Inf Supply: Idle Speculation


Another_Fan

 

Posted

Quote:
Originally Posted by MeanNVicious View Post
Why is there always animosity towards A_F ?
Historically, he marshals very debatable arguments and responds to the inevitable skepticism with vituperation and personal attacks. It is a pattern of behavior traceable all the way back to his reg date.


I'm one of the more irascible, intolerant market forum regs, and yet I've made more than my share of pals here over the years because I try to avoid being meanspirited & personal in my commentary (not always successfully, but who's perfect), and also because I'm open to having my mind changed when the facts and my opinions are at loggerheads. Most notably, I was an early defender of the red side market being "fine" before having my attitude adjusted and becoming an early, vocal advocate for a market merger. I was wrong, saw that I was wrong, and changed my tune.

AF on the other hand delights in personal attacks- in fact they often seem the primary motivation in his postings- and he's absolutely impervious to any logic originating outside the confines of his skull.

When you work that hard at expressing your unbridled contempt for other posters and their positions...well, as the old saying goes you reap what you sow.


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

My City Was Gone

 

Posted

Quote:
Originally Posted by Nethergoat View Post
Historically, he marshals very debatable arguments and responds to the inevitable skepticism with vituperation and personal attacks. It is a pattern of behavior traceable all the way back to his reg date.
What he calls personal attacks anyone else would call holding your ground and not knuckling under.

Quote:
AF on the other hand delights in personal attacks- in fact they often seem the primary motivation in his postings- and he's absolutely impervious to any logic originating outside the confines of his skull.
Pot meet kettle ?

Goat is right about a one thing. I do hold people in contempt who pick their friends through a mindless willingness to agree with each other. I can have respect for someone who defends their position and shows its superior points, but how can anyone have respect for someone who caves like wet cardboard letting their attitude be adjusted.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
I suspect anything I type smells like trail mix and candy bars, but Pareto aside it seems like Fourspeed's analysis and mine converge around the 100 trillion influence mark, plus or minus a factor of two (Fourspeed guestimates 150 trillion inf), which was Fourspeed's original lower estimate of merit in the first place. If that is true then that is roughly consistent with the devs report of 12 trillion inf for Scrappers and there's no obvious contradiction there. The current anomaly is that while I think there are reasonable explanations for this, that estimate presumes a far lower net influence earning rate than earnings-based estimates suggest, and it suggests weath concentration far higher than traditional estimates would ordinarily project.
Basically, I'm settling my estimates in at about 150 Trillion (+-50T) for an active
population base of ~75,000 (+-25K) active accounts with Pareto at ~90/10
for several reasons outlined below:

1> Published Dev Numbers of 12 Trillion for just scrappers along with popularity
of AT's (from BABs) suggesting about 13% of AT's are scrappers amongst a published
account base of at least 500K accounts / 43M toons.

I have assumed that the scrapper number is *only* counting inf actually on characters
(the easiest way to actually datamine it with a very simple SQL query).

That sets a plausible inf floor of ~90 Trillion across all AT's.

2> Observed number of outstanding Market Bids that could reasonably be used
to store influence. That number is ~30,000 currently, which means, at most,
there could be as much as 60 Trillion stored there (if every one of those bids was
2B - pretty unlikely). It's very probably *much* lower.

I used 30 Trillion (ie. the avg of 0T - 60T)

This adjusts the plausible floor to 90T-150T, but it also limits the ceiling as well
due to simple storage limit issues.

3> Statistical behaviour of free, unconstrained, income earning/distribution systems,
which typically have a log-normal distribution across the population (a bell curve
when plotted on a log scale) and generally follow Pareto (The 80/20 Rule).

4> Results from the actual survey I conducted a few months back. While it involved
a very small number of respondents, it did (imho) give plausible evidence of following
Pareto (88/28), and it definitely plotted out as a log-normal distribution, which adds
support that point #3 may well apply to CoH's income system as well.

5> A LOT of dabbling with spreadsheet(s) I have made while conducting the survey
and analyzing its results. In summary, keeping the patterns from point #3, and the
relative distribution ratios from point #4, I can model in-game inf for a given
population of accounts. The only results that don't end up being bizarre, or contradictory,
occur when population is between 50K-100K, total-inf is between 100T-200T,
and Pareto is ~90/10. At 75K, it comes out to 143T with Pareto at 93/11.

