Market griefing - enough already


Adeon Hawkwood

 

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Originally Posted by FlyingCodeMonkey View Post
Having seen it happen plenty of times, I'm basically sick of the scenario where some small number of persons with a lot of resources and a lust for lulz decides to buy up all of (whatever) and relist them at higher prices. This especially applies to common salvage bits like Ruby or Nevermelting Ice. I'm sure it's fun for them, but I don't know why it's more tolerated than any other form of griefing.
I'll say a different opinion here. I think the main idea of introducing the market is not to introduce a mini game. The market was introduced at the same time as the invention system as a platform for players to trade invention salvage and recipes. As such, making sure that players can trade efficiently through the market should be utmost important. Market as a mini game is probably a side product. I think the motivation behind the suggestion is ok.

In principle, it is not necessary to do anything about people playing with the salvage. This is because they cannot sustain the game for a prolonged period of time. They are annoying when you need salvage. Sometimes, I cannot tell whether there are people playing with the salvage, or if the demand is really larger than the supply.

Quote:
Originally Posted by FlyingCodeMonkey View Post
What I'd love to see: some kind of account-wide market throttle on purchases. Basically, do some data-mining. Figure out what is the maximum possible number of X salvage that a person might need to fully equip a level 50 character, all at once, no matter how strange the combination of inventions and sets. Then set the throttle: your account may buy no more than 2x or 3x of that thing in a 24-hour period. Maybe that means a maximum of 50 or 100 Fortunes per day. As an IO manufacturer, I could live with that.

Yes, craft badging would take a little longer. Been there, would be fine with that, too. So maybe it takes a full week to get all the craft badges. You can spend that same time getting the Day Job for Went's, so it works out.

If that's too big a technical challenge, then administratively punish accounts that engage in market griefing with temporary bans. It should be pretty easy to identify the accounts and even distinguish them from badging, since they involve a huge number of Buy transactions and I'd suspect little or no corresponding crafting, along with the commensurate resell transactions and drastically-diminished supply.

But, no. Instead, we have a transaction throttle. So if I sell a full selection of 22 items, and I click the "Get All Inf" button, I'm automatically locked out of the UI for ten or twenty seconds because the "Get All" collection exceeds the transaction threshold. Cool.
I think the issue of most suggestions to regulate the market is that they punish both the "bad guys" as well as players who use the market for normal trading.


 

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Originally Posted by Nyx View Post
When you are a new player, you feel shut down by the market. I don't know about griefing, but when you are new, there is really no point to show up at the market house.

Unless you get really lucky.

Other than that, as a returning, new, sort-of player who's account was long gone, my new account seems dismal when it comes to funding. The market is a tuff nut to crack.

Sell your drops. Do a bit of commons arbitrage for a bit if you're REALLY strapped for inf. Use some of your higher level unplayed alts to set long-term bids.

The money will come.



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Posted

You can play the game w/o ever entering the market and you will learn more about how to play well without using Inventions.

As other have also pointed out, selling all your drops as you get them to the Market will net you plenty, over time. That's right, it takes time.

I have played the game since about Day 4. I rarely do anything with Inventions until at least the 30's. I don't ever expect to 'IO out' more than a few characters, either. I think that is a big problem - many players seem to think that the only way to play is to fully 'purple out' every character and that is simply not needed.

If you want the good stuff, it takes time. You are not entitled to it just because you subscribe.


"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45

 

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Originally Posted by Twilight_Snow View Post
I'll say a different opinion here. I think the main idea of introducing the market is not to introduce a mini game.
... except the devs themselves brought up "market PVP" as acceptable, or even encouraged.


 

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Originally Posted by Memphis_Bill View Post
... except the devs themselves brought up "market PVP" as acceptable, or even encouraged.
Use the market more and more inf will be sunk into market fees. Inf sinks take money out of the system, slowing the rate of inflation. Granted not by much in this game but still better than nothing. So why would they not encourage the same item to be sold over and over, thereby taking more and more fake money out of the game?


 

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Originally Posted by Nyx View Post
When you are a new player, you feel shut down by the market. I don't know about griefing, but when you are new, there is really no point to show up at the market house.

Unless you get really lucky.

