Wentworth's - perfect player auction house or what?
what
If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.
Black Pebble is my new hero.
False. The 5-sale limit only provides the illusion of information. Since it's so easily manipulated it's actually worse than useless.
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Also, often (but not always) you will be able to see the lowball price some market flipper is bidding to 'catch' recipes at a low price and resell them, and then the highball price marketers have set them for 'buy it now' buyers. Anywhere in between the high and low will usually snag you the next recipe players drop on the market (or at least one soon).
If looking at the last five doesn't give you enough information that you are comforable with bidding, then just check it again later, and then bid.
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The selling history is only 5 transactions long if you only take an immediate snapshot of it and then stop watching. Anyone truly serious about analyzing market trends in WW would watch the real-time transactions as they appear and keep their own data log. If you don't care to do that, then you don't really care about tracking real market traffic and computing usable trend data. Complaining that Wentworth's doesn't provide you with that data and analysis for you is like complaining that the Dow doesn't collate trade data and give it to you on demand whenever you look at the ticker. WW is no more in the business of making anyone rich than the Dow Industrial stock exchange is. It is merely a facilitator of trades; not a facilitator of wealth-building. It is up to you to find a way to turn the former into the latter.
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
Yeah, as much as I've enjoyed the market mini-game, I've never felt that it belonged in a superhero game. Looting corpses just isn't heroic. It's not even properly villainous. Dr. Doom wouldn't sink to going through Reed Richard's pockets looking for something he could sell for a profit. The mechanics are ok, but the window dressing never seemed suitable. But then, I'm not delighted with the AE window dressing either. A virtual world thingy, sure. Holodeck, danger room, no problem. But being sucked into a computer created by an archvillain? You have no choice but to ignore that silly storyline every time you use the AE.
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Heroes could earn only 'influence' from defeating mobs and use that to purchase upgrades, while villains could loot components and use those to develop weapons and 'enhancements'. As it stands today, it just feels like a bunch of nonsense cobbled together in order to give us something to 'craft'.
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the problem is that leads to true farming. if you want to build X recipes you have to farm clockwork for the winders. that is really boring and lame.
this way getting salvage does not really interfere with your normal game play - although you might want arcane salvage vs tech salvage.
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
I dunno. Farming of any kind could be considered boring and lame depending on your point of view. Whether I have to fight a hundred clockwork or a hundred random mobs that don't mean anything to me, what does it really matter? Farming is killing things just for the drops; when did it ever matter to a farmer what the enemy model looked like?
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Instead, locking loot behind specific mobs means that someone, somewhere must be willing to run that content. Why create situations that practically beg for the creation of farmers who then essentially end up strongly influencing how easy it is for to craft certain things ?
The drop system was almost certainly not created to enable or promote that kind of play. It was much more likely created to create certain "average time to obtain" for certain classes of item. While the time to obtain salvage is usually a pittance compared to that for the recipes that need them, the whole thing amounts quite intentionally to some time spent by players mucking around with the system instead of doing other things. But because it's largely "equal opportunity", it feels more "fair" than locking obtaining certain things behind certain content.
We have our versions of that kind of gating. We have very fuzzy level-based gates around what level of foes drop certain things. We have incarnate stuff gated behind level 50. But overall, CoH's drop system is very open.
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
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
How is it bad that people can manipulate the market? It seems like some people feel that it's a problem when you can't get exactly what you want for exactly what you were initially planning to pay, right now. The fact that you might occasionally have to adjust your expectations or, heaven forfend, use a bit of strategy makes it all the more interesting than if it were a simple auction house.
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I want to pay 500 for my salvage or whatever anytime I log in.
I want to pay 100,000,000 or whatever for a LOTG 7.5 at any level.
I want to pay X for purples.
Having to bid, then re-bid, then re-bid, bores me.
Having to list, then re-list, then re-list, bores me.
That the Devs won't simply put all the IOs in the Paragon Store so I can just avoid the whole thing is infuriating to no end.
Don't get me wrong, I have enough inf that I can buy anything I want. I'd just rather get it from an ingame vendor than have to deal with the vagaries of the market.
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Yes, and as a casual player who doesn't want to turn the game into a second job, I am very much appreciative of this design choice. But in terms of in-world logic and immersion, the fact that Clockwork Cogs can drop Regenerative Flesh is a failure. At the end of the day I don't mind this too much because I realize that's the price to be paid for the overall convenience level I enjoy in the game. But it is still less than ideal, afaic.
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Given that we've had to accept such things all along, I hardly single the Invention system out for its lack of fictional sensibility.
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
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
As in-world game logic goes, that particular horse left the barn in CoH beta. Why are steam-powered robots dropping Facial Reconstruction tech? Why do Council drop training in Back Alley Brawler attack styles? Sure, with SOs and the like there's a nod towards appropriateness of drops in the very broad sense of origins, but some of that really makes no sense at all. Why is my fist brawler with the power of the netherworld slotting Internal Ammunition?
Given that we've had to accept such things all along, I hardly single the Invention system out for its lack of fictional sensibility. |
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
I really have no issues with the system. I love that there's no knowing what the posters want and no way for them to know what I'm posting for.
Yeah, I've never liked the way salvage is handled. I think it's senselessly diverse and specific. If I had my druthers it would at least be condensed down to six pieces - generic Arcane or Tech salvage of each rarity tier.