So, is the 90/10 Pareto explainable? Maybe, if you consider the specialized knowledge
a player needs to make Billions (ie. Market info, how to circumvent the 2B limit,
use of various merits to make inf, crafting, memorized recipes, etc.).

All of the survey respondents (and avid forum readers) have easy access to that
information. The game's population at large? Maybe not, and that *may* be enough
to skew the distribution into the 90/10 Pareto range across the whole group.

In the survey, the largest category for respondents was 1B-10B per *account*.

In my 150T/75K/90-10 model, the largest category is 10M-100M per account,
something that was actually achievable even in I-1 pre-market days.

Are they correct? No idea tbh. But they come closest to making sense given
the data we have (imho). YMMV


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

I'll just say this. Can you really not see the contradiction between this:

Quote:
Originally Posted by Another_Fan View Post
Please, if by personal attacks you mean pointing out all the times your "friends" have been wrong a personal attack so be it.
And these?

Quote:
Here is a freebie for you, its something I would expect any adult to understand somehow the market forum as a group has missed it or just memory holed it.
Quote:
Milady's you are missing a fabulous career in comedy, its just a shame you don't understand how hilarious you can be.
Quote:
Really I thought Sargeant Schultz was long gone. I know children play this game but usually they are smart enough not to brag about a lack of self control.
Because I don't think you need to look any further than those sorts of comments to find why people don't want to listen to you. While I understand that it's always tempting to explain widespread opposition as stemming from feeling threatened or similar sorts of coordinated antagonism, I would suggest that it's probably best to look for the simplest answer/common factor. If everyone you talk to says that you come off like a jerk, the answer really might be that you come off like a jerk. Either way, I think I'm done here.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Quote:
Originally Posted by Muon_Neutrino View Post
I'll just say this. Can you really not see the contradiction between this:



And these?





Because I don't think you need to look any further than those sorts of comments to find why people don't want to listen to you. While I understand that it's always tempting to explain widespread opposition as stemming from feeling threatened or similar sorts of coordinated antagonism, I would suggest that it's probably best to look for the simplest answer/common factor. If everyone you talk to says that you come off like a jerk, the answer really might be that you come off like a jerk. Either way, I think I'm done here.
Muon

Fullmens opened his conversation with a post that was a long list of nothing but personal attacks.

Miladys whole argument was I didn't listen to him and change my opinions on his say so.

Arcanavile is well god knows what. Haven't seen him her convincingly refute any of the points I made about the flaws in methodology.


But if you like here are the secrets of not being a jerk on the market forum.
  1. If someone is upset about dealing with the market first call them entitled
  2. If someone is complainins about manipulation assert that it never happens then go to 1
  3. Never take the position there are problems with the market
  4. The majority is always right no matter how wrong it is
  5. Bonus points if you advocate schemes for making inf that are both time consuming and low profit.


 

Posted

I'm having a really time understanding how one could "make" people pay any price for anything if they aren't willing to. If I think something costs too much, I do something else instead -- either get a cheaper thing, or manufacture it in some way instead of paying that much. I leave a ton of low bids up on stuff I know I'll want, come back a month later, and have stuff.


 

Posted

Quote:
Originally Posted by FourSpeed View Post
Basically, I'm settling my estimates in at about 150 Trillion (+-50T) for an active
population base of ~75,000 (+-25K) active accounts with Pareto at ~90/10
for several reasons outlined below:

1> Published Dev Numbers of 12 Trillion for just scrappers along with popularity
of AT's (from BABs) suggesting about 13% of AT's are scrappers amongst a published
account base of at least 500K accounts / 43M toons.

I have assumed that the scrapper number is *only* counting inf actually on characters
(the easiest way to actually datamine it with a very simple SQL query).

That sets a plausible inf floor of ~90 Trillion across all AT's.

2> Observed number of outstanding Market Bids that could reasonably be used
to store influence. That number is ~30,000 currently, which means, at most,
there could be as much as 60 Trillion stored there (if every one of those bids was
2B - pretty unlikely). It's very probably *much* lower.

