Inf Supply: Idle Speculation


Another_Fan

 

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Originally Posted by Another_Fan View Post
Hmmm kind of like Warren Buffet ?

http://abcnews.go.com/blogs/business...ry-talk-taxes/

Oh you probably were shooting for something less valid and complimentary.
It was a comment on the futility of your approach rather than the validity of the point.

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Originally Posted by Nethergoat View Post
They raise the price floor and lower the price ceiling while increasing the supply of whatever they're working with- I think it's safe to assume all that underpriced stuff would otherwise vanish off the market. I've always said this is a social good, but even the most jaundiced observer would be hard pressed to say it was a negative.

Whatever financial harm we presume is being inflicted on bargain hunters at the low end is more than compensated for by dampening price escalation and spiking at the high end.
It maintains a reliable supply for people that can afford the sale prices by removing the drain caused by people that can't afford the higher floor.

In absolute terms increasing the floor of an item from 5k to 10k while reducing the ceiling from 200k to 150k can be considered an obvious improvement. Looked at as a percentage you've halved the purchasing power of patient people with low incomes while increasing that of impatient rich people by 25%.


 

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Originally Posted by Fulmens View Post
MeanNVicious has, in fact, burnt or caused to be burnt 750 billion inf. He made that inf somehow. His claim is that he's changed the price floor on low-supply objects, so a "buy at 8, sell at 15" item becomes "buy at 20, sell at 35" or whatever his buy point is. Logically, competitors would then come in and buy at 21, sell at 34 and so forth. When he left the niche, it would stay at 20/35 for a while (and as supply went up, it would probably collapse a few weeks later. )

I tried it a couple times, and those were almost the only times I've ever lost money in this market, but that's not exactly proof of impossibility. That was probably back in 2005.

The "ratchet the price up" schemes that I watched, back around then, collapsed under the weight of supply. There's presumably clever ways around that, and apparently they work well enough to make 3/4 of a trillion inf.
I don't know anyone here who's ever said you can't mess with low supply items- that was, after all, my primary argument for merging the markets. Villains were getting hosed not just by the relative feebleness of their market, but by savvy operators who were using that low supply to jack up already high prices even further.

My *only* success with "cornering" a common salvage was red side, back in the day with ancient bones. And even there, once people noticed someone was paying a decent price they stopped vendoring or deleting their bones and supply went through the roof. Within a few days of my walking away it was back to its original feast or famine state- very low supply, with people either paying 5 inf for a bone or paying 500k for one.

In a healthy market (i/e blue side, or the merged market) these things tend to take care of themselves & such "manipulations" are short lived. Yeah you can make a ton of inf off them, but the horizon is usually closer than you think.


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

My City Was Gone

 

Posted

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Originally Posted by Edana View Post
It maintains a reliable supply for people that can afford the sale prices by removing the drain caused by people that can't afford the higher floor.

In absolute terms increasing the floor of an item from 5k to 10k while reducing the ceiling from 200k to 150k can be considered an obvious improvement. Looked at as a percentage you've halved the purchasing power of patient people with low incomes while increasing that of impatient rich people by 25%.
A more elegant way of putting my rather clumsy point.

And another benefit, ignored by the OMG HIGH PRICES ARE TEH DEBIL crowd: raising the price floor benefits sellers. instead of getting a handful of inf for their junk, or just not bothering to list it at all, they get a decent price.


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

My City Was Gone

 

Posted

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Originally Posted by Nethergoat View Post
And another benefit, ignored by the OMG HIGH PRICES ARE TEH DEBIL crowd: raising the price floor benefits sellers. instead of getting a handful of inf for their junk, or just not bothering to list it at all, they get a decent price.
For anyone with the ability to pay the marked-up prices flippers have broadly the same functionality as vendors. For those without that ability they're vendors when selling and the embodiment of all that is selfish and evil when buying.

I freely admit to holding both viewpoints; including when I'm cursing myself out while trying to buy something on one character that I'm making a profit off on another.