Other than that, as a returning, new, sort-of player who's account was long gone, my new account seems dismal when it comes to funding. The market is a tuff nut to crack.
Buy up all the uncommon salvage with 0 bids by bidding 11 and vendor everything. Do the same with rare recipies. No you will not get rich this way but you can easily fund a new toon through the earlier levels to keep your enhancemnts current. Lower levels also have those expensive drops that you probably don't need at the time so you can sell those as well. I was able to figure this stuff out on my own when I was new.


 

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I'd hate see what the op would say if they tried badging in a pvp zone...


 

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Originally Posted by The_Larker View Post
I'd hate see what the op would say if they tried badging in a pvp zone...
You mean "Damn, these zones are empty! Hello? Anyone?"


 

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I think the problem, especially with the commons, is that there's little real value in actually posting them to the marketplace in the first place. Especially given how rarely even sell for vendor price for the materials.


Let's Dance!

 

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Originally Posted by HelinCarnate View Post
So what part of the rules are they breaking? None. Perhaps you should save your money and go buy a tissue.

Maybe we should do the same thing with food for you? Only let you buy what someone else has determined should be your maximum need. Seems like a bit of a loss of freedom to me on something that should be a free market.
http://therealnews.com/t2/index.php?...4&jumival=6277

Egypt and Tunisia would like to thank you for the suggestion! Without people that think like you do, they would not have the glorious opportunity to be starving in the streets. I suppose that it's slightly in your favor that you only do this in a game, and only cause frustration rather than death.


 

Posted

A simple solution would be to open a salvage store that sold any common salvage for 1 merit each, or more salvage per merit if that's too high. Selling common salvage for inf would put an effective cap on salvage prices as well... nobody would pay 100k for a common salvage at the market if they cost 10k inf at a store.

Another solution would be to link in-game drop rates to (relative) prices. Assume that all common salvage 'should' be worth the same price, average the sell prices to see what that price is, and then drop more of the ones above that price, and less of the ones below it. This would work well, and the game would naturally respond to market fluctuations by giving more of what people need.


 

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Originally Posted by Cayenne View Post
A simple solution would be to open a salvage store that sold any common salvage for 1 merit each, or more salvage per merit if that's too high. Selling common salvage for inf would put an effective cap on salvage prices as well... nobody would pay 100k for a common salvage at the market if they cost 10k inf at a store.
Or maybe they could get salvage by spending a small number of AE tickets for a random common drop. They could even make it so you could get specific drops you wanted for rare and uncommon drops so you don't have to waste your tickets that way on random rolls.

Putting a cap on prices would also put a floor on prices. It would take that common salvage that no one buys and drive up the price to the cap, or slightly below. Please feel free to find any example in history where price caps were applied when this did not happen.


Quote:
Originally Posted by Cayenne View Post
Another solution would be to link in-game drop rates to (relative) prices. Assume that all common salvage 'should' be worth the same price, average the sell prices to see what that price is, and then drop more of the ones above that price, and less of the ones below it. This would work well, and the game would naturally respond to market fluctuations by giving more of what people need.

The problem with the idea of linking drop rates to prices is that not all common salvage has the same demand, therefore should not all be worth the same price on a free market. Also there is no "need" for salvage, it is a want. Just picking nits there.

So what happens when someone buys up all of a worthless common salvage and then lists them all at higher prices that no one will ever buy? You would get an influx of that worthless drop and the drops for other things would decrease. If anything, that idea opens up the market even more to people to screw things up.


History has shown the best way to fix a market is for regulators to stay the hell away and not try and fix things.


 

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Originally Posted by Memphis_Bill View Post
I think 1000-1500 is reasonable for a luck charm. Any bets on how long it'll take for that to fill? (The last time I had it filled for that was JUST after the market merge.)
To be entirely honest, I don't think even 100-1500 is reasonable for a luck charm. It'd be nice if level 15 characters could actually afford to craft level 15 Invention Origin enhancements.

But I'm sure that even a bid of 1000-1500 for a luck charm would eventually be filled.


 

Posted

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Originally Posted by Cayenne View Post
A simple solution would be to open a salvage store that sold any common salvage for 1 merit each, or more salvage per merit if that's too high. Selling common salvage for inf would put an effective cap on salvage prices as well... nobody would pay 100k for a common salvage at the market if they cost 10k inf at a store.

Another solution would be to link in-game drop rates to (relative) prices. Assume that all common salvage 'should' be worth the same price, average the sell prices to see what that price is, and then drop more of the ones above that price, and less of the ones below it. This would work well, and the game would naturally respond to market fluctuations by giving more of what people need.

