in this game are completely out of reach for the casual player!" ?
No. It still sounds wrong.


 

Posted

I know that without flippers, I personally, would buy a lot of stuf for far lower prices than I do now. I can be very patient when I have too. For some things that aren't being 'flipped' it still pays off to be patient, but for a lot of other stuff you just can't buy anything below the minimum price that flippers set.

I divide my play time between a lot of characters, so if one is on hold for a week, or even two, because I need to wait for a bid on a certain recipe or piece of salvage to be filled that's not a problem.

The problem probably lies completely with me, but, say, 100.000 inf means next to nothing to me. But paying 100.000 inf for a piece of common salvage completely rubs me the wrong way.


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Co-leader of Callous Crew SG. Based on Union server.

 

Posted

Quote:
Originally Posted by Jetpack View Post
Rare salvage, to my knowledge, has never gone for 100 M regularly.
Maybe I'm just transposing recipe prices onto salvage. I just know when coming back I thought to myself that rare salvage was much cheaper. I might have been wrong on that.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.