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What does my Tech character need with a "Luck Charm" in the 10-25 range? What does my Magic character give a damn for a "Scientific Theory" in the 30-40 Range? Yet because of the limitations of the system, they clamor and pay top dollar for each.
Oh, I have a level 30 Accuracy recipe. Alchemical Silver's are expensive if I wanted to craft it on my Magic Origin, but I'll send it to my Science Character. She only needs some Dangerous Chemicals and an Innovative Code to craft that Accuracy. And thus ends the excusivity and ease of cornering on certain items. At least without more effort...
The reqirements for each recipe should have been reflected on those it dropped (or were sent to) for the purposes of crafting.
This, in turn, would have a profound effect on the market and how it has been played since its introduction. Cornering or price-gouging would have reqired more footwork and effort than currently produced, as well as providing a more 'sensible' system around each character's design/desire to pursue needs.
Would it have 'fixed' everything? No. But it would have added another of level to the game to play for those with interest, and anther avenue to explore with those with no cash or desire to 'play the game'. They'd just buy the cheapest things and construct as necessary. win/win if you ask me.
"I play characters. I have to have a very strong visual appearance, backstory, name, etc. to get involved with a character, otherwise I simply won't play it very long. I'm not an RPer by any stretch of the imagination, but character concept is very important for me."- Back Alley Brawler
I couldn't agree more.
The selling history is only 5 transactions long if you only take an immediate snapshot of it and then stop watching. Anyone truly serious about analyzing market trends in WW would watch the real-time transactions as they appear and keep their own data log. If you don't care to do that, then you don't really care about tracking real market traffic and computing usable trend data. |
Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"
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What does my Tech character need with a "Luck Charm" in the 10-25 range? What does my Magic character give a damn for a "Scientific Theory" in the 30-40 Range? Yet because of the limitations of the system, they clamor and pay top dollar for each.... |
I've discussed in the past how I feel the current salvage system needlessly complex, and feels like a random hodgepodge of too many ideas and not-enough thought. It's one area that didn't need all of the detail put into it - more generic salvage types wouldn't have had the danger of impinging on somebody else's roleplay//concept of their characters. Sadly this didn't happen when Incarnate Salvage came around - the same needless complexity introduced, with salvage that makes absolutely no sense to me from any roleplay standpoint of any of my characters.
I too have had the same problem as you Lycantropus. It wasn't long after the novelty of the Invention system wore-off before I noticed the same oddities.
I've discussed in the past how I feel the current salvage system needlessly complex, and feels like a random hodgepodge of too many ideas and not-enough thought. It's one area that didn't need all of the detail put into it - more generic salvage types wouldn't have had the danger of impinging on somebody else's roleplay//concept of their characters. Sadly this didn't happen when Incarnate Salvage came around - the same needless complexity introduced, with salvage that makes absolutely no sense to me from any roleplay standpoint of any of my characters. |
with a "Luck Charm" in the 10-25 range? What does my Magic character give a damn for a "Scientific Theory" in the 30-40 Range? Yet because of the limitations of the system, they clamor and pay top dollar for each.
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--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
As it turns out, adding bad data to bad data doesn't make it good data.
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You may not like the data, the data may be influenced by outside factors such as a person flipping that recipe you want so that it never goes below 80,000,000 Inf, but the more complete data may keep you from paying 120,000,000 Inf.
And Neuronia, the devs have put pretty much everything in a "store" now. You can buy various IO recipes and salvage with several different kinds of merits, from Alignment to Reward to Empyrean to AE. You may feel that its too much work to get IO sets together that way, but evidently the devs feel that that is "about the right amount of work". Anything that short circuits it, like using the market, is a bonus.
To the OP, I've seen one other MMO's auction house, and CoH's is vastly better. It only showed the prices people were asking on an individual item basis, no transaction history of any kind, and as another poster mentioned, that is much less useful information because if the item is still showing, unless you got really lucky timing-wise, it *must* be overpriced. Maybe a little, maybe a lot, but you have no way of knowing. And if you list something that doesn't happen to be for sale right now, you are completely guessing. Meanwhile, if there are a few for sale and you list at the price thats showing, you may be overpricing your stuff as well, and paying auction fees for nothing because it won't move. That game DID force me to keep records of stuff I was buying and selling.
Here, I can be reasonably sure that if I see a bunch of sales for X with bids up (another useful feature, though I realize that can also be manipulated) and I list at half that, I'll probably get at least 2/3 X. Meanwhile, if I list for 1, I'll probably get a reasonable price. It may be what the flipper is paying, not selling for, but they are taking the time to figure that out. My choice if I want to do the same, or just get back to playing the game. Not a bad deal IMHO.
I hate that the game takes a percentage of MY sale away Its a stupid idea as it doesnt even GO anywhere
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I hate that the game takes a percentage of MY sale away Its a stupid idea as it doesnt even GO anywhere
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Even vendors charge a fee for selling to them, anywhere from 60% to 86.8% of the "market value" (i.e., purchase price) of the enhancement. Wentworth's only takes you for 10%. You won't get a better deal anywhere else except perhaps direct trading with another player.
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
The best part of Wentworth's is veteraning up enough to get access to the "/ah" command. Ah, indeed.
--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville