Xavier_Jr
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- Xavier Jr Riquelme
If you think people are selling things too cheaply, just buy it all and relist..
Thats could make me a rich man
However thanks for your idea.
If you think people are selling things too cheaply, just buy it all and relist..
Imagine IRL you go and order a car and 'toyota' comes back to you and says sorry we tried five times and we only got 1/2 a car and some residue ...that doesnt happen does it?? .... supply and demand only works when the production is a constant... but in this game everything is a variant ...
at the end of the day if people cant support their gameplay time they will underquote to keep playing ... it's a game after all...
If , those 100k was spread between 10 people , i am sure most of them would spend those 10k ingame to buy item , hunt , craft...
The big number is an open door that puch money out of game.
The market forces of supply and demand do their work, every time someone puts something cheap on auction, there's someone to buy it. If the buyers don't think it's worth buying, then it's not worth buying.
Where in any other economy does the item your buying actually tell you not to buy it... because someone bought one yesterday for half the price?
Where in any other economy does the item your buying actually tell you not to buy it... because someone bought one yesterday for half the price?
This will always create a downward spiral, because some one is always willing to sell something at under cost or under the price it sold for last week.. The problem is... That desperate sale goes on the public record "FOR EVER" and can dramatically affect the micro-economy.
MA should add a lot of tutorials to the auction for n00bs... should do same with banking system and many other systems in game. First time I tried to tame, I would have never been able to do it without reading some tutorials in the forums here (well at ef when it was around). Some people have been in game for years and still don't completely understand loan system in banks.because the newbies dont know that them can selling his items in auction for himself without high loses. And second, when noobs and newbies sells directly his materials in auction using wrong or incomplete information,
Yes, that is a big part of the problem, and is also why I say that the market value is a game. If someone has a rare item, or newly introduced item, which has a low number of sales, say 20 or less, one or two runs through the auction can make that items market history go very high or very low quickly, especially if the said auction seller has a "friend" on the other end willing to buy. I suspect some street sellers use this sort of legal scam so to speak to cause market values to do what they want them to do -- lowering them if they want to do a lot of buying, and raising them if they want to do a lot of selling, etc. Having been a shop owner for a while, focused on blueprints, I see this sort of market manipulation happening a lot on bps. It's more noticible in this market then many others because tt value of bps is so low, so almost 100% of the market history is based on markup fluctuations.The problem is... That desperate sale goes on the public record "FOR EVER" and can dramatically affect the micro-economy.
In fact, the model of the game suggest to use the three professions. However, the reality is different. ET say to us that number of hunters is three times number of miners; and the number of miners is 1.5 times the number of crafters.
Probably is better to have the three professions; as i can see in your tracker, you have practice the three professions; and i can see too, that you prefer to be a crafter. That suggest to me, that may be recomendable to do crafting too at nowdays. Thank you so much!![]()
I do agree with you somewhat... However, as any psychologist will tell you, I don't think you trying to force your opinions on others is going to get you anywhere. All that does is create more frustration and stress for yourself, which in turn becomes a vicious cycle, creating even more frustration for yourself later.
That low MU would be because of new players sell stuff too cheap is not the case. In the long run supply and demand will push prices up or down. Short term prices can move a bit up or down because of "undercutting", but undercutting is often an effect of bigger supply then demand.
one of the problem is all those ATH with TT food.
If someone get 100k+ of TT food , he will TT it , and then withdraw at least half of it.
If , those 100k was spread between 10 people , i am sure most of them would spend those 10k ingame to buy item , hunt , craft...
The big number is an open door that puch money out of game.
As all will understand the values of market of the objects that are traded in Entropia Universe is what guarantees that this virtual universe can work without collapsing. From there the preoccupation that causes me seeing that the values of market of all the resources and objects of this virtual universe go in free fall.
Is necessary to make note that although it is certain the quantity of players that practice the game is a decisive factor for the values of market of Entropia Universe things; I find that it is not the only one. That nowadays exist a problem of reading from the historical values of the market from the tools that the game offers us.
In some moment the players of the game have forgotten that the market values not only are established mechanically for the record of the auction; if not that fundamentally they should be established by oneself giving a value to the things that we sell considering our costs implicated in his obtaining or fabrication.
