Marketplace Cap
#181
fs_realwillow
Posted 10 December 2007 - 18:18
Wild Cat: 18
Nightshade: 23
Demonic Frog: 16
Raptor: 16
Total: 73gold
If each one is a 1hit kill, my max stamina being 620.
Bare in mind these are worked out on some averages, so wont be exact but will give a rough idea.
Lets say every new square I move to has these four creatures on. (We all know some have none, some have more so its sort of balanced doing it this way).
Per Square 5 Stamina burnt (4 kills one move).
620 (Max Stamia) / 5 (Burnt Stamina) = 124 (sets of movement and kills)
124 x 73 avg gold recieved
= 9052gold in total.
My current stamina gain is +55ph
620 (Max Stamina) / 55 (Hourly Gain) = 11.27' Hours to reach max stamina.
Therefore for Every 11 hours-ish I can on average gain 9052 gold.
With fsps at a current average of lets say the max 100k.
100,000 (fsp price) / 9052 (Gold in 11 hour period) = 11.04
Therefore, 11.27 hours x 11.04 = 124.42 (Total hours need to buy 1 fsp)
124.42 / 24 (hours in a day) = 5.2 Days
--
Is this fair? It takes me 5.2 days to be able to afford 1 fsp
And im not taking into account any other expenditure, such as beng PvP'd, buyingitems, upgrades etc.
---------------------------------
I would like something to compare it to, so if a higher level could post the average gold received from killing 4 Different creatures i'll work out an average there.
#182
Posted 10 December 2007 - 18:22
Guys , think please....you're the ones being selfish.
who do you think will PUT FSP's on your little lower level market?
yeah , i dont believe in ghosts either....
#183
Posted 10 December 2007 - 18:24
Hi, please reduce the prices, or at least make it more accessible for all players to have a shot at free fsp offers.
I'm in South Africa and level 13 and I've invited other players, but still the only fsp I've had was a couple donated to me by american friends.
Choosing between buying fsp or a new needed armor set, leaves the fsp eating dust everytime at the moment.
Hey , finally another South African!
Im South African , and been battling along for ages
#184
fs_realwillow
Posted 10 December 2007 - 18:25
Different markets for different levels?
Guys , think please....you're the ones being selfish.
who do you think will PUT FSP's on your little lower level market?
yeah , i dont believe in ghosts either....
The same people that do now. The new players that BUY it with real money or complete free offers.
#185
fs_lordatog
Posted 10 December 2007 - 18:26
At my level here are some average gold amounts aquired via kills.
Wild Cat: 18
Nightshade: 23
Demonic Frog: 16
Raptor: 16
Total: 73gold
If each one is a 1hit kill, my max stamina being 620.
Bare in mind these are worked out on some averages, so wont be exact but will give a rough idea.
Lets say every new square I move to has these four creatures on. (We all know some have none, some have more so its sort of balanced doing it this way).
Per Square 5 Stamina burnt (4 kills one move).
620 (Max Stamia) / 5 (Burnt Stamina) = 124 (sets of movement and kills)
124 x 73 avg gold recieved
= 9052gold in total.
My current stamina gain is +55ph
620 (Max Stamina) / 55 (Hourly Gain) = 11.27' Hours to reach max stamina.
Therefore for Every 11 hours-ish I can on average gain 9052 gold.
With fsps at a current average of lets say the max 100k.
100,000 (fsp price) / 9052 (Gold in 11 hour period) = 11.04
Therefore, 11.27 hours x 11.04 = 124.42 (Total hours need to buy 1 fsp)
124.42 / 24 (hours in a day) = 5.2 Days
--
Is this fair? It takes me 5.2 days to be able to afford 1 fsp
And im not taking into account any other expenditure, such as beng PvP'd, buyingitems, upgrades etc.
---------------------------------
I would like something to compare it to, so if a higher level could post the average gold received from killing 4 Different creatures i'll work out an average there.
so the fact i spent over a year of getting on ever day to get this point it should be set so you can earn fsp just as fast as me when you started within past month or dont really play? hell why dont i start complaining about people who have jobs and money to afford to buy fsp.. im filing for disability and thus cant afford to buy fsp with money so thats not fair i say we start making hunted cow charge people based on their income or heck lets start also altering it based on connections as people on phone lines have to spend more time playing game than someone on cable or a t1 line... this all makes great sense doesnt it?
no higher lvl people put in the time to get where they are and be able to earn fsp faster.. so altering to make easier on low levels doesnt work
#186
fs_mun6502
Posted 10 December 2007 - 18:27
As you add higher and higher level monsters dropping more and more gold you are increasing the money supply. Of course you're going to get inflation.