I used 30 Trillion (ie. the avg of 0T - 60T)

This adjusts the plausible floor to 90T-150T, but it also limits the ceiling as well
due to simple storage limit issues.

3> Statistical behaviour of free, unconstrained, income earning/distribution systems,
which typically have a log-normal distribution across the population (a bell curve
when plotted on a log scale) and generally follow Pareto (The 80/20 Rule).

4> Results from the actual survey I conducted a few months back. While it involved
a very small number of respondents, it did (imho) give plausible evidence of following
Pareto (88/28), and it definitely plotted out as a log-normal distribution, which adds
support that point #3 may well apply to CoH's income system as well.

5> A LOT of dabbling with spreadsheet(s) I have made while conducting the survey
and analyzing its results. In summary, keeping the patterns from point #3, and the
relative distribution ratios from point #4, I can model in-game inf for a given
population of accounts. The only results that don't end up being bizarre, or contradictory,
occur when population is between 50K-100K, total-inf is between 100T-200T,
and Pareto is ~90/10. At 75K, it comes out to 143T with Pareto at 93/11.

So, is the 90/10 Pareto explainable? Maybe, if you consider the specialized knowledge
a player needs to make Billions (ie. Market info, how to circumvent the 2B limit,
use of various merits to make inf, crafting, memorized recipes, etc.).

All of the survey respondents (and avid forum readers) have easy access to that
information. The game's population at large? Maybe not, and that *may* be enough
to skew the distribution into the 90/10 Pareto range across the whole group.

In the survey, the largest category for respondents was 1B-10B per *account*.

In my 150T/75K/90-10 model, the largest category is 10M-100M per account,
something that was actually achievable even in I-1 pre-market days.

Are they correct? No idea tbh. But they come closest to making sense given
the data we have (imho). YMMV


Regards,
4
A possibility I think worth considering is that you may have reached different Pareto ratios from different analyses because the influence distribution is actually a set of overlapping populations that treat influence sufficiently differently that they don't comprise a singular distribution with a single operating function. Different analyses may have seen different signals as a result. That could explain how the survey was log normal but with a much different Pareto parameter than the one that better fits the extrapolated account analysis. Perhaps everyone who treats influence similarly forms a log normal distribution that roughly obeys Pareto, but different groups of players that treat it radically differently obey different parameters.

That would be an interesting thing to be able to demonstrate, because I've wondered since almost the release of the markets if the market, as defined by its player to player transactions, formed a single scale-invariant network, or if it was more properly described as a set of loosely connected networks.


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Posted

Quote:
Originally Posted by seebs View Post
I'm having a really time understanding how one could "make" people pay any price for anything if they aren't willing to. If I think something costs too much, I do something else instead -- either get a cheaper thing, or manufacture it in some way instead of paying that much. I leave a ton of low bids up on stuff I know I'll want, come back a month later, and have stuff.
It depends on your point of view. *Ultimate* control over price falls to the bidders. If they don't bid, sellers can't sell period. However, if you presume that bidders have a higher need to buy than sellers have to sell, a buyer can be compelled to buy at the lowest price that executes in a reasonable amount of time. A market manipulator can increase that lowest possible price in a number of ways.

The most obvious is by strategies that involve exploiting the fact that most people don't know what things are intrinsically worth in global terms. What the "correct" price for something is, is itself a complex question involving market history, supply and demand, data the average player doesn't possess. What they do have is the transaction history. So if someone buys up all the supply of something that exists and then relists it for a higher price, buyers have no choice but to pay that price or wait indefinitely. And buy "painting the tape" with transactions at high prices, you can eliminate the history of the item ever being offered at a lower price. The combination of the player no longer knowing what the item used to be sold as, and their desier to acquire the item relatively quickly, can compel them to buy the item at a much higher price than they would have before the market manipulator arrived.

