MTeague Posted January 10, 2020 Posted January 10, 2020 Heck the seeded quantities were so darn big they ain't going away anytime soon without dev action. I'm fine with the billions being there at the "failsafe" price for the duration. Roster: MTeague's characters: The Good, The Bad, and The Gold
Yomo Kimyata Posted January 10, 2020 Posted January 10, 2020 3 hours ago, Mister Mass said: The seeding of salvage provides several benefits. First, it guarantees that there is always some of that item for sale, which was a problem for some rare items on Live. Second, it acts as a breakwater against artificial shortages induced by marketeers. On Live, marketeers could buy up all of the available salvage of a type & drive up the prices for that salvage for a time, making it difficult/impossible for normal players to purchase what they wanted/needed until the market normalized with the price bubble collapsing. With salvage seeding, a marketeer would need to buy through a million salvage seeded at artificially high prices in order to have his fun. While not impossible, this reduces the marketeer's profit incentive & probably would take most of the fun out of the exercise for them. While these artificially-induced market bubbles never lasted all that long on Live, they did act as a disincentive for AH-wary players to use the system. I see no reason to end the seeding. It does no harm & may be doing some good by acting as a guarantee of a supplier of last resort on the AH. I applaud the HC devs for adding this mechanism to the flawed, but useful, AH. I would say that fungibility across salvage is a much more effective tool for keeping prices in line than the supply ceilings. Who run Bartertown?
RikOz Posted January 10, 2020 Posted January 10, 2020 (edited) Thanks for explaining why my rare salvage bids were taking so long 🙂 I've actually found that if I need a particular piece of rare salvage right now, it's quicker to hit AE and run Bads in Space twice, which produces enough tickets to just get what I need from the AE vendor. Though the particular AT/PS I'm playing makes a difference in how long it takes. Edited January 10, 2020 by RikOz
Mister Mass Posted January 10, 2020 Posted January 10, 2020 20 hours ago, Yomo Kimyata said: I would say that fungibility across salvage is a much more effective tool for keeping prices in line than the supply ceilings. Agreed. I didn't want to confuse the issue by bringing up bucketing, but cerrtainly that dev innovation has been highly effective, as you noted. Keep Redside - & Goldside - Alive!
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