 

Posted

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Originally Posted by Nethergoat View Post
And another benefit, ignored by the OMG HIGH PRICES ARE TEH DEBIL crowd: raising the price floor benefits sellers. instead of getting a handful of inf for their junk, or just not bothering to list it at all, they get a decent price.
I wonder if people's perspectives get skewed by playstyle, too. If you're the kind of player who scorches up through the levels on new characters, sets them out, then fairly quickly stops playing them and moves on, then you have a much closer ratio of inf spent:inf gained when you compare selling and buying on that alt. On the other if, like me, you mostly play the same handful of characters for years and very rarely respec, then the ratio is vastly weighted in favour of the amount made from selling.


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

 

Posted

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Originally Posted by Edana View Post
For those without that ability they're vendors when selling and the embodiment of all that is selfish and evil when buying.
I deny that any player availing themselves of the market would be unable to afford whatever salvage they wanted at the 'going rate' these days.
Let's remember that those "ridiculous" prices benefit them when selling.

And there are so very many alternative ways to get your junk now, either by spinning inf out of thin air (I made something over half a billion selling the unwanted ATOs from 30 or so Super Packs) or just buying it more or less directly (tickets, merits, etc).

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I freely admit to holding both viewpoints; including when I'm cursing myself out while trying to buy something on one character that I'm making a profit off on another.
that's what Gleemail is for! =D


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

My City Was Gone

 

Posted

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Originally Posted by Grouchybeast View Post
I wonder if people's perspectives get skewed by playstyle, too. If you're the kind of player who scorches up through the levels on new characters, sets them out, then fairly quickly stops playing them and moves on, then you have a much closer ratio of inf spent:inf gained when you compare selling and buying on that alt. On the other if, like me, you mostly play the same handful of characters for years and very rarely respec, then the ratio is vastly weighted in favour of the amount made from selling.

Even just playing more or less straight up, you'll make a relative fortune JUST selling drops. The thread is probably long gone, but for a while I was tracking the earnings of my concept/RP stalker Mope, who was playing through the game 'normally' in a way that pretty much minimized his chance to get drops- stealthing everything possible, avoiding combat other than eliminating absolutely necessary targets, etc.

(actually wait, IT'S STILL THERE! Nice! Looks like he had 50m or so at level 30. That Numina's mentioned eventually sold for 500m sometime during my hiatus, which really throws off his earning curve....but anyway, 50m at level 30 is a nice chunk of change).


Of course teaming (which I don't do much of) would mess things up, both by increasing your leveling speed and 'leeching' your drops (dang teammates!).

Even so, buying 'cheap' stuff like salvage shouldn't be an practical issue, more of a mental one ("OMG THIS COMMON JUNK SHOULDN'T BE SO MUCH, I REFUSE TO PAY!")


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

My City Was Gone

 

Posted

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Originally Posted by Nethergoat View Post
I deny that any player availing themselves of the market would be unable to afford whatever salvage they wanted at the 'going rate' these days.
Let's remember that those "ridiculous" prices benefit them when selling.
I wasn't aware the conversation was limited to salvage - I've never considered it to be high enough profit to warrant the slots. On the other hand add a mil to every set recipe in a build and you've likely increased the cost by 50-70 mil. You are also unlikely to have taken any benefit from these prices during the 1-50 journey since there's almost no market activity for a good 95%+ of drops below their level caps.

Once you've got a 50 you like playing, or understand the market well enough to have an effectively unlimited income then well...
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...that's what Gleemail is for! =D


 

Posted

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Originally Posted by Edana View Post
I wasn't aware the conversation was limited to salvage - I've never considered it to be high enough profit to warrant the slots. On the other hand add a mil to every set recipe in a build and you've likely increased the cost by 50-70 mil. You are also unlikely to have taken any benefit from these prices during the 1-50 journey since there's almost no market activity for a good 95%+ of drops below their level caps.
Whenever I refer to 'flipping' it's in the context of a relatively high volume, high turnover item. Usually salvage, but also stuff like inspirations, generic IOs...basically anything where there's enough flow & price variation to make it profitable to recirculate junk.

And I've always had great success selling 'off level' IOs- in fact some of my more profitable, low maintinance schemes over the years have involved off-level recipes.

Turnover is slower, but profits are higher- just right for a certain type of character that I don't log in all that often.


