Admission of Wealth


Adeon Hawkwood

 

Posted

I gotta agree with the availability point.

Last night I bid and completed 3 touch of death sets , An oblit set, Sirrocco set, 2 Mako's, 3 red fortune, Steadfast KN & +def, all this in the 29-32 range. (I missed one or two here and there but he can't slot all that stuff yet anyway)

I also crafted everything I bought. (Buying salvage at the hurry price. 500,000+ for alchemical gold)

True, I spent about 600 million, but I wanted to slot it NAO.

Yes, I paid a lot more for somethings than I needed to, but the point is that I was able to do so.

Yes, I know I made someone happy when I overpaid 40 million for a recipe, but this is after all the reason that I am marketing.

So flippers and crafters, I would rather not pay you if I don't have to, but I am glad that there was something for me to buy!


 

Posted

Quote:
Originally Posted by Giant2005 View Post
And you don't consider that dishonorable? If someone wants that product, the no longer have to pay the minimum that they would have without your input, they have to pay the minimum + whatever mark up you decide to put on there.

If the Joker decided to buy all the Utility Belts in the World and re-sell them for prices Batman could not afford, the world's most popular superhero would be reduced to quite a boring character.
About a year after the markets went live, I did an experiment to see if I could earn a profit by buying high-demand, moderate- or high-priced salvage and listing it for less than I purchased it for. I quickly got bored by the experiment. I mostly settled on buying orange salvage for about 1.3M which most people purchased for 2M. I would set my bids, logout, and play an alt or just not play. Then the next time I played I would collect my purchases, immediately relist for about 1.12M, and leave them. After only a few days of this, I had nearly 3 times as much inf as I had started with, and I never listed a single thing for more than 10% below what I paid for it.

There are times I have abused the market for lulz (like when I purchased all but 7 of a common, cheap salvage and deleted them except for the last 3 which I sold for enough to earn back everything I invested in the lulzperiment). But even when I try to do things to help others, people frequently insist I take their "hard-earned" inf. I sent someone 6 LotG +rchg IOs last month (4 level 50 and 2 level 25). They asked what I wanted for them. I suggested they just have fun with free toys, but said if they felt they had to pay me something for them to just email whatever they wanted. Next time I logged in, they had sent me about 30% more inf than I could have gotten from selling the IOs. I give +stealth, Miracle +rec and Numina +rec/+rgn IOs away to random characters with few or no vet badges at least 2-3 times a month. I earn stupidly excessive amounts of inf by marketeering just so I can do stupidly generous acts periodically and stupidly lulzomatic salvage wipes when it catches my fancy.

When I bought over 4000 salvage that had no bids in March, my starting purchase price was 87,223, and I stopped when I couldn't buy for less than 4M. The next two or three purchases were in the 8-10M range, but then there was a purchase for 3 inf. Yes, 000,000,003 inf. Within 30 seconds of my stopping my purchases. So I paid hundreds or thousands of sellers far more than the salvage would normally go for. I unloaded a few million on a few sellers. After I stopped, somewhere between 1 and 3 people "had" to pay (for values of "had" equal to "chose") about 1 million times what the salvage was "worth" otherwise. So am I ebil for depleting the supply, and if so, would those thousands who made big profits agree?

And let's emphasize this BS:
Quote:
they have to pay the minimum + whatever mark up you decide to put on there.
Because when I listed everything for less than I purchased it for, I apparently forced them to pay 40% more than I purchased it for? I see the real lulz here. I'm not the source.

RagManX


"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2

The economy is not broken. The players are

 

Posted

Quote:
Originally Posted by Giant2005 View Post
The problem with this logic is: That IO or recipe or whatever is for sale was already there.
If I wanted it, I could bid 1 mil, have it immediately and be a happy camper. In your situation you have removed that opportunity from me due to your own greed. I cannot buy that IO for a fair price immediately, that option is gone.
Why should I have to wait simply because you want me to when the IO was already there for a fair price? Why should I have to pay your Greed tax if the IO was already there for a fair price?
You aren't providing a service, you are taking one away.

For what it is worth, I don't blame the marketeers for this. In real life, producers how found a way to protect their goods from such treatment by a middle man. They write the recommended retail price directly on the packaging - we have no protection from such things in this game and that is the Dev's fault not yours.
You don't know that item would have been there for 1M when you went to buy it. What if someone else wanted it for 1M, paid 1M, took it off the market, slotted it, and went about playing the way they wanted to play? When you come to the market, instead of 1 IO for 1M, there are 0 IOs, and no amount of inf will make more be there for you to purchase. What the marketeer has done is offered to a buyer willing to pay 10M that there is 1 IO on the market purchasable for 10M at a time when there might otherwise have been 0 IOs on the market.