Whether you call this "making" people pay your price or not is a matter of perspective.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Arcanaville View Post
It depends on your point of view. *Ultimate* control over price falls to the bidders. If they don't bid, sellers can't sell period. However, if you presume that bidders have a higher need to buy than sellers have to sell, a buyer can be compelled to buy at the lowest price that executes in a reasonable amount of time. A market manipulator can increase that lowest possible price in a number of ways.

The most obvious is by strategies that involve exploiting the fact that most people don't know what things are intrinsically worth in global terms. What the "correct" price for something is, is itself a complex question involving market history, supply and demand, data the average player doesn't possess. What they do have is the transaction history. So if someone buys up all the supply of something that exists and then relists it for a higher price, buyers have no choice but to pay that price or wait indefinitely. And buy "painting the tape" with transactions at high prices, you can eliminate the history of the item ever being offered at a lower price. The combination of the player no longer knowing what the item used to be sold as, and their desier to acquire the item relatively quickly, can compel them to buy the item at a much higher price than they would have before the market manipulator arrived.

Whether you call this "making" people pay your price or not is a matter of perspective.
I attribute most buyer behavior to two factors- one, money is really easy to 'earn' in this game and has only gotten more so during my year away. Two, many players value their time over their play money & so pay whatever they think will get them junk NAO, or a reasonable facsimile thereof- tomorrow, for instance.

While some folk like to play up their eeebil, mustache-twirling mastermindedness when it comes to harvesting the market, IMHO all we're really doing is leveraging impatience. If resources were harder to acquire in this game some actual machinations might be required, but as things stand pretty much anyone who cares to can list stuff for much, much less than people pay them for it.


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

My City Was Gone

 

Posted

Quote:
Originally Posted by Arcanaville View Post
It depends on your point of view. *Ultimate* control over price falls to the bidders. If they don't bid, sellers can't sell period. However, if you presume that bidders have a higher need to buy than sellers have to sell, a buyer can be compelled to buy at the lowest price that executes in a reasonable amount of time. A market manipulator can increase that lowest possible price in a number of ways.

The most obvious is by strategies that involve exploiting the fact that most people don't know what things are intrinsically worth in global terms. What the "correct" price for something is, is itself a complex question involving market history, supply and demand, data the average player doesn't possess. What they do have is the transaction history. So if someone buys up all the supply of something that exists and then relists it for a higher price, buyers have no choice but to pay that price or wait indefinitely. And buy "painting the tape" with transactions at high prices, you can eliminate the history of the item ever being offered at a lower price. The combination of the player no longer knowing what the item used to be sold as, and their desier to acquire the item relatively quickly, can compel them to buy the item at a much higher price than they would have before the market manipulator arrived.

Whether you call this "making" people pay your price or not is a matter of perspective.
I see the "painting the tape" part happening all the time. I think that some of it may simply be that people aren't even looking at the other 4 filled bids in the history and are just looking at the top bid knowing that is the last transaction that completed.

I have frequently gone looking for a bit of common salvage and see this kind of history:

10,000
10,000
9,750
11,111
10,000

and this kind of availibility:

2671 for sale
5 bidding

I put in my bid and it insta fills and the history looks like this:

300
10,000
10,000
9,750
11,111

3 or 4 seconds later the history looks like this:

10,000
300
10,000
10,000
9,750

The only conclusion I can draw is that people either don't know what common salvage prices usually are or that they earn influence so fast in such high amounts that they don't really care what they are.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post

The only conclusion I can draw is that people either don't know what common salvage prices usually are or that they earn influence so fast in such high amounts that they don't really care what they are.
I habitually double the 'last 5' price for buying commons & uncommons, just so I don't have to mess around with re-typing bids.

Of course, my primary motivation to earn inf is so the Crazy 88's can burn it to heat the base, so......


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

My City Was Gone

 

Posted

I don't have a lot more to offer on the original topic; I think the idea of "several different populations that act very differently" is an interesting one. 80/20 in real world money comes from a system where, with a few minor exceptions*, people need money. You might have 80/20 among the "invention people" and 80/20 among the "SO's are fine" people and the groups could differ in wealth by a factor of 10 and size by a factor of 2, or in wealth by a factor of 50 and size by a factor of 10, or whatever.

* Umm, people in monasteries don't? I'm sure there are more examples.