The only way to stop FSP inflation is to regulate the supply of gold. Not just by keeping a level 5 mob dropping the same as a level 5 mob dropped a month ago but by slimiting the amount of gold the higher level mobs drop. If you limit the gold drops to the amount dropped by a level 150 mob then the inflation will stop.
#187
fs_realwillow
Posted 10 December 2007 - 18:30
so the fact i spent over a year of getting on ever day to get this point it should be set so you can earn fsp just as fast as me when you started within past month or dont really play?
I'm not saying we should be earning it as quickly as you, I'm saying you should have the 'control' over the fsp market just because you earn more gold. Staggeed markets would not alter the prices the higher leveled players pay, because you would still have complete control over it.
no higher lvl people put in the time to get where they are and be able to earn fsp faster.. so altering to make easier on low levels doesnt work
Its not a case of making it easier, its a case of removing the higher levels abilty to control the entire market - thus keeping new players intrested.
#188
fs_dispater
Posted 10 December 2007 - 18:34
#189
Posted 10 December 2007 - 18:34
Basic monetary economics guys.
As you add higher and higher level monsters dropping more and more gold you are increasing the money supply. Of course you're going to get inflation.
The only way to stop FSP inflation is to regulate the supply of gold. Not just by keeping a level 5 mob dropping the same as a level 5 mob dropped a month ago but by slimiting the amount of gold the higher level mobs drop. If you limit the gold drops to the amount dropped by a level 150 mob then the inflation will stop.
Mun, you may have a point here actually.
#190
fs_mun6502
Posted 10 December 2007 - 18:38
The marketplace price will always be related to the amount of money the buyers can earn.
Someone gaining 50 stamina an hour, killing mobs dropping 10 gold each time can earn 500 gold an hour
Someone with 50 stamina getting 200 gold per kill earns 10000 gold/hour.
The marketplace will always be controlled by the highest earners. And their income is rising as fast as their levels.
#191
fs_lordatog
Posted 10 December 2007 - 18:39
I won't lie, I didn't read everyones posts so this may be covered already. The reason we are seeing such high prices for FSP is inflation. There is so much money out there right now it's worthless.
My suggestion is to have HCS provide a way to take money out of the system. Ebay like auction houses for one. A % of what you make goes to HCS maybe. Or you can purchase things from the site so the money does not get recirculated. Something better than the shops in the levels... I have yet to see something I'd think about buying.
Or HCS could sell FSP for gold at the marketplace all the time, unlimited amounts. So if you want to sell yours than you have to make it cheaper...
I'll stop rambling now.
Again I won't lie, I probably won't check this again. So if anyone has something constructive to say email me at delfiacco@msn.com.
actually this would help as well as it would keep people from using ah as only storage and would make prices closer to saleable lvls instead of hoping that is there when someone really needs and has no other option..
2 need the same thing for FSP an auction house as it would give buyers some control over market and thus balance out the market plus it would be a minor gold sink
#192
fs_lordatog
Posted 10 December 2007 - 18:41
Its simple.
The marketplace price will always be related to the amount of money the buyers can earn.
Someone gaining 50 stamina an hour, killing mobs dropping 10 gold each time can earn 500 gold an hour
Someone with 50 stamina getting 200 gold per kill earns 10000 gold/hour.
The marketplace will always be controlled by the highest earners. And their income is rising as fast as their levels.
hire lvls also end up investing more in hell forging as we cant buy a pre hellforged item and we end up needing more money in guild for buildings and mercs to get the higher sets
#193
fs_crace
Posted 10 December 2007 - 18:46
Basic monetary economics guys.
As you add higher and higher level monsters dropping more and more gold you are increasing the money supply. Of course you're going to get inflation.
The only way to stop FSP inflation is to regulate the supply of gold. Not just by keeping a level 5 mob dropping the same as a level 5 mob dropped a month ago but by slimiting the amount of gold the higher level mobs drop. If you limit the gold drops to the amount dropped by a level 150 mob then the inflation will stop.
Mun, you may have a point here actually.
Add to that the increase in levels/power of certain buffs. :wink:
I say no cap at all. If people price too high and they don't sell, that is how the market should be.