To farmers, crafters, marketeers, and quite a few others, there is no discernible difference in the price of 1M and 10M for an IO. Unless I'm buying to resell, I don't consider 50M to be much more expensive than 10M, so why would I even notice the difference between 1M and 10M? There are a whole lot of players richer than I who don't even see the difference between 10M and 50M. Resellers provide them a service, and do it rather cheaply for most items on the market.

It's good to visit this forum and get to restock my marketears a little bit. Things were running rather dry this year.

RagManX


"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2

The economy is not broken. The players are

 

Posted

I've changed my mind. I've almost finished reading the thread and suddenly it dawned on me what would fix this problem. I'm not going to tip my cap yet, but the market might benefit from something that would stop this rampant price escalation. I'll report back later on my idea. I'm certain most folks here have never, ever, *EVER* considered my idea and all the goodness it would bring.

I just need to finish reading a few more posts and make sure my idea is good...

RagManX


"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2

The economy is not broken. The players are

 

Posted

Quote:
Originally Posted by Silas View Post
If they implement a market cap, I call dibs on the Apoc set
Go ahead. Cap the market. PLEASE! It'll make my earnings skyrocket!



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Posted

Mine would plummet.

I don't think I'd be alone. I believe people underestimate how bothersome and timeconsuming it is to have to arrange person to person trades. Even if you made 300% markups compared to now, if you're already making a billion or so per day in the current market it'd take a ridiculous amount of time to match that off the grid, compared to the time it takes on the market.

This might just be my perspective as an EU based player (timezones) with little connections speaking, and maybe things would get more organized if the market cap forced a significant amount of trades off it. Maybe. I have my doubts.


 

Posted

Quote:
Originally Posted by Nihilii View Post
Mine would plummet.

I don't think I'd be alone. I believe people underestimate how bothersome and timeconsuming it is to have to arrange person to person trades. Even if you made 300% markups compared to now, if you're already making a billion or so per day in the current market it'd take a ridiculous amount of time to match that off the grid, compared to the time it takes on the market.

This might just be my perspective as an EU based player (timezones) with little connections speaking, and maybe things would get more organized if the market cap forced a significant amount of trades off it. Maybe. I have my doubts.
Honestly, I don't really want a market cap. It'd destroy the market and force most of the transactions off it.

Then we'd REALLY be seeing qq.



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Posted

Quote:
Originally Posted by Nihilii View Post
Mine would plummet.

I don't think I'd be alone. I believe people underestimate how bothersome and timeconsuming it is to have to arrange person to person trades. Even if you made 300% markups compared to now, if you're already making a billion or so per day in the current market it'd take a ridiculous amount of time to match that off the grid, compared to the time it takes on the market.

This might just be my perspective as an EU based player (timezones) with little connections speaking, and maybe things would get more organized if the market cap forced a significant amount of trades off it. Maybe. I have my doubts.
Like Hyper said, most of us don't really want that. When market forum regulars say that, it's code for "doing that would make hard-core sellers incredibly rich as they could ask what seem comparatively exorbitant prices while paying no market fee".

The unaware masses would end up in the IO equivalent of bread lines, while people in the know would create a true black market.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I understood that people don't really want that, RagMan has been posting that joke for a while now, but I still don't necessarily agree with the idea that hardcore sellers would benefit from it - even purely looking at a "how much money I'm making" perspective rather than also "is stuff available for me to buy". Finding a buyer is a hassle, and can end up time consuming enough that it lowers benefits, same reason we go with brokers in RL, to a point.

I could see a few well-connected individuals who would enjoy the bartering / human aspect making more money than they used to, but I believe at the "high" end of marketeering it'd hard to match the inf-per-active-time ratio the market can allow.


 

Posted

I totally agree. It wouldn't make everyone who's active now incredibly rich. It would make a few people who are willing to devote plenty of time to ask probably a whole lot more per item sold.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

To make amends for my ebil ways, I purchased a lot of Unquenchable Flame salvage. I noticed that someone was buying a lot at about 15K, and lots of other people were buying at 100K. I played around with the numbers and found very few for sale between 16K and 99K. So I bought a lot of them for 17K, then relisted them for 17K. End result was nearly 400% profit margin. Every single one I sold went for 100K, except for 4 that sold for 50K. So to make things better, I'm buying a much larger number of them, and will do so over more than a 2 hour play session. Then I'll flood the market with bunches of them for 1 inf each. After doing this, I'll see how much I lost. I expect to still see a profit, but maybe I'm wrong and everyone who complains about us marketeers will get to sneer at me for how much wrongness I exhibit.

If I'm right, I may try the same thing on some orange salvage, although those prices are crashing so much that it might not be worth the effort either. Le *sigh*.

