Nethergoat

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  1. I respect your position Nance.

    I think we were equally vocal in opposition at the time, but I just turned them off and waited for the other shoe to drop.

    Happily, the whole thing was a dismal failure.
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    You can't blame buyers entirely...

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    Sure you can.

    High prices are determined by competition between buyers, not competition among sellers.

    Because competition among sellers drives prices DOWN.

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    Just because an item is highly valued or in high demand doesn't mean that they have to set their prices so high, but they do anyway.

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    Here's a glimpse into how things actually work.

    Successful marketeers like turnover.
    Turnover requires a realistic price.
    To achieve fast turnover your successful marketeer will set his sell price behind the "going rate", often WAY behind the going rate.

    Way back when I was crafting generic IOs for <redacted> Club I'd price them around 100k to ensure quick turnover. And they reliably sold for 300k+

    The same holds true for crafting set IOs.
    If I'm working on something that costs me 1 million to make and is selling for 10 million, I'm going to price my stock between 5-7 million. And people will still pay me ten.

    Supply and demand determines the price of things, not 'mean greedy sellers'.
  3. Nethergoat

    This is sad.

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    That was the best reply you could come up with?

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    Nope.
  4. [ QUOTE ]

    That's assuming all sellers set a reasonable price. High prices can be the fault of the buyers, but it doesn't have to be and sellers, especially sellers of the more rare items, absolutely can set the price super high and make prices go up.

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    Someone should introduce you to my good friend Supply & Demand.

    He'd have a lot to teach you.
  5. [ QUOTE ]
    It would be nice to get a Video, or something. You Devs know, wheres the carrot on the end of the stick for us to drool after?

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    Why would they hurry their reveal when plenty of people are already drooling over their naked, carrot-less stick?
  6. making bounty useful would be a nice touch.
  7. [ QUOTE ]

    Or they could do what they actaully should do that wont cause any adverse effects, and boost the rewards from standard missions to compensate for the AE effectivness.

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    So your solution for AE over-rewarding is to make everything else over-reward too?

    Brilliant!

    I hear Sony is hiring!
  8. [ QUOTE ]

    Demand is still pretty much the same. It's supply that got shifted around, and most people haven't bothered to realize that.

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    Here's why purples are so expensive-

    1: Merits
    2: AE

    Merits let people 'buy' those super expensive IOs directly without spending any inf. result: more money in the system & more disposable income for the power players.

    AE sucked the farmers out of PI, where they were generating a lot of purples, and dropped them in a purple-free environment.

    So we have a lot more money chasing a lot fewer recipes.
  9. Nethergoat

    This is sad.

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    And I'll bold this so you may get the point:

    You are wrong.

    See how that clears things up?

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    If I was actually wrong, you'd have a point there.

    Oh well!
  10. Nethergoat

    Thank you Devs

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    Ultimately, though, this may be a sort of "Bentley Syndrome". The people buying these at these prices may already have all the Purples they can use, and they're looking for the next level of shiny to buy. There was a thread a while back in this forum by a guy posting how he'd slotted like 8 sets of purples, mostly just because he could. It probably can't explain all the purchases, but I'd bet that sort of thing explains the most extreme sale prices we've seen.

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    I threw a couple sets into the Goat's build when they were 'fresh' because I had some generics to replace and thought their performance>price ration was way out of whack.

    He'd been sitting at the market building up inf for 'the good stuff' and I'd been flipping some PvP IOs because prices were all over the place. Then I looked at the set bonuses, combined with the exemplaring thing, and grabbed some for myself.
  11. [ QUOTE ]


    I base my disagreement with this on the fact that a few hours ago I listed a peice of salvage for 1 influence and received 535,000 for it.

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    I listed a stack of 5 common techs for 1 inf last night and sold them instantly for over 800k.

    Darn those manipulators for forcing me to take their filthy money!

    =(
  12. Nethergoat

    This is sad.

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    Why do you need multiple types of minions?

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    you don't. i didn't say anything about multiple types of minions.

    it's a way to prevent all boss or all lieutenant farms and make AE missions more like 'real' ones.
  13. Much more elegantly stated than my post, Sailboat.

    *thumbsup*
  14. Nethergoat

    This is sad.

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    You are wrong. MA missions are being used by the majority to farm and power level. That was not the intent. Reduce the rewards by half and let the MA missions be for story telling.

