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Everything posted by Andreah
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I have it on good authority that the yellow salvage drought will only get worse -- hurry and buy as much as you can! The world is an unstable and scary place. Protect your retirement and alting investments and buy Gold salvage from Yomoland Capital Group today!
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This gets me thinking again. I'm sure the price does bump up over 100K often enough, and that's where the 10,000,000 seeded are. And it's possible (or even very likely) many of those original seeds are sold. And, entirely possible some people not in the know about the seed price have listed theirs for sale above 100K. And it would only take about ~1T inf (I propose we call this denomination the Yomodollar) to buy them all and find out.
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The interesting thing was, a week ago, there were 10,021,032 for sale, and today there were 10,022,249 for sale. Today, I tested, and none of them were posted for sale below 49,999. I got one buying over 50K, but I didn't try any higher (I don't need them that badly). Someone has also been buying in bulk at about 5k -- so it really is just peaking very high, probably because of the need for instant gratification, and the for-sale postings above 5k and below 50k have been bought out (and possibly reposted well above 50K.)
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20K? I've seen them peaking to 50K.
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Lately, I like the teleport pool. Combat Teleport, Teleport, Teleport Target, and Fold Space are all useful in missions/combat. And especially so with some keybinds.
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Is Market Inefficiency Causing Salvage Price Spiral?
Andreah replied to Herotu's topic in The Market
It's still faster to click a macro with /ah in it than to go to the nearest vendor. The extra Inf you might get from a vendor isn't worth any distance at all. Heck, I'd delete all my junk if it were any faster than /ah. And I do when I'm in a mission and my salvage or recipes are full. -
Is Market Inefficiency Causing Salvage Price Spiral?
Andreah replied to Herotu's topic in The Market
I don't track uncommon salvage quantities for sale and bid, but this is reasonable to me. Or maybe several someone's on fewer characters. But the mindset isn't mine, either. I could envision doing a short-term test, such as seeing what price I have to pay to buy 1,000 of them right away; but for a profit reason? Oof, no. The tedium would be crippling to me. -
Is Market Inefficiency Causing Salvage Price Spiral?
Andreah replied to Herotu's topic in The Market
Patience and forethought have always paid big dividends at Wentworth's. -
Is Market Inefficiency Causing Salvage Price Spiral?
Andreah replied to Herotu's topic in The Market
Join the dark side! :D -
Is Market Inefficiency Causing Salvage Price Spiral?
Andreah replied to Herotu's topic in The Market
Why? You won't see a price change until there's another posted for sale below the current highest unfulfilled bid to buy. Most people don't leave bids up to buy mats in advance, they buy them when they need them, and they want them right away. Edit: I'll add that posting of salvage to the market is also "bursty" -- people will let their salvage get close to full and then go sell it all at once. Those are the infrequent times when the price gets driven down quickly. Also, human nature being what it is, many people just echo the last posted history sale price they see when they are buying. And they are not wrong to do so for cheap salvage, the time spent canceling an order that doesn't fill to post a slightly higher one isn't worth the savings. A few thousand inf is not worth the clicking to them. Heck, people will commonly overbid by the millions for high end enhancements. They could bid-creep on those and they don't, why expect them to bid creep by the mere hundreds or thousands for junk? The characteristic variability I see makes sense to me without casting my suspicion onto the code efficiency or mechanics of the market. -
Is Market Inefficiency Causing Salvage Price Spiral?
Andreah replied to Herotu's topic in The Market
If I had been the one to originally code the market, I would have insisted in the market auto-buying (and deleting) anything posted for sale at or below the vendor price. If you posted something for 1, "my" Wentworth's would give you 1 for it on the spot. :D -
Is Market Inefficiency Causing Salvage Price Spiral?
Andreah replied to Herotu's topic in The Market
I'd wager a lot of that 21,032 are old postings that people put in at silly high prices, too. I'd tempted to just buy and delete it all, and see how high those posts really were. It would only cost ~2 billion at max (21032 x 99999) to buy out everything that wasn't seeded, and take eleven alts with 200 market slots each to do the bids. It would take maybe a couple hours to do, and best done when the servers were minimally busy. -
Is Market Inefficiency Causing Salvage Price Spiral?