#194
fs_lordatog
Posted 10 December 2007 - 18:47
multiply all fsp in existance and all fsp costs by 10 guess what the new fsp are only worth 1/10th current value as it takes 10 ofthem to do what 1 did today would have to multiply all in existance so people who have arent screwed over.. but now it would take 20 fsp to get +10 max for example... then people couldnt complain as much about not being able to afford em but getting enough to do stuff would be problem but it would make it easier for lower lvls to start getting fsp as they could afford one here and one there and in essence buy what is currently a fsp in installments...
#195
fs_lordatog
Posted 10 December 2007 - 18:48
Basic monetary economics guys.
As you add higher and higher level monsters dropping more and more gold you are increasing the money supply. Of course you're going to get inflation.
The only way to stop FSP inflation is to regulate the supply of gold. Not just by keeping a level 5 mob dropping the same as a level 5 mob dropped a month ago but by slimiting the amount of gold the higher level mobs drop. If you limit the gold drops to the amount dropped by a level 150 mob then the inflation will stop.
Mun, you may have a point here actually.
Add to that the increase in levels/power of certain buffs. :wink:
I say no cap at all. If people price too high and they don't sell, that is how the market should be.
but the problem is that sellers have no reprocussions for overpricing except having to wait til market has theirs as lowest they need to have a time restriction
#196
fs_mun6502
Posted 10 December 2007 - 18:49
hire lvls also end up investing more in hell forging as we cant buy a pre hellforged item and we end up needing more money in guild for buildings and mercs to get the higher sets
That's good, The higher earners have higher outgoings.
Guild upkeep and hellforging are great ways to remove money from the economy as mentionned above. The truth is that the FSP price will increase with the Disposable income of the highest earners.
The balance is wrong.
Income needs to be regulated
Just think what would happen to the prices in the mall or supermarket if the government started handing out 10, 20, 30% pay rises to public sector workers. It's Monetary Economics 101.
#197
Posted 10 December 2007 - 18:51
however , the increase is to cover the increase in repairing , also remember we are 2 hitting minimum at our levels , as well as needing more gold for hellforging etc.
Keeping the gold gain standard throughout the levels would mean top levels would eventually start losing....
not the end of the world.
The problem here , is amount of "stamina spent" playing. ie , a level 200+ player has been playing a while , and continuously levelling = a ton of gold.
i would HATE to say "level cap" , but thats one of the only ways i could think of the gold curtailing out of reach....
#198
fs_yorec
Posted 10 December 2007 - 18:56
NO cap. If you outprice the market - you lose out being able to sell... So they have to get in the selling range to get thier items moving. A cap just means they know where the ceiling is and can play right below it - the ceiling artifucially inflates the price to that level, because that's where the traders want it to go -
If there were no ceiling and some idiot bought up ALL the fsps - his gold would be tied up there with no way to get at it unless he started over at a level where others are willing to buy. No way around it. - and in the meantime new FSPs are entering the market by way of the offers, recruiting, etc.
Caps are bad if the market is unlimited.
IMHO.
#199
fs_mun6502
Posted 10 December 2007 - 18:56
mun , to a degree i agree with you...
however , the increase is to cover the increase in repairing , also remember we are 2 hitting minimum at our levels , as well as needing more gold for hellforging etc.
Keeping the gold gain standard throughout the levels would mean top levels would eventually start losing....
not the end of the world.
The problem here , is amount of "stamina spent" playing. ie , a level 200+ player has been playing a while , and continuously levelling = a ton of gold.
i would HATE to say "level cap" , but thats one of the only ways i could think of the gold curtailing out of reach....
Okay you still have to give more gold as the levels go up but the rate of climb is too steep at the moment.
here's another idea then.
Instead of a flat rate fee for marketplace listing make it a percentage of the total value of the listing.
Call it sales tax. Now where have I heard that term before?
#200
fs_lordatog
Posted 10 December 2007 - 18:58
mun , to a degree i agree with you...
however , the increase is to cover the increase in repairing , also remember we are 2 hitting minimum at our levels , as well as needing more gold for hellforging etc.
Keeping the gold gain standard throughout the levels would mean top levels would eventually start losing....
not the end of the world.
The problem here , is amount of "stamina spent" playing. ie , a level 200+ player has been playing a while , and continuously levelling = a ton of gold.
i would HATE to say "level cap" , but thats one of the only ways i could think of the gold curtailing out of reach....
Okay you still have to give more gold as the levels go up but the rate of climb is too steep at the moment.
here's another idea then.
Instead of a flat rate fee for marketplace listing make it a percentage of the total value of the listing.
Call it sales tax. Now where have I heard that term before?
also would have to put a time limit it will be up else all that does is increase the price of fsp
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