Vhaeyne wrote: » You said wood...
daveywavey wrote: » Vhaeyne wrote: » You said wood... No, no... "UBER-wood"!
UBER wood
Vhaeyne wrote: » I, personally, build a case. My first course of action if someone else is price fixing will be to try and sell to them directly. If it's a person, I got no problem. So, long as they are not buying at a superhuman speed. Which is a major red flag. If they are wanted to fix the price at 25 and sit on the AH and buy all of an item below that. That is fair. I have done that myself. It can work. I would just contact the seller and try to sell to them directly to save the listing fee. Try to get them to buy at like 24.5 or something. If they don't respond and keep buying at superhuman speeds I have my case. If they are not buying at superhuman speeds, but are botting at least real humans have a chance. I don't think I am the only one who pays close attention to the market when they are dealing with a good that makes them money consistently. Close enough to notice things selling instantly. There may be the odd time I report a human because they did not respond to my PMs or responded in a way that made me think it was a bot. That is for the GMs to investigate, though. We can all hope they are not as bad as Blizzard and, from what I have heard, New World. Where they auto-ban after mass report.
McMackMuck wrote: » @overfitneuralnet I like that you are trying to find a solution. Taxes are a partial money sink as a percentage will disappear on the node running costs (those NPC guards don't come for free!) Gear maintenance is both a resource and a gold sink. You need a wide range of gatherables to be processed into something that can be used by an appropriate crafter to repair your gear, depending on exactly what the gear is. As you can't master all Artisan areas you will need also gold to pay for someone's services. The gold sink occurs when the artisans pay their accommodation costs and any other node related taxes. Mayors should have a high degree of control over taxes with tax brackets and a wide range of schemes aimed at preventing a simple assessment of which node is best for trades to occur in (like in real life!). Transactions will move to a node where they are taxed less, unless there is another benefit to trading in that location (security, that's where your storage is _currently_ based, harbor, etc.) which needs to be taken into account. If the tax burden discourages high value trades from operating in a particular node then the node will suffer from the loss of the taxes associated with those trades. This doesn't mean that your ideas can't work, I'm just observing that a mayors job is complex when trying to attract trade and generate tax from it. The other factor is, if you are going to store resources in a node, how safe is that node from being sieged and sacked. Do your taxes in any way relate to the degree of security that node offers?
Vhaeyne wrote: » Noaani I have seen the superhuman buy speed. They do it because in large populations they have to, or they don't get any sales. If they know other people are doing it in a global AH then it's like an arms race. Amusingly, though. I am pretty confident this is how people trade crypto and stocks IRL.
Caeryl wrote: » I do love coming to these threads and getting to see immediately that a user has never participated in an economy focused guild in a decentralized market system. I’ve never had the time nor motivation to spend hours upon hours scouring every trader in reach to make a few extra bits of currency that eventually build up into something significant. I’m happy to gather and craft and make my millions in easier, less tedious ways. However, I’ve played with players who love the economy game. They spend 90% of their time hopping from trader to trader getting gold here and there and sometimes striking gold when they find a gem significantly underpriced. The other 10% is usually housing. I’ve found some deals just by wandering by a trader in the town I was questing it at the time. 2% of the typical market price so of course I bought them (and used them immediately). I’m sure someone blamed “bots” when they got there and saw the listing already purchased. Every game has those players who’ve never tried to engage with the economy besides being annoyed that the items they buy got more expensive or the listing they saw got bought. My best advice, go take part in a trading guild. Learn how the economy of a game works. They’re not run by cartels of players, prices aren’t dictated by bots, it’s not the fault of others that the item you want is worth more than you wish to pay.
Tyranthraxus wrote: » Yours truly realized that I was part of the problem, in SWTOR - which in this past year has seen *HORRIBLE* inflation: In "flipping" items on the market, we artificially drive up the prices of items on the player-markets.
Karast wrote: » One thing to keep in mind is that many players actually enjoy playing the economic game in MMOs. Rather than grinding mats, they play the AH to make the cash they need to gear up. Flipping mats is an economic and game play driver since as prices for things like harvesting goods go up, more people go out to grind them, and then conflict over harvesting spots ensues.