Andreah replied to Herotu's topic in The Market
I don't get an impression the market code is inefficient. I think it's much more likely that prices rise up rapidly due to the "bursty" nature of how the major crafters purchase salvage, especially the common and uncommons. For example when a crafter character logs in, the player/farmer may intend to craft dozens of recipes in a quick session. If they need salvage, they're not going to nickle and dime bidding on low-end salvage to get the best price. They'll quickly raise their bids until they get what they need. Commons and uncommons are so cheap the expense is a trivial round-off error compared to the revenue they intend to get, and their time is more valuable than that. Even rares get this, which is why you'll see the price hover in the low 400's often, but quickly spike up over 500K for short periods. You can get rare salvage slowly over time in the lower part of the range, but if you need a lot right away, you need to, and will, pay for it - it's not going to cut profits much to pay 500K vs 400K. The same things happen for commons and uncommons, only more so. Also, the supply of salvage is inelastic with respect to price. You can pay more, but the supply on the market won't increase; players won't play more or farm harder because uncommons are suddenly going for 25K instead of 2.5K. We're all bidding for the same, more or less fixed, supply of materials. Aggressive flipping could help stabilize the prices of the market, but that is hugely time-inefficient market work for commons or uncommons. There are probably flippers working the rares market, but even that sounds on the tedious, low profit side to me. -
It's also easy to transfer characters between servers; almost easy enough to do it depending on your mood. Want to visit Manhattan? Go to Excel. Need a respite in Kansas? Swap over to Indom.
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We'll have auto-translation cyberware before you know it. And I love it when my hovercraft is full of eels.
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No, no. We just changed it. Two M's are now a Million, not two thousands. We're multiplying them together. XL is now 50 x 10 or 500, XLVII is 10 x 50 x 5 x 1 x 1, or 2500, and so on. It's like New Math, except it's for money. We can call it the New Roman Monetization.
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I'm going to start using "VV" for quarters, since V is five, and 5 x 5 is 25. Hundreds could be XX ! I.e., a mugging outside Wentworths in KR could start out with "Hand over all your double-X's!"
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I think, over time, a backlog of unsold uncommons builds up between 1-25K or so, and supports a usual buy-it-now price in that range. However, f there's a big enough run on it, and that backlog gets depleted, then the buy-it-now-price goes up a lot. It will take a while for it to drop again since the supply is inelastic.
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I would be happy enough if all it did was defeat the one last mob on a map that I can't find. Non-mission-boss, ofc.
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honoroitisfantastic Would you pvp for prisms?
Andreah replied to honoroit's topic in General Discussion
You may be able to bribe people to do things they fundamentally don't like, but they will not thank you for it.- 140 replies
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Everlasting is the unofficial Roleplaying server, and it has the highest concentration of roleplayers.. Non-roleplayers are still welcome and abundant, of course.
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I think it's much better today. I never see anyone rejected from a team unless the team is attempting something unusual, like a hard mode, certain badge runs, or an "all-x" team.
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My experience is different. It's entirely possible for a herder to keep even a fairly strong team fed with fresh mobs and clear an entire floor in a single fight. Sometimes those single fights slowly move forward. And yes, sometimes it may be several fights. But it need not be a separate fight for every spawn group. My overall point is that the current aggro limit supports plenty of herding for those who wish to do it. This; entirely this. Skilled herders can use this to help ensure a steady stream of incoming mobs, too.
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It's not a thing to complain about, it's something to enjoy when it works right. E.g., the team doesn't need to pile into that little conference room to fight the council guys, because the herder brought them out and down the hall to where all the AoEs were already set up and the team was already engaged. Some people do want to move from one group to another with a clear delineation between those fights, and that's okay. Others don't, and prefer a steady stream of enemies herded into one, longer, technically more efficient, fight. Neither is chaos. Radically changing the aggro limits would have tactical and balance impacts I wouldn't find to be fun, and that's why I'm against them.