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

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

 

Posted

There is a difference in the assertion that "there are people who manipulate the market" and the assertion that "nearly everyone who uses the market casually is the victim of manipulation most of the time". The latter is the form of the claim that so many market doomsayers make, and that's the kind of claim which ensures that I don't think much of the poster's knowledge of the market.

I'm quite happy to try and respond politely to such posters why I don't buy into that viewpoint, and for people I think are new around here, I'm happy to do so without any personal attacks. I'm also happy to say that I and various others around here (many posting in this thread) have managed to convince some such posters that the market isn't some teeming cesspool of Inf exploitation. But some posters come here more interested in pontificating about their views than learning something new, and those posters we rarely convince of different viewpoints. It's when they start making negative judgements about the character of people who disagree with them that any effort on my part at patience with them quickly ends.

Based on my own observations of the market across a large number of items generally (obtained primarily because I tend to be a net seller of goods), I find the price fluctuations of most goods at any given time to lack the fingerprints of manipulation over the longer term. Because of that, I don't accept that most goods are being manipulated most of the time.

When I see signs that someone is manipulating the price of goods upwards, my usual response is to start selling that good. Once upon a time this was not so easy as it is now, but nowadays there are several good ways to produce a specific good. I just make a point of stockpiling fungible goods like merits and converters and using them to spot produce things that are hot sellers. Then I can use the cash earned to buy other things I want later, or even the same item later when the price drops.

I don't always know with certainty that what I'm seeing is intentional manipulation, but there are certainly things that make me suspect it.

Because I do pay attention for things like this, I an fairly sure that at any given time, there are a few things being actively manipulated, and those things are not always the most rare/expensive things on the market. But I also know that skilled manipulation takes devotion, and the amount of devotion required increases with the rate of supply for the thing being manipulated. Players with the kind of devotion needed to persist in manipulation of decently supplied items for more than a few days appear to be rare. Not do the things I take to be manipulation usually die off in such time frames, there are other indicators of how little patience most players have to spend on such activities - if patient players were more common we wouldn't be selling even very expensive things for 2x-10x the list price so often.

I know full well that people who use or care about the market less than I do are more likely to be "caught" by schemes that drive prices up. But I don't consider it likely in general that they are being caught by such schemes all the time across all the things they are likely to want to buy, and so I reject the notion that such "exploitation" is the norm. It happens, but that's not the same thing.


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 Miladys_Knight View Post
I see the "painting the tape" part happening all the time. I think that some of it may simply be that people aren't even looking at the other 4 filled bids in the history and are just looking at the top bid knowing that is the last transaction that completed.

I have frequently gone looking for a bit of common salvage and see this kind of history:

10,000
10,000
9,750
11,111
10,000

and this kind of availibility:

2671 for sale
5 bidding

I put in my bid and it insta fills and the history looks like this:

300
10,000
10,000
9,750
11,111

3 or 4 seconds later the history looks like this:

10,000
300
10,000
10,000
9,750

The only conclusion I can draw is that people either don't know what common salvage prices usually are or that they earn influence so fast in such high amounts that they don't really care what they are.
It's more the latter for me. I will frequently go down a list of white salvage with 1,234 in the box and just click bid a bunch without looking. It isn't worth my time to care. If I had 12,345 in the box, it's not worth my time to delete the 5.

As to tape-painting: I have occasionally had pretty large stacks of common salvage items that don't move quickly. And listed them for 1 inf. I have gotten >100k for some of those items, and the thing about this is, if I have 400 listed and come back the next day to find 30 still listed, I can be confident that there was no point in there where anyone was getting sales with a listing price over 1 inf...


 

Posted

a quick comment on 'tape painting' that occured to me this evening as I was stockpiling salvage for making piles of IOs:

as noted, I overbid shamelessly on average stuff.
when I'm buying in bulk, these bids could give the impression of 'tape painting'.

So, those suspicious strings of high prices aren't necessarily the result of eeebil, sometimes it's just rich, impatient people who don't like fussing with piddly sums.