You can already purchase salvage through AE. You can even spec-buy.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Yes, my suggestion was to fix the problem of market prices being out of hand, and of people buying and deleting salvage to drive prices up. A store that sold common salvage for 10k would automatically make market prices max out at 10k... common salvage price inflation solved! Being able to easily get specific salvage during normal game play (with merits rather than tickets) would reduce demand, driving down prices.

Linking drop rates to market prices would ensure that the supply always matched the demand. Again, problem solved as anyone that buys and deletes massive quantities of a salvage item merely ensures that other people will be getting them as drops.

'We already have a way to do that' is a bad argument. After all, we don't need trams or base teleporters, we can just walk to our destination! Wouldn't it be wonderful if the devs simply said that? We don't need multiple ways to increase power, levels should be enough. Or slots. Or accolade powers. Or set bonuses. Or Incarnate abilities... note that 'already having a way' is not exactly a compelling argument here?


 

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Originally Posted by Shadow Ravenwolf View Post
In any event, I have to strongly disagree with anything that was spilled from your fingertips in an attempt at communicationg a sane and rational remedy to an irrational assumption on your part. If this were a standard questionaire where 5 is happy slobby bobbleheaded Yessiness and 1 was Hell to the Mother Chucking Diety Damned S to the FU, I would have to bury the needle so far into the subzero that popsicles would solve the issues and bring peace to the middle East.

Good Day!
o.O


Wow. Overreact and come across as arrogant and dismissive much?


 

Posted

I would support the idea of a salvage store, so long as it only sold, never bought, and had a purchase throttle. Set the prices at what Devs consider the "cap" level for a given salvage based on drop rate and demand for recipes. That way, when the market gets sapped/inflated for a given salvage, it would give less experienced/inf carrying members who aren't on daily a second option to craft that IO that they're wanting to craft.

I could ALSO support the ability to combine salvage the way that you current can inspirations. Allow someone to combine 3-5 common salvage into on specific common salvage item, or 3-5 rare into one specific rare. This could both help casual players more easily get what they need in a timely manner AND allow marketeers to earn a buck here and there by monitoring demand and actually "filling it" as needed.

Just ideas, but Im not entirely unsatisfied with the way the market works now.


 

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Originally Posted by Cayenne View Post
... note that 'already having a way' is not exactly a compelling argument here?
Neither is 'I want to get things faster.'

Which IS all your argument boils down to.

The market is not broken, it does not need to be fixed.

As for a salvage store, there is one in the AE, even if you think it's not good enough either.

This is not a console game, it is an MMO. They whole idea is a time sink.


"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45

 

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Originally Posted by MajorPrankster View Post
Neither is 'I want to get things faster.'

Which IS all your argument boils down to.
Ah, it does? I see. I had thought that I was advancing a few suggestions for solving the market griefing problem. I didn't realize this thread was about getting things faster.

The problem is not that I don't get things quickly, the problem is that griefing on the market makes it not-fun. Time sink or not, if it isn't fun then what will happen? I play this game to have fun.

Quote:
Originally Posted by MajorPrankster View Post
The market is not broken, it does not need to be fixed.
This is a straw-man argument. I didn't say it was broken... I went back and reread what I posted just to make sure. I see the problems being salvage prices being out of hand, especially common salvage, and also that people are buying salvage and deleting it simply to drive up prices. The market doesn't need to be fixed, the ability to diminish the supply of 'common' salvage needs to be fixed.

Quote:
Originally Posted by MajorPrankster View Post
As for a salvage store, there is one in the AE, even if you think it's not good enough either.

This is not a console game, it is an MMO. They whole idea is a time sink.
it is a game, and is meant to be fun.

If every time someone disagrees with you you tell them to stop whining and explain how stupid they are, do you think they might just decide to find something less frustrating? People are complaining about this, and telling them that they're wrong doesn't exactly get rid of the frustration. There is a real problem here.


 

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There is a real problem? LOL! Because you say so? You are playing with words that you didn't say it was broken but then say there is a real problem. There is no griefing, it is your perception.

I have 2 crafters that I use to keep the SG bins filled. I place a bid for what I want and will pay for, go play, come back to get the stuff, and craft. Been doing it for years win no griefing, just impatient players whining.


