NiKr wrote: » Noaani wrote: » Thus, the demand for the item is 3125. If 3125 of them existed on the server, 3125 of them would be used. This is not quite right, especially if repairs will require deconstruction of the same item for its mats. But even if it doesn't, there's still the OE part of the equation and people at the top always want to go higher, and with item decay (and potentially destruction) you'd need more than one item per person. And the very top guilds would greed that shit up, so they'd go after the item even if every appropriate class in their guild already has it, so the demand would remain higher than the base supply requirement.
Noaani wrote: » Thus, the demand for the item is 3125. If 3125 of them existed on the server, 3125 of them would be used.
Mag7spy wrote: » Also noaani's perspective is about pve and instanced gameplay he won't understand more complicated matters, that is why his arguments seem flawed. But he isn't open to other opinions just his own.
NiKr wrote: » Mag7spy wrote: » Also noaani's perspective is about pve and instanced gameplay he won't understand more complicated matters, that is why his arguments seem flawed. But he isn't open to other opinions just his own. He's played AA so he understands contests for ow bosses. It's just classic Noaani semantic arguments. It's just morph's first time, so they're not as used to that.
Mag7spy wrote: » He also only references older games and generally just eq when he is comparing anything or saying the right direction something should go.
NiKr wrote: » Mag7spy wrote: » He also only references older games and generally just eq when he is comparing anything or saying the right direction something should go. If this disqualified arguments, my whole existence on this forum woulda been pointless Also, AA is one of the inspirations and Noaani is one of the few here who've played it.
NiKr wrote: » Noaani wrote: » Thus, the demand for the item is 3125. If 3125 of them existed on the server, 3125 of them would be used. This is not quite right, especially if repairs will require deconstruction of the same item for its mats.
NiKr wrote: » Noaani wrote: » The top 5 best items I ever saw in Archeage were all put up for sale. In my experience such items were only sold when the owner was leaving the game and wanted to rmt on his way out or when the guild with those items was so damn powerful that they controlled the entire supply constantly and everyone who needed that item in the guild already had it OEd as much as possible. Was this the case for those AA items or was AA even weirder than how weird I already think it is?
Noaani wrote: » The top 5 best items I ever saw in Archeage were all put up for sale.
morphwastaken wrote: » Because your definition of demand and reward is based on how many players want an item, instead of what they are willing to pay. It's not want = get. It's pay = get.
Noaani wrote: » One of the factions that contested the Red Dragon that I've talked about used to sell the drops if they got them and divide the money between those present.
NiKr wrote: » Noaani wrote: » One of the factions that contested the Red Dragon that I've talked about used to sell the drops if they got them and divide the money between those present. To me this just says that the item itself doesn't have enough value, when compared to other items. I don't really know which design I would prefer for Ashes though, so that's a discussion for a different time.
Mag7spy wrote: » That on top of weird guild politics so certain people can get more gold than others and get more gains with some manipulation.
Noaani wrote: » morphwastaken wrote: » Because your definition of demand and reward is based on how many players want an item, instead of what they are willing to pay. It's not want = get. It's pay = get. Yeah, but supply and demand doesn't only take in to account those that turn up to try and fight to get the item. Someone willing to buy the item for a significant amount (by definition, that amount can not be defined further than "significant amount", and also by definition must vary based on supply) counts as much towards the supply and demand factor of the item as someone that shows up to try and get the item. Risk vs reward only take those that show up in to account. This is why supply vs demand has no real place in this discussion. It encompasses a much larger proportion of the population than just those present at the fight.
morphwastaken wrote: » When price is high enough - PvP will start to happen around PvE content that is supplying the item.
Noaani wrote: » morphwastaken wrote: » When price is high enough - PvP will start to happen around PvE content that is supplying the item. I'm not saying this wasn't the case in L2, but I will say it won't be the case in Ashes. Top guilds aren't going to wait until an item has a high sale value before they go after the encounters in question. Everyone capable of taking the encounter on with a reasonable chance of success will be present. The sale price of the item increasing isn't going to mean more people are suddenly in a position to contest the encounter. The only increase to how many people show up to fight an encounter will be when there is an increase in the number of people that think they have a shot at it. This is why supply and demand and risk vs reward are different things.
Noaani wrote: » Top guilds aren't going to wait until an item has a high sale value before they go after the encounters in question. Everyone capable of taking the encounter on with a reasonable chance of success will be present. The sale price of the item increasing isn't going to mean more people are suddenly in a position to contest the encounter.
morphwastaken wrote: » Noaani wrote: » Top guilds aren't going to wait until an item has a high sale value before they go after the encounters in question. Everyone capable of taking the encounter on with a reasonable chance of success will be present. The sale price of the item increasing isn't going to mean more people are suddenly in a position to contest the encounter. You are thinking too narrow. Are you imagining one random boss, or some small area?
Noaani wrote: » As I've been saying this whole time - I am talking about what ever boss is dropping the best items in the game (or the components to make those items).