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

My City Was Gone

 

Posted

Quote:
Originally Posted by Nethergoat View Post
a quick comment on 'tape painting' that occured to me this evening as I was stockpiling salvage for making piles of IOs:

as noted, I overbid shamelessly on average stuff.
when I'm buying in bulk, these bids could give the impression of 'tape painting'.

So, those suspicious strings of high prices aren't necessarily the result of eeebil, sometimes it's just rich, impatient people who don't like fussing with piddly sums.
Heck, it doesn't even need to be *rich* impatient people - I do the same thing, and I'm no more than modestly well off by the standards of this forum. That string of 12345's could be nothing more than me trying to craft 4 sets of thunderstrike all at once and dumping a usually-too-high bid in there for all that common salvage just to avoid as much rebidding hassle as I can.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Quote:
Historically, he marshals very debatable arguments and responds to the inevitable skepticism with vituperation and personal attacks.
I can see that occurring in this thread now. In the past I would come across A_F's post and they had good points, and he usually kept up a decent representation of his point without the personal attacks.

This thread does seem to be considerably more aggressive than I've encountered in the past

The market manipulation thoughts are generally on point. Which is why I'd always been surprised by such arguments against them. Often too I find posters in one post saying "market manipulation is not real, cant happen, or isn't controllable", then in another thread I'll see the same poster say "yep its real, this is what I did with it", or other positive examples of it are noted. So different statements from the same people.


Over the hills and through the woods.

 

Posted

I think the distinction between "possible" and "omnipresent" is a good and important one.

It's also important to remember that the market generates shortages (and price spikes) all by itself, just through random noise. I saw this when I was buffering common salvage for a year or so- if "Standard price" was 20-30K I had a stack of 10 up at 80 or 90K and a bid for 10 in at 5K. For all midlevel common salvage. This was back, I don't know, the first year or two of the market when people still screamed at the price of Alchemical Silver.

Most of the time I sold a full stack or nothing at all. But occasionally I'd sell 1, or 3, or 6 . I can't tell a full stack sold to manipulators from a full stack sold due to a random shortage, but a half stack is ONLY random shortage.

It happens pretty frequently that the market randomly runs out of stuff.

(PROTIP: With all the AM's going into converters these days, it's happening more often.)


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

 

Posted

Quote:
Originally Posted by Arcanaville
A possibility I think worth considering is that you may have reached different Pareto ratios from different analyses because the influence distribution is actually a set of overlapping populations that treat influence sufficiently differently that they don't comprise a singular distribution with a single operating function. Different analyses may have seen different signals as a result. That could explain how the survey was log normal but with a much different Pareto parameter than the one that better fits the extrapolated account analysis. Perhaps everyone who treats influence similarly forms a log normal distribution that roughly obeys Pareto, but different groups of players that treat it radically differently obey different parameters.

That would be an interesting thing to be able to demonstrate, because I've wondered since almost the release of the markets if the market, as defined by its player to player transactions, formed a single scale-invariant network, or if it was more properly described as a set of loosely connected networks.
Well, it's certainly a possibility. However, I have some doubts in that regard.

Unfortunately, I can't think of any way we could even test that without a bunch of data.

The other side of that question would also be trying to find plausible reasons
to explain why there'd be different segments. In other words, what *are* these nebulous
"parameters" you refer to and how do they cause any differences?

Also, addressing Fulmen's idea - in RL, we have a *lot* of factors affecting $ acquisition;
folks working multiple jobs, part-time workers, education level, type of vocation etc.
Even so, Pareto still applies. Primarily, I think it's because when all is said and done,
those are still "free choices" that people can make about schooling, career choice,
effort/motivation levels etc.

In CoH, sure there isn't a "need" for inf per se, but by the same token, if you do
*any* content at all (kill a mob, click a blinky, grab an exploration badge etc.)
you still get some inf as well whether you need it or not.

In that way, "what you do" is still a free, player choice.

If you just do normal content though, that will obviously limit your inf ceiling
because, comparatively, those rewards are quite small compared to using various
market, merit and other inf-gaining techniques.

In that way, I still can't really find much reason why Pareto *shouldn't* hold in
the CoH economy (pre Freedom) apart from the one caveat made when I conducted
the survey - ie. Forum readers (my respondents) have more access to information,
and are probably more dedicated to playing all facets of the game than the game's
active population as a whole.

If true, that may prove the conventional thinking that forum players are richer
(on average) than the active population base - that was my rationale for shifting
the categories to the right (towards lower overall wealth) when extrapolating
and it is the shift that changes the Pareto results if you believe the inf total
actually is in the 150T range.

That shift, btw, results in a mere 2000-3000 players in the 75K active base with
holdings of 10B or more - something I believe that both you (Fulmens) and Arcanaville
were advocating from the outset.

Anyway, I don't see how we can get much closer or more accurate without a LOT
more data, which I highly doubt would be forthcoming <shrug>.

So, without that, we're really where we were at the outset - pick your favorite
number and call it your guess at total inf in-game.

Based on what I can see and dabble with, the numbers I posted represent my best
guess at what we have. I'm at least comfortable that it makes plausible sense
while incorporating the actual data we do have.

I still can't really see it as low as 100T - to me that would be an absolute floor, with
even the simplest extrapolation, and it doesn't begin to account for any gung-ho
activities like power marketing, extreme farming, etc. which would clearly raise that
floor. 12T among an estimated 5.5M scrappers, is a paltry 2M per on average --
WAY too low -- even in I-1, pre-market days (imho). YMMV.


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

Quote:
Originally Posted by Fulmens View Post
I think the distinction between "possible" and "omnipresent" is a good and important one.
That's the key.
You *can* work a lot of weird angles in this market, but the ease with which simple, direct methods make you epic pyramids of inf make most of the wily conniving pointless- or pointless from a strict earnings perspective. I've done lots and lots of weird things over the years just to see if they work, or to prove a theoretical point, but I don't stick with them. They're almost invariably more trouble than they're worth.

At any given time there are doubtless people out there mucking around with this or that, but their efforts are dwarfed by player driven fluctuations in supply & demand.


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

My City Was Gone

 

Posted

Quote:
Originally Posted by Another_Fan View Post
Anyway the market forum came up with stock answers to try and shut up anyone that was complaining.
And we come up with new responses on an ongoing basis when we see posts full of nonsense.
What's your point?


Paragon City Search And Rescue
The Mentor Project

 

Posted

A_F, this type of post is exactly what I am talking about. You've once again made sweeping generalizations, left out intermediate information, and have leapt to unsupported conclusions.

Quote:
Originally Posted by Another_Fan View Post
But if you like here are the secrets of not being a jerk on the market forum.
1. If someone is upset about dealing with the market first call them entitled
We don't first call them entitled. We first try to get them to explain what the problem is and for those that are willing to listen we give them lots of help. There are guides at the top of the forum, we give advice, answer questions, and are generally helpful.

Those that really want to learn how to make influence on the market leave happy and frequently come back and tell us how they used those tips to go on and earn all the rewards they wanted to complete the build for their character, some even come back after that with photos of entering the billion influence club.

Those that come here looking for a fight and refuse to listen to reason, naturally put us on the defensive, there is only so much venomous bile that most people can stomach before they respond in kind.

Those that don't want to put forth the (quite minimal) effort required to earn rewards are the very definition of entitled and it is an apt title to give them.

Quote:
2. If someone is complainins about manipulation assert that it never happens then go to 1
Here you extrapolate from zero to infinity and you assign blame to the blameless.

We've done experiments along this line. Except in the cases of items that have too little availability, manipulation is difficult, if not impossible to sustain. Merging the markets increased global availability and further reduced the ability to manipulate. There is no doubt that manipulation occurs but it is not sustained nor is it a global phenomenon that occurs in every facet of the market. It is an infrequent occurrence that might affect one or 2 items for a short period of time.

Blaming the people that frequent this forum for manipulation is rather like blaming us for slavery. None of us were alive when it occurred. What exactly did you want us to do about it? Apologize from something we had no hand in? Accept guilt for an action we did not take? You frequent this forum. Should we blame you for the results of manipulation?

Quote:
3. Never take the position there are problems with the market
As opposed to taking the position that all the market is, is one gigantic problem, all the time since release? Really A_F?