 

Posted

This is my first post on these Forums, and I do it with reticence. There are more posts of condescention and "neener-neener-ing" than there are actual points and counterpoints, but that's the same for every Forum I've participated in. Seems like some people measure their wit and intelligence by verbally slapping at people who want to communicate and discuss issues.

But enough about that.

I'm a relatively new player to this game. I left World of Warcraft after 5 1/2 years because I got tired of Blizzard and wanted a change. My 14 day free trial here lasted about four hours. I have enjoyed this game and I'll be playing it for a good, long while.

To the point of "market griefing" I can only attest to how difficult it has been for me to compete with the long-time veterans who've had literally years to accumulate large piles of the "coin of the realm".

When I started as a semi-clueless newbie, the thought of having a few hundred thousand Influence was exhilarating...until I went to Wentworth's.

I had a couple of people offer to give me Influence as a gift to a new player. At first I politely refused, wanting to pay my own freight, as it were. I learned to accept those gifts.

Initially, I learned to sell the two inspirations you were given in the tutorial. That allowed my new character to purchase Training Enhancements. Poor...but better than nothing.

I learned about AE ticket farms. I unknowingly bypassed game content (thank goodness for Ouroboros) by running them for tickets to buy DOs, and eventually SOs starting at level 22.

When I looked at the cost of crafting IOs, and how much the salvage was going for, I decided to stick with AE ticket farms until I had a larger cash reserve. You know the ones...all bosses, with an ally. Run them and collect the tickets.

Well, folks, it takes over 3000 tickets to outfit a mid-20's character with SOs. And as you know, they lessen in effectivenes as you level up. So...vicious cycle. XP off...run AE farm. Replace enhancements. Resume gaming. And, by the way, SOs are better than standard IOs until you get to level 40. That's a lot of tickets.

Ok, I've played long enough and made enough Influence that now I can compete. I do the crafting thing for badges and player effectiveness. Besides, the devs kill every AE ticket farm the can find. Sure...go spend AE tickets on salvage. That works, but getting tickets isn't as easy as it once was. I have one farm I use still, from time to time. I'll admit I'm not sharp enough yet to write my own. People that have them guard them. They don't talk about them and/or take them down when they aren't in use.

I've learned some tricks. Some I figured out on my own. Others I learned from veteran friends I'd made. I have one character that has 50 million, one at about 170 millon and one at 205 million. With the candy cane craze during the winter vent, most of my lowbies have 8-15 million. I'm not rich, but I can at least hold my own.

Now, to those who say, "Have patience! Don't pay the 'I want it NAO' price!" well, how much patience are you asking?

On four separate characters, I placed bids for Alchemical Silver at 125,000 each. Then I parked them. I'd come back from time to time and check. After THREE WEEKS, not one item had been purchased. The going price was between 175k and a quarter mil.

Two of those characters are still parked. On one I just beggared her and paid for the silver. On the other, I spent my AE tickets I'd earned earlier. For a level 30-ish Blaster, that's 18 of those Alchemical Silvers. Two ACC slots for 9 powers. The odd part is, the other half of the crafting formula (Mathmatic Proof, I think it is) costs MUCH less. Why is that?

It's the same with Luck Charms. Accuracy needs them. Luck Charms are 25-50k each. The other half? Boresights can cost as little as 250 each to as much as 1000 each...not even close to the Luck Charms. Why is that?

If two items are needed for the same thing, shouldn't the demand (and therefore the price) be the same?

And don't tell me you need Luck Charms for more than just Accuracy IOs. Boresights work that way as well. Still, one is expensive. The other is not.

I do think people are fiddling with the market. I've heard of the "Crazy 88s" to whom the market IS the game. Do I have a solution? No...I'm not that smart.

I just wanted to offer the viewpoint of an actual new player. It's hard.

Sure...I can go without slots. I can get killed in missions that others smoke without effort. But why? This is a game...supposed to be fun. Frustration isn't fun...so I try to make my characters as good as may be within my resource pool.

That pool is getting larger...but I haven't forgotten what it was like getting my tookus handed to me in the Hollows when having a million Influence seemed like an unattainable fortune. I will not buy influence. That's against the EULA, and it's wrong on many levels. I'm doing it right. Trying to, anyway.

If "market griefing" is happening, and it seems it is, I have to wonder what kind of person takes pleasure in causing problems for others. The term "schadenfreude" comes to mind.