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

My City Was Gone

 

Posted

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Originally Posted by Another_Fan View Post
But if you like why don't you show examples of your flipping that lowers the price.
Wow, gotta be 10 times by now that you or someone else has made a stupid comment along these lines. Flipping increases the lowest price for an item while simultaneously lowering the highest price; i.e. it narrows the price range.


Paragon City Search And Rescue
The Mentor Project

 

Posted

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Originally Posted by Ironblade View Post
Wow, gotta be 10 times by now that you or someone else has made a stupid comment along these lines. Flipping increases the lowest price for an item while simultaneously lowering the highest price; i.e. it narrows the price range.
Technically it lowers the highest price someone must pay for an item. An awful lot of profit comes from people not being aware of this and continuing to pay the old high price anyway.

You can give a horse cheaper water but you can't stop it throwing a tenner on the counter and telling you to keep the change.


 

Posted

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Originally Posted by Ironblade View Post
Wow, gotta be 10 times by now that you or someone else has made a stupid comment along these lines. Flipping increases the lowest price for an item while simultaneously lowering the highest price; i.e. it narrows the price range.
It's like he's color blind, but instead of not seeing red he can't see clear statements of fact.


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

My City Was Gone

 

Posted

I think a problem here is that the definition of flipping CAN include manipulating the market but it doesn't have to.

If someone buys a low volume item, drives the price up, then sells what they bought, they are both flipping AND manipulating.

If someone buys a high volume item, waits for the price to go up on its own, then sells what they bought, they are flipping but NOT manipulating.

I'm not going to try to guess which scenario is more common, mainly because I don't care. I flip, but don't manipulate. The price ranges for the items I flip have been steady for *YEARS* at a time. The patient buyer can get the items just as cheaply as they ever could because I'm not trying to hoover up the supply. My goal is to NOT have a noticeable affect on the market.


There's probably also an issue of scale. If you're trying to generate a trillion inf, you probably can't avoid affecting the market - possibly quite dramatically. In my case, I have three multi-billion-inf builds and don't spend more than 200-300 million on the rest of my toons. I deliberately do just enough marketeering to meet my needs, plus some extra in case we finally get new purple sets introduced and I want to buy them nao.


Paragon City Search And Rescue
The Mentor Project

 

Posted

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Originally Posted by Edana View Post
Technically it lowers the highest price someone must pay for an item. An awful lot of profit comes from people not being aware of this and continuing to pay the old high price anyway.
'painting the tape' only works when people don't care about the price, otherwise they bid less.

Actually I'd say most of the market profits in the game come from people who don't care about how much play money they throw at things. It'd be different if the stuff we buy had any gravity, but it's all just funtime game treats. Or if making inf took any sort of real effort, but it doesn't.

In a game where people hurl fistfuls of Monopoly money at each other because drifts of the stuff line every street with more falling all the time, opportunity abounds.


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

My City Was Gone

 

Posted

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Originally Posted by Nethergoat View Post
Actually I'd say most of the market profits in the game come from people who don't care about how much play money they throw at things.
I don't know if I mentioned this or not in this thread, Nethergoat, but look at the prices on Maelstrom's Pistol. And you need TWO of those to properly costume out a dual pistols character. . . it's like the old days when people would hang out at Wents and change their wings every 30 seconds to show that they could afford to spend hundreds of millions on them.


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

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

 

Posted

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Originally Posted by Nethergoat View Post
'painting the tape' only works when people don't care about the price, otherwise they bid less.

Actually I'd say most of the market profits in the game come from people who don't care about how much play money they throw at things...
True enough. I just have a run with posi triples stuck in my head, was buy/crafting for 15 mil, putting them up in the mid 30s and over the course of a couple of months didn't sell anything for under 50. Of course anyone that cared about the price wouldn't have been buying the crafted IO since the margin was already fairly obscene.


 

Posted

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Originally Posted by Fulmens View Post
I don't know if I mentioned this or not in this thread, Nethergoat, but look at the prices on Maelstrom's Pistol. And you need TWO of those to properly costume out a dual pistols character. . . it's like the old days when people would hang out at Wents and change their wings every 30 seconds to show that they could afford to spend hundreds of millions on them.
I hadn't seen them mentioned here, but I did run across a listing while digging through the market looking for opportunities.