Rarely in life is there something that has absolutely no problems. The few problems with the markets are minor and tools exist that let players work around them. A bit of education is usually all it takes to overcome them.

I suppose we could cut the whiners meat for them and spoon feed them while we are at it but I wouldn't want to enable someone's entitlement mentality.

I'm not the kind of person that gives a man a fish. I'm the kind of person that teaches a man how to fish so he can feed himself.

Quote:
4. The majority is always right no matter how wrong it is
Facts are right, observable phenomena that replicate or reoccur are right, tested and proven theories are right (unless of course further testing proves they aren't).

Leaving out data that does not fit your theory is not right. Assuming that an outlier is the norm is not right. Jumping to conclusions on little to no data is not right. Conspiracy theories are rarely correct. It doesn't matter if the majority or the minority believes something. Facts are what make something right.

Quote:
5. Bonus points if you advocate schemes for making inf that are both time consuming and low profit.
I assume that is yet another barb thrown my way. Yes I craft common IOs. Yes, I sell common IOs. Yes, I've made almost 4 billion in profit selling common IOs since I9. No, its not time consuming. I put in a bid for salvage before I log off for the day. The next day I collect all my salvage, drop my portable crafting table, craft common IOs, list them for more than it costs me to make them and less than it costs someone else to make them for themselves, I put more salvage bids in and go run a TF or missions, an hour or so later when I am done playing I come back to the market (or just use /auctionhouse) collect my profit and the next batch of salvage and repeat.

40ish IOs a day at an average profit of 55,000 per IO is all it takes to have hit 4 billion profit in the 5 years since I9, except I didn't craft commons every day and each IO brought in more than 55,000 profit.

What you call a scheme I call a service to those too lazy to memorize recipes for themselves. or those that think it takes too much time to craft, or those that don't want to be bothered traveling to a crafting table. On the days I craft common IOs it takes about 5 minutes total and now that I have /auctionhouse I can use all the time that is wasted while a team is forming or teammates are gathering, marketeering and no one the wiser for it.

I still craft and sell high ticket items. I just have one crafter dedicated to creating mid level common IOs. Any time I am consuming is time that I am logged off or time that I am playing the game. Best of both worlds for me. I look at that 4 extra billion, that you are sneering at, as gravy.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

In a global channel I hang out in, I once brought up how crazy I thought people were who paid like 2-5x what it costs to craft something for the crafted item. A couple of the regulars spoke up immediately and were like "I'm one of those people." These are/were competent players and seemingly competent people in general, but they readily described themselves as having more money than patience. These weren't all people swimming in pools of gold a-la Scrooge McDuck, either - several were the kind of player who strips older characters to move IOs around. They knew they could get more mileage out of more careful spending, but couldn't be bothered to do it.


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 Miladys_Knight View Post
We don't first call them entitled. We first try to get them to explain what the problem is and for those that are willing to listen we give them lots of help. There are guides at the top of the forum, we give advice, answer questions, and are generally helpful.
Even me!


Quote:
I assume that is yet another barb thrown my way. Yes I craft common IOs. Yes, I sell common IOs. Yes, I've made almost 4 billion in profit selling common IOs since I9. No, its not time consuming. I put in a bid for salvage before I log off for the day. The next day I collect all my salvage, drop my portable crafting table, craft common IOs, list them for more than it costs me to make them and less than it costs someone else to make them for themselves, I put more salvage bids in and go run a TF or missions, an hour or so later when I am done playing I come back to the market (or just use /auctionhouse) collect my profit and the next batch of salvage and repeat.
Common IOs are like any other market activity- once you get it 'set up' so to speak, it takes very little time.

My experimental level 20-ish crafter Crafticus *made* over 100,000,000 inf while earning field crafter. Now, I can log him in, poke around a little to see what's 'hot', and crank out 10 or 20 generics to sell in a few minutes.

It's not exactly to my taste- while the margins are good, the payoff is still only a few hundred K per enhancement. Steady, reliable, but unspectacular when you consider turning profits in the tens of millions with set IOs isn't any more difficult.

But it works, and works well.
Plus, you're making all those people who just want to play and not worry about gathering and crafting very happy....win/win!


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

My City Was Gone