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    I'll bold it so maybe you get the point.

    Nobody is going to waste their game time on junk that pays out 1/2 rewards

    Except those five RP'ers.

    It needs competitive rewards to be useful and the devs know this.

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    Maybe only malformed custom groups could have reward nerfs? Like say, a group with just one enemy in it means you'll get 1/4 XP for defeating them. I doubt this will effect any legitimate players/creators.

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    A much more fundamental fix would be an 'army list' build system.

    So many minions let you add a lieutentant and you get one boss per map, something like that.

    Wargames have used the system since the dawn of time to prevent 'top loading' your army with l337 troops and ignoring the cannon fodder.

    In this case, it would prevent gamers from stuffing their maps with high reward enemies.
  15. Nethergoat

    This is sad.

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    I agree with Nethergoat. The rewards need to be competitive, but not repetitive.

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    They can be repetitive. You can farm regular missions if you want, so you should be able to farm AE missions.

    The problem right now is the system is comically easy to min-max. That is the core issue they need to address- fix that and everything else will fall into place.
  16. The email system works great at keeping spammers out of my hair.

    Leave it be, TIA.
  17. Nethergoat

    This is sad.

    [ QUOTE ]

    You are wrong. MA missions are being used by the majority to farm and power level. That was not the intent. Reduce the rewards by half and let the MA missions be for story telling.

    [/ QUOTE ]

    I'll bold it so maybe you get the point.

    Nobody is going to waste their game time on junk that pays out 1/2 rewards

    Except those five RP'ers.

    It needs competitive rewards to be useful and the devs know this.
  18. [ QUOTE ]

    So let me turn your question back on you: why should purples be exempt from the discussion of "balancing" issues?

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    because they're already well balanced.

    Their design goal was to be the best, most desireable IOs available and to appeal to the most hardcore players.

    Mission accomplished!

    Well, except their glory has been usurped by the PvP IOs, but that should chance once they start dropping again.
  19. Nethergoat

    This is sad.

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    Best solution isn't removing the AE but instead removing it from Atlas, Galaxy, Kings row, Mercy, and Port Oaks. And having the auto contact to the AE bumped up to happen around level 15 - 20. That way those who want to can still make their way to an AE to play but it doesn't automatically suck new players in until they have learned there is more to the game.

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    Agreed. Get the AE Buildings out of the low Level zones asap.
    Let new players experience the regular game first before encountering the holographic missions offered at the AE Buildings.

    And change all MA missions to only offer half the XP of regular game missions. This will stop the farmers and return the MA missions to what they were originally intended for: to tell STORIES.

    [/ QUOTE ]

    Five RP'ers hanging out in the lobby while everyone else ignores the place wasn't the mission goal for AE. And that's where your "solution" leads.
  20. [ QUOTE ]

    I am still surprised to this day that no one has setup a place for players who hate the markets to trade IOs.

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    it's a testament to the efficiency and convenience of the system that nobody's bothered.

    well, that and the fact that our play money is SO EASY to make.

    But PO's may stress things beyond the breaking point.
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    I think we've forgotten how broken the powers system was at launch.....

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    Not me.

    The first character I ever made was an MA/SR scrapper.


    >:E

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    I still have one, level eight or so, that I haven't touched since then. 1835ish days since I last loaded her...

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    I still have mine too, although I log him in for event badges. =)

    I do have a fire tank on that server who hasn't logged in since about a month after I started playing. I should see how many days he's up to...
  22. [ QUOTE ]

    1) Force some standards on AE missions: i.e. missions must spawn like normal mission content. Custom groups must have at least one minion class mob, one lt. class mob and one boss class mob;

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    I suggested this exact 'army list' approach in beta.
    It's the obvious solution to the monoculture missions farmers adore.

    Wargames have used this approach for a long long time. Details differ, but you basically end up with a lot of cannon fodder, some tougher guys to lead them and a couple of big guns at the top of the food chain.

    It's an easy, obvious way to cut down min-maxing and I was genuinely surprised when they shipped AE without it, or something like it.
  23. [ QUOTE ]
    There's just no way the casual player is ever going to afford a purple recipe now - or is that the idea?


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    why does a "casual" player need the best enhancements in the game?

    If people want "the good stuff" they can make the effort to acquire it, or they can pound sand.

    And if you want to see REALLY high prices check out the PvP IOs.