An example of this is the race to sell things which does the players take from reference the historical value and always put its price below this; without considering that the value of historical market reflects the average of all the available markets. There are markets that purchase and sell wholesale objects. And there are also markets that buy and sell retail objects. Both economies are not the same ones, if not that each one has and should have their own rules.
I believe that one of the reasons for the fall down of the prices is because most of the people doesn't make a distinction of both markets. Such that they mechanically sell their things below the market values allways. That doesn't help to the economy of the universe. Because it drives to the continuous fall of the prices fruit of the offer and demand, although the real demand is not falling in the same proportion. This way we can see that the MU of the mining amplifiers now is usually always bigger than the MU of the maters and ores of the game. Also the because the MU of the weapons and armors are usually always bigger than the MU of the hunt loots..
This situation is very dangerous. Because if something menace to the game is it. For this reason, I have two suggestions. One to Mindark that plans to future to make a distinction between the records values of market of the objects and resources bought wholesale and also for retail; and a second that the sellers in general don't determine mechanically the price of the object only for the historical; if not that they make calculation of costs. Example, if an ampli costs 112% and we also know that Mindark will charge to the long one 10% of what we play as commission; we should not offer minerals for example in 108%. Because that means that we will make collapse the economy more early than late. In front of this measurement, if one wants to sell something for less than 110% it is very preferable to throw the object to the TT, because to the long way is more beneficial for the economy in general of the game.
The market values process is not a game; for that reason we should understand their concept well and to take care we must to establish it in its real value, according to their costs, and not only that we place the prices looking at the historical one (MU-1), because the same one represents the average of the costs of great scale with the costs of small scale.
Something MA should add to item info screens on all items: a couple of stats that show how many items of this type are currently in game, and what number this one is... sort of like the numbers put on limited print editions... This number should fluctuate as things are TTed, or added to the virtual reality, etc. The database should have all of this info somewhere (hopefully)... this type of info would be useful in helping us know what is more rare and what is more common. It would help the RCE in a lot of various ways and help us determine true market values better.
One tiny bit of information that could be provided in the ingame Market Analysis thinger is the actual number of the item being viewed ingame. This could add relevance to this feature. Currently what we see is how many have been sold in auction. A bolder step would be to include prices paid in shops, shop keepers and private trades. The information does exist or rather should exist. Just a matter of MA stepping up and providing some basic usable metrics ingame.
My opinion.....
The problem with this type of economy is you can NEVER determine it based on the real world rules/laws of economy...
why.... simple because people (crafters) who recycle the peds dont co-rellate to manufacturers in real life.
You might be saying... "what the hell are you on about?"...well... think of it this way ... If i am a crafter and I manufacture a product each time I use the mats for it, I will be happy to sell that product in due time and even make a profit.... but because manufacturing doesnt return exact amount of products, crafters tend to undercut prices to keep going or to recycle for another run....
Imagine IRL you go and order a car and 'toyota' comes back to you and says sorry we tried five times and we only got 1/2 a car and some residue ...that doesnt happen does it?? .... supply and demand only works when the production is a constant... but in this game everything is a variant ...
Unless you have a system where you need a certain level of skill you cant manufacture anything, you just get res or when you do you do it everytime .... but that's not how the game is set up... so in other words doesnt matter how much people try to do graphs and MU research... shit always changes .... at the end of the day if people cant support their gameplay time they will underquote to keep playing ... it's a game after all...
Very well said. Take the vehicles for example. The success rate is 33% for any manufactured item at best but sometimes can fluctuate to as low as 20%. Yet you continually see a free fall on prices like you mentioned. This in turn devalues not only the item but slowly kills th economy here. I remember the day when we had over 20 people bidding on a single item, good luck trying to win items anything under MU in those days. I see things headed towards a TT game.
All new things have high mu and then the mu comes down. Low mu is not bad in it self, but if the mu is constantly going down over a long period is not good. It's not good for the game if we have to high mu on all items, it makes it to expansive to play. MU stability is more important than high mu. If the mu slowly goes down on items it is no big problem, but of cource a situation with no mu at all is not good.
This is simply a buyers market supplied by gamblers.
OFC the MU comes down on new items. I've been here 5 years, never i have seen MU fall by the hour at lightening speed like is does now. When something for example costs 200 ped to make and sells for 50, that is not normal. Sure your happy about it, and every other consumer here since there basically getting a steal on almost every time here. Virtual items used to be stable here, prices would not wildly fluctuate then crash. This is simply a buyers market supplied by gamblers.