It warmed my heart to the price tag on those babies...glad not *everything* in the game is being given away.

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Originally Posted by Edana View Post
True enough. I just have a run with posi triples stuck in my head, was buy/crafting for 15 mil, putting them up in the mid 30s and over the course of a couple of months didn't sell anything for under 50. Of course anyone that cared about the price wouldn't have been buying the crafted IO since the margin was already fairly obscene.
I actually had a brain cramp this morning over some level 20 generic IOs for my elec/traps corr.

Got most of them no problem then ran into a speed bump on a couple of Defenses for my bubble machine.
Doubled the 'last 5' on my first bid, no dice.
Went 600k on my next bid, no dice.
Actually paused and thought WTH I can craft these for, like 30k! before coming to my senses and picking them up for a cool million each.

I mean, this is on a character who has a 150m bankroll at level 17 so what do I care? I have 10 minutes to gear up and run a mission while my son's eating breakfast, I'm not going to spend 5 of it messing around crafting a couple of IOs that are "overpriced".


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

My City Was Gone

 

Posted

I find high prices aesthetically displeasing, in the same sense as meaningless zeroes at the end of ever-higher pinball scores. Like all hyperinflationary currencies, it seems a little ridiculous when you need 10,000 zorkmids to buy a cup of coffee. I wish we could chop a few digits off the end across the board, just to make the numbers easier to handle.

But that's the extent of my moral outrage on this subject these days.


My characters at Virtueverse
Faces of the City

 

Posted

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Originally Posted by Another_Fan View Post
But if you like why don't you show examples of your flipping that lowers the price.
Some fellow already posted a good one in this very thread, lemme find it. Ah, yes...
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Originally Posted by Another_Fan View Post
A flipper finds an item that generally sells for 20 million but people still list at below three.

He buys at 3 million and change
He sells somewhere between 15 and 20.
If the new price is between 15 and 20, it is lower than 20.
Unrelatedly,
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Originally Posted by Nethergoat View Post
Got most of them no problem then ran into a speed bump on a couple of Defenses for my bubble machine.
Doubled the 'last 5' on my first bid, no dice.
Went 600k on my next bid, no dice.
Actually paused and thought WTH I can craft these for, like 30k! before coming to my senses and picking them up for a cool million each.

I mean, this is on a character who has a 150m bankroll at level 17 so what do I care? I have 10 minutes to gear up and run a mission while my son's eating breakfast, I'm not going to spend 5 of it messing around crafting a couple of IOs that are "overpriced".
I have on occasion bought recipes for generic IOs at far above what it would cost to buy them from the invention table I'd have to use to craft anyway. >.>

If I'm buying the finished enhancement though, yeah, a million inf to save a trip to the university is money well spent.


 

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MeanNVicious has, in fact, burnt or caused to be burnt 750 billion inf.
Wheres my monocle and tea cup, I know I left them here somewhere ...

The platinum framed monocle with a big diamond for the lense, which I only pretend to look through cause I cant see crap through it anyways. The solid platinum cup and saucer completely overlaid with diamonds, even on the inside of the cup, and which I can't drink tea out of because it tastes like crap from the glue I used to stick all the diamonds in there ... I really should have had it professionally done, but I was excited and in a hurry. Dont even get me started on the tuxedo made of real gold, done in finely woven wires, which weighs a frickin' ton and chafes like you would NOT believe !!!

But yea I make a bit of influence on the market

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Dont forget Im not debating whether or not manipulation happens, Id wager it happens often but in short chunks.
The maximized profits occur in this scenario. You dont have to compete much if you dont want to. You compete some, but only enough to profit.

I personally like to hit and run as often as anything. However there have been a number of items over these last few years where I was the only manipulator. In that case theres no need to leave. I've sat solo on a number of items for weeks to months at a time. That is the sweet spot.