RagManX


"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2

The economy is not broken. The players are

 

Posted

Quote:
Originally Posted by Hyperstrike View Post
Honestly, I don't really want a market cap. It'd destroy the market and force most of the transactions off it.

Then we'd REALLY be seeing qq.
Depends how they implemented it. We've already seen how the 2BN cap is dealt with for some of the PvP IOs. Now let's say they implemented a cap for pool C standard IOs at 200M (figures plucked straight out of air for illustrative purposes only).

If you had an IO that you currently sold 10/day for 250M each, could you be bothered arranging the trades off market, or do you just sell on market at 200M ? You probably just sell on market, this would be the desired effect.

Now say they set the cap at 200M for purples also. Do you sell your currently 600M triples for 200M or do you sell off market ? You probably sell off market.

Also if you set a high cap for pool Cs to have it only affect the edge cases, only maybe 5 IOs would even possibly be affected by it, so it has no real effect on the inflation of the other stuff.

And there's the issue, unless you set individual caps for each item, you're not going to get anything which is effective, and doing that is way too much effort to even contemplate.

Market capping won't feasibly work in the general situation, although it could be brought in to deal with a few edge cases, but needs to not be at such a draconian level that it forces people to sell off market.

I'd hate it, but the best way of discouraging people from selling off market is to make the amount of influence you can trade (or email to anybody other than yourself) a lot smaller again so it takes ages to transfer large sums.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

I have two arguments with that last post:

1. Every onmarket sale destroys 10% of the inf involved. This is functionally the way that 90%, if not 99%, of inf leaves this game.

Every offmarket sale destroys ZERO inf. There's a danger of causing real inflation with the supposed fix. And then more and more items get above cap and get sold offmarket... we've seen how the redside market failed. If you were in a big SG you might be able to get stuff; if not you were SOL.


2. "I'd hate it, but the best way of discouraging people from selling off market is to make the amount of influence you can trade (or email to anybody other than yourself) a lot smaller again so it takes ages to transfer large sums. " If your game has something in it people hate, most people will not do that thing. Some people will play the game without doing it; some people will find a less irritating game.

And some people will find a workaround: maybe the LoTG 7.5% will become the new currency, because it's worth about 200 million inf and you can trade eight of them at a time.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by Minotaur View Post
Depends how they implemented it.
No Min. Capping isn't the answer. Placing artificial price ceilings on things will only force transactions for those things off the legitimate marketplaces (see PVP IOs).



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Posted

Quote:
Originally Posted by Fulmens View Post
And some people will find a workaround: maybe the LoTG 7.5% will become the new currency, because it's worth about 200 million inf and you can trade eight of them at a time.
The last thing I want to see happen is for one particular item to become the currency of the game and not the actual currency. I do not want to relive having every, every single in-game trade conversation to begin with: "Do you have any Runes?"


 

Posted

If some widget sells for X amount of inf on a regular basis, then almost by definition, that's a sustainable price for the item. There are enough people out there both willing and able to buy the item for that price, and willing to do so instead of other ways of obtaining it, that the sales continue without people starting to undercut that price and make it fall.

Now, there are probably people out there who would like these widgets, but who can't or won't afford to pay X for them. These folks "lose out" to the people who have (and will pay) X regularly. The folks willing to pay more soak up the supply.

Once you say that no one can sell the widget for X any more, but only some number smaller than X, if your new price is low enough, you make the people who were losing out happy. They all jump in line and start buying widgets at the new, lower price. You make the people who were paying X unhappy, because now they're in line with a lot more people, and their willingness to pay X now doesn't afford them any priority on obtaining widgets. Moreover, if there aren't any more widgets being supplied on the market you get a queue - at any given time more people are now in line with the expectation of getting a widget, but widgets aren't coming in any faster.

This paradigm isn't "more fair" than the current one - it just prioritizes sales differently. Today they're prioritized by willingness and ability to pay inf, where after a cap it's prioritized by when you get in line.

Someone is always going to dislike either solution. People who prefer priority by ability to pay seem to often view it as a system where the people who work most or longest get priority on rewards. People who prefer price caps, if they've given the real market results of price caps much thought at all, seem to view it as a "better" form of equal opportunity access to goods. (Note that I am referring to actual ceilings on allowed sale prices, not competition from things like NPC stores, which some people refer to as setting price caps. That is a different thing, because an NPC store also provides additional supply.)


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Fulmens View Post
I have two arguments with that last post:

1. Every onmarket sale destroys 10% of the inf involved. This is functionally the way that 90%, if not 99%, of inf leaves this game.

Every offmarket sale destroys ZERO inf. There's a danger of causing real inflation with the supposed fix. And then more and more items get above cap and get sold offmarket... we've seen how the redside market failed. If you were in a big SG you might be able to get stuff; if not you were SOL.