If there's a way to stop this nonsense, or at least dial it down a bit, I'm all for it.

I'll hop down off my soapbox now and await my inevitable roasting.

Happy gaming.


 

Posted

Quote:
Originally Posted by HelinCarnate View Post
Putting a cap on prices would also put a floor on prices. It would take that common salvage that no one buys and drive up the price to the cap, or slightly below. Please feel free to find any example in history where price caps were applied when this did not happen.
I can do better than that, I can find an example in game: Common IO recipes. Fixed prices at the crafting bench, lower (often substantially lower) prices in WW.


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

 

Posted

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Originally Posted by Korilynn View Post
I'll hop down off my soapbox now and await my inevitable roasting.
Actually, most people here are sweethearts, and not prone to roasting. :-)

If you're having trouble getting the inf you need, then worry not, because there are loads and loads of ways to make it. If you hop up to the Market and Inventions forum, you'll find guides to how to generate inf with a range of methods, one of which will hopefully be to your taste. You'll also find a lot of very friendly and helpful people who will be positively champing at the bit for a chance to answer questions and give advice.

ETA: To answer the specific question about Luck Charms/Boresights and Alchemical Silver/Scientific Theories.

Partly it genuinely is a difference in demand. As well as Acc, Luck Charms and Alchemical Silvers are both needed for Defense Buff IOs, which are slotted by a lot of characters. Boresights and Sci Theories don't have a second very popular recipe.

There's also an asymmetry in supply, with a generally higher supply of tech than arcane salvage. Low and mid arcane salvage drops from some of the less popular enemy groups (like Circle of Thorns and Banished Pantheon), that people tend to avoid when they're running radio missions or Tips.


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

 

Posted

First off, welcome to the game! I am very glad that you like it, and I'm glad that you'll be staying a while.

Now, to your points (in no particular order).

1) You do not need to buy IOs to compete. The game is still balanced (at least in normal content) on SOs. As such, if you sell all of your salvage that you find running through the game, you should have more than enough influence to buy normal enhancements. Those high sell prices help out the sellers, if you're not also buying things.

2) As a new player, I don't know why you'd expect to be able to compete with players that have been here for years, especially since they've had years to build up influence stores before there even was a market. (A bit of history for you, before the market came out, one of the Devs came out on record saying that there was over 3 TRILLION influence in circulation. While that has likely gone up, you see why many people think that this game needs influence sinks).

3) A single player can do little to affect the long-term inflation of prices. As such, market griefing by single players doesn't do a whole lot. Another person listing the item at 5 influence will sell before the "griefer's" items priced at 100,000, regardless of the bidders price.

4) Before Incarnate content came out, there was little to do at the end game. The game focused highly on making alts and going through the game again. As such, there were usually a lot of players on at all levels. With the Incarnate stuff going on, there are a lot more people playing their high-level toons at the expense of making new ones. This means that there are fewer people generating low-level salvage items. However, the demand for these items hasn't gone down as much. So there's less salvage supply, and constant demand, which means that prices go up. Because of this, it becomes a seller's market. Run magic-enemy content, and you can make bank selling the in-demand salvage.

5) Using tickets on SOs is a decent idea, but you might actually make more money using those 3000 tickets to buy random magic salvage rolls, and selling what you get.

6) Be glad that you came into the game now, where there are alternate ways for new players and low-level toons to make money. In the early issues of the game, the Dev thought was that characters shouldn't be able to afford a full set of SOs at level 22. Influence gain was about the same as it is now, but there was no market to sell random stuff on, stores only sold the "power ten" enhancements (so enhancements like Endurance Modification were only sold from your contacts, at VASTLY inflated prices), and the only way to make lots of money at the low levels was to hand it down from someone else. It's much easier to outfit a low-level character now than it ever was.


I hope this helps a little. And please don't judge these forums based on the S&I forum. It is known to be one of the more...contentious...spots on the forums. If you ask a question in the Player Questions forum, there's an unofficial race among some of us to give a helpful answer quickly. These forums are some of the best I've seen in terms of community. The S&I forums just don't always show that.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Korilynn:

You have your own solution. You've been using AE tickets to buy SOs, and can't afford or can't see your bids for some salvage filled. Don't do it that way. Use the AE tickets to roll on random common salvage. Use what you need, sell what you don't. I make a fair bit (not rich) of inf that way, listing what I don't need for 5 inf.


Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.