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The "ratchet the price up" schemes that I watched, back around then, collapsed under the weight of supply. There's presumably clever ways around that, and apparently they work well enough to make 3/4 of a trillion inf.
Correct. That is the part I like to call savvy. There are a lot of factors and ways to game an item. You can fight with competition to a certain extent. This is some of where Nethers price ceiling mechanic can come in. However it can be surmounted with the right conditions. Thought - what do you think happens when your competition realizes he's no longer profiting (hint - he leaves the item). What happens when you're alone again in that item (hint - back to full profit). During competition, profits go down. Competition is not constant. My experience is that once people see their item collapse they cut losses at some point. Most do this fairly quickly. How often have some of you done this ? I have in fact been willing to go into loss a couple of times to chase out the competition. Overall profit does come again when you are the last manipulator standing. I dont prefer going into loss. However a willingness to do it will take you through to new profits more often than not. With some items how deep your pockets are and how much you are willing to put into play can mean everything.

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Was your example indicative of market manipulation? I believe it was, but dont forget I questioned it based on whether or not it had any real effect on the price not on whether I would define it as manipulation. Assuming its something in relative decent supply, the answer is still no. The floor only shifted a little bit....all you really did was put a tax on the impatient.
Profit is profit. Manipulation has occurred I have influenced a result in my favor.

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I don't know anyone here who's ever said you can't mess with low supply items- that was, after all, my primary argument for merging the markets. Villains were getting hosed not just by the relative feebleness of their market, but by savvy operators who were using that low supply to jack up already high prices even further.

My *only* success with "cornering" a common salvage was red side, back in the day with ancient bones. And even there, once people noticed someone was paying a decent price they stopped vendoring or deleting their bones and supply went through the roof. Within a few days of my walking away it was back to its original feast or famine state- very low supply, with people either paying 5 inf for a bone or paying 500k for one.

In a healthy market (i/e blue side, or the merged market) these things tend to take care of themselves & such "manipulations" are short lived. Yeah you can make a ton of inf off them, but the horizon is usually closer than you think.
So in fact with the above post have just fully and I mean FULLY agreed with me - why in world are you still saying i'm wrong ?!? I mean are you even reading what i'm posting ? ROFL, dude thats insane of you. Fail. I mean take that a step further and you are fully agreeing with A_F in that post as well. You have officially 100% contradicted yourself. Well done.

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Whenever I refer to 'flipping' it's in the context of a relatively high volume, high turnover item. Usually salvage, but also stuff like inspirations, generic IOs...basically anything where there's enough flow & price variation to make it profitable to recirculate junk.

And I've always had great success selling 'off level' IOs- in fact some of my more profitable, low maintinance schemes over the years have involved off-level recipes.

Turnover is slower, but profits are higher- just right for a certain type of character that I don't log in all that often.
And behold again you are FULLY agreeing with me. ROFL.

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Your definition is so broad as to be meaningless.
You really just do not get this definition thing do you. I have given you a dictionary definition and provided a real example of it. You are using a definition based on a different meaning. I have not seen you define yours. Yet you still try and say the DICTIONARY definition is wrong ?!?

You have failed.

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Whenever I refer to 'flipping' it's in the context of a relatively high volume, high turnover item. Usually salvage, but also stuff like inspirations, generic IOs...basically anything where there's enough flow & price variation to make it profitable to recirculate junk.
Here you are demonstrating your use of a broad ranging term that applies to much farther ranging areas and applications, than you have narrowly applied to it. You are destroying your ability to effectively debate a topic. You are confusing others and creating a debate over nothing more than your narrowly conceived ideas. More fail.

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Cool story, bro.
Totally irrelevant to the current discussion, but cool.
This is real head scratching. Since the "story" was as fully relevant to the discussion as you can get. Yet, you are trying to say it is not relevant ? I mean have you even taken the time to really understand what I'm saying ? That you essentially agree with everything I'm saying, but somehow are trying to say you are not ?!? ROFL.

And again you have failed.


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You and AF make such a smashing couple I'd feel bad not adding you to my ignore list. Have fun in there ignoring clear statements in favor of spinning your own fantasy conversations.
Totally understandable. I am making simple and direct explanations with accurate examples, but they are still beyond your grasp. From your challenged standpoint it is obviously best to run and hide from the bad mans logic that is too glaringly obviously true to counter? ROFL.

And that is the summation of fail. You have fully succeeded in your failure. Luckily I'm on ignore now or else your ego would probably explode and you'd cancel your sub. Just wow, lol.