2. "I'd hate it, but the best way of discouraging people from selling off market is to make the amount of influence you can trade (or email to anybody other than yourself) a lot smaller again so it takes ages to transfer large sums. " If your game has something in it people hate, most people will not do that thing. Some people will play the game without doing it; some people will find a less irritating game.

And some people will find a workaround: maybe the LoTG 7.5% will become the new currency, because it's worth about 200 million inf and you can trade eight of them at a time.
I'm probably gonna hate myself for saying this, but:

If the devs really want to "cap" the market, it's extremely simple.

Put the edge case items In A Store. That's right, I said it.

The obvious thing it fixes is exorbitant price. Common IO's have a de-facto
price cap because, if the market gets out-of-line, you buy from a table.

Thus, the price typically won't get (much) higher than that.

The other benefit, to Fulmen's point, is that ALL store transactions destroy
ALL of that influence, not just a paltry 10%.

I'm not sure how I would feel about them actually doing that, but I'm 100%
certain it would set a real price cap, prevent off-market (player 2 player) transactions,
and very probably destroy more inf over time.


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

*Shoves Uber to the back of the line*

Hey! I was here first!


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

Here's the thing: the market is not broken. Players get multiple alternatives: you can pay influence, reward merits, alignment merits or incarnate merits of various types; or you can farm drops. There are multiple paths here, the problem is lazy people not wanting to use them and then complaining that the influence path is too 'rich' for their lazy ****.

In short: if you are too lazy to work down one of the multiple paths to getting shiny stuff, sorry but that is your problem.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Quote:
Originally Posted by FourSpeed View Post
I'm probably gonna hate myself for saying this, but:

If the devs really want to "cap" the market, it's extremely simple.

Put the edge case items In A Store. That's right, I said it.

The obvious thing it fixes is exorbitant price. Common IO's have a de-facto
price cap because, if the market gets out-of-line, you buy from a table.

Thus, the price typically won't get (much) higher than that.

The other benefit, to Fulmen's point, is that ALL store transactions destroy
ALL of that influence, not just a paltry 10%.

I'm not sure how I would feel about them actually doing that, but I'm 100%
certain it would set a real price cap, prevent off-market (player 2 player) transactions,
and very probably destroy more inf over time.


Regards,
4
I've been sayin' this for years.

Sell all IO's for inf. They keep adding micro-currencies. Why not add a store for inf.

Yes, the incarnate system is a moderate inf sink. It's still not enough.

The only 'gotcha' would be setting prices: I'd set initial prices 20 percent under the last 1000 market trades, re-calculating and rounding that price every hour, until the supply/demand/deflation settles down.

The real itchy issue is stinkin' rich folks who don't burn their inf buying the new shiny's: You'd have to devalue inf held on toons as well, at some point.

But it'd be possible to do, and I think it would be very healthy.

Once the inf. supply has shrunk to a stable degree, raise store prices to 5 percent above the market prices, let them float.


 

Posted

Quote:
Originally Posted by mauk2 View Post
I've been sayin' this for years.

Sell all IO's for inf. They keep adding micro-currencies. Why not add a store for inf.
Because, if prices in the store are lower than current market prices, and sometimes even if they're higher than current market prices, it will increase supply. The devs may have (at least what they think are) very good reasons to not bump supply. After all, if they want to do that, they already can. They can increase drop probabilities.

Changing the things that end up affecting market dynamics can have broader game impacts than just how they affect the market.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Fulmens View Post
Hyper, I still think it would be more like the old school redside market: You couldn't reliably buy ANYTHING so people didn't sell anything valuable (in case they ever needed it again) and the market failed.
Probably. And I generate enough stuff that something like this would be ridiculously inconvenient.



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

 

Posted

Quote:
Originally Posted by UberGuy View Post
Because, if prices in the store are lower than current market prices, and sometimes even if they're higher than current market prices, it will increase supply.
The other option is revaluing inf. That would suck a little. Oh, and to make it stick, they'd need to lower the amount of inf coming into the game, namely, lowering the inf drop per kill.

Hell, that'd honestly be the BEST solution. Cut the amount of inf dropped by all mobs above level 40. Lower it by 8 percent per level, from -8 at 41 to -80 at 50. Give people a reason to level-freeze their farmers.

Quote:
The devs may have (at least what they think are) very good reasons to not bump supply. After all, if they want to do that, they already can. They can increase drop probabilities.
(Points at Fort Trident, The Crucible, and those funny-lookin' folks up in Ouro.)

They already have, dood.

Quote:
Changing the things that end up affecting market dynamics can have broader game impacts than just how they affect the market.
You mean...like they're already doing?