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Flipping increases the lowest price for an item while simultaneously lowering the highest price; i.e. it narrows the price range.
Two comments: 1) From the perspective of raising prices, there has been a price increase correct ? 2) The lowering of the highest price is ONLY valid if you have competition in an item. There are times when you dont. When you dont have immediate competition, this point is invalid. When competition is introduced, see above.

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THE PRICE FLOOR GOES UP.
THAT IS NOT THE SAME THING AS A GENERAL PRICE INCREASE.

DO YOU UNDERSTAND THIS VERY SIMPLE POINT?
Do you not understand that you are saying first and foremost that there is an increase in price ? You are saying this. You are agreeing with the concept of a price increase. Saying the cap is lower, does NOT negate the fact that the floor has INCREASED. Nor does your comment account for the times of manipulation when YOU HAVE NO COMPETITORS in an item and will therefore NOT have a drop in the price ceiling (in fact it can go higher). See above.

Again you have failed.

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If someone buys a low volume item, drives the price up, then sells what they bought, they are both flipping AND manipulating.

If someone buys a high volume item, waits for the price to go up on its own, then sells what they bought, they are flipping but NOT manipulating.
Manipulation for profit is still manipulation for profit.

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Actually I'd say most of the market profits in the game come from people who don't care about how much play money they throw at things. It'd be different if the stuff we buy had any gravity, but it's all just funtime game treats. Or if making inf took any sort of real effort, but it doesn't.

In a game where people hurl fistfuls of Monopoly money at each other because drifts of the stuff line every street with more falling all the time, opportunity abounds.
Again this is a "closed" economy in a GAME world. A number of the real world marketing factors which are espoused here on the forum which would hinder manipulation are simply not present and/or not even a factor in what happens on the market. This needs to be remembered before you try and apply real world mechanics to the game and say, "hey thats how it works".


Over the hills and through the woods.

 

Posted

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Originally Posted by MeanNVicious View Post
I am simply throwing in with the thought that manipulation is real, it can be done, and it can be done profitably. And on that thought I see an awful lot of agreement. Is this not something we can all agree on ?
GameMaster, a poster who had very little presence on this subforum but who was pretty well-known among broader forum regulars are the time as a rather intelligent person came here and pretty much posted a step-by-step breakdown of his experience manipulating prices. He sucked up supply, drove up the price, watched the market react, and sold his hoovered up supply. He discussed how profit-per-item changed through the course of the run, prior failed attempts, and how many times he failed before succeeding. He drew broad conclusions about conditions he reckoned most strongly affected likelihood of success in his approach.

This was something like 6-12 months after the market appeared in the game.

Most people posting in this thread spoke up in that thread, and none should therefore be claiming that manipulation doesn't happen or can't produce a profit. I have referred to that thread by GM in past discussions about this topic. All the argument appears, in fact, to be about how pervasive this activity is in practice, which spans some combination of how many items are being affected simultaneously, how often any items are affected, and for how long when they are affected.


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

The big question I have is: If I want an item, how much do I have to pay to get it?

And if you're buying stuff, and I want it more than you do, the answer is "1 inf more than you're paying". Doesn't matter what you're selling at, because other people can and will sell stuff. Just matters what the bids are. If your bids are enough lower than everyone else's that a bid above yours can still be too low to get filled, then you aren't actually buying things in that niche, and you will run out of things to sell (unless you're manufacturing them some other way, in which case you're driving prices down anyway by increasing supply).

So in the long run, it is not at all obvious to me that this "manipulation" is really particularly effective.


 

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Originally Posted by UberGuy View Post
GameMaster, a poster who had very little presence on this subforum but who was pretty well-known among broader forum regulars are the time as a rather intelligent person came here and pretty much posted a step-by-step breakdown of his experience manipulating prices.
I wish the forum had some sort of 'hall of fame' exception for primary reference threads like that one so they could persist through the ages.


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

My City Was Gone

 

Posted

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Originally Posted by MeanNVicious View Post
Do you not understand that you are saying first and foremost that there is an increase in price ? You are saying this. You are agreeing with the concept of a price increase. Saying the cap is lower, does NOT negate the fact that the floor has INCREASED. Nor does your comment account for the times of manipulation when YOU HAVE NO COMPETITORS in an item and will therefore NOT have a drop in the price ceiling (in fact it can go higher). See above.
As is often the case, there is the strict semantic correctness of things being said, and then there is what people mean.

Most likely, Nethergoat is making a distinction between the price floor, which is the minimum price someone could possibly pay in a given time frame, and "the price people pay" for the item, which spans a range of prices and is usually considered to be somewhere in between the floor and the highest price anyone paid in that timeframe. The latter is clearly not the price floor, or there would be no sales at any other prices, including the higher ones flippers look for as indication of a niche they can jump into.

Yes, the price floor went up. Anyone who wanted to pay the absolute minimum for that item in that timeframe had to pay more. People who were willing to pay more, who clearly existed even before the flipper came into the picture, might or might have to pay more with the flipper in the picture, depending on how high those bids of theirs were relative to where the flipper ends up setting their price.

There is "the price people have to pay" and there's "the price people are willing to pay". My view of the market is that "the price" of goods is the latter of those two. I don't care if the bare minimum price goes up - I only care if the price I'm willing to pay goes up. Yes, when I buy stuff, I do often start budding under what I am willing to pay, to see if I can hit a bargain. If I can't, I bid upwards until I hit what am willing to pay. Then I usually back off my bid some and leave it sit.

Of course, if the price you are willing to pay is at or below the floor, you care about the floor going up. But such buyers already had a problem, IMO, because that price was not necessarily ever going to get them the purchase. Other people were already outbidding them.

So most of the people who say "flipping doesn't raise the price" are talking about a notion of "the price" that represents an average of the low and high prices over some time window. In that model of the market, the perfect flipper collapses the price to that price and does not change it.

The notion of such a price is not perfect, but does have some merit, because prices do tend to hover near certain values. There are long-term and short-term trends in such values, where long-term and short-term tend to relate to the rate at which that good is supplied to the market. (Low supply, rare items tend to have longer price cycle trends than ones with very high supply rates). Short-term trends are the ones that tend to react to "painting the tape", for example. Sometimes short term trends turn into long-term ones, sometimes for reasons that seem clear, and sometimes for ones that are not.


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

UberGuy's post pretty much nails it.

There are several different prices for any given item. There's BUY IT NAO, which may be +inf. There's "maybe some day everyone will have bought as many as they want and someone will list one for 1", which is 1inf. And then somewhere between those, there's a sort of sliding scale of values like "how much I have to pay to get one in the next day or so", or "how much I have to pay to get one in the next few minutes", and so on.

For the most part, there's some amount I consider reasonableish for a given item, and I'll bid that much for it without even thinking about it. Maybe people can drive this price up, but it's small enough that I don't care, so whatever. An aggressive marketeer can certainly increase the Buy It Nao price to an arbitrary amount up to 2 billion by buying everything that costs less than that and listing at that price.

But in practice, if someone is trying to make money by flipping, there are two prices: The amount they're bidding and the amount they're selling for. Their sale price sets a floor on the Buy It Nao price. Their bid price sets a floor on the "buy the next one that comes in" price. However, unless those prices are pretty far apart, they're not making any money on this! Which means that there is a "get the next one that comes in" price which is substantially under their sale price.

If the sale price is too high, people will keep undercutting them. Again, the only way the marketeer can prevent this is having bids at high enough values that they're not making money. If the bid price is also high, that can set an effective floor. If "bid price + 1" is too high, though, over time people will buy Something Else, manufacture items some other way, or whatever -- and eventually they will saturate the marketeer's willingness to bid that price and have few-to-no sales.

You can probably nudge prices a bit, but if it gets too high, you end up with people doing stuff like running farm maps in order to generate stacks of alchemical silver to dump. Before the alchemical silver dumping, that stuff was consistently over 100k for a pretty long time. Months, at least, during which I could leave up bids in the 60k range and have them NEVER fill.

Dumping got it down into the teens for a while, and it's never really recovered that I've seen; I'm still seeing prices more like 30k than 100k. (And if I get around to playing a bit more, there will probably be more of that to come.)