micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
edited February 2020
Any proof of these assumptions? (or some substantial evidence or something)
I've been selling stuff, wards included, and neither sold en-masse (having multiple listings) which will imply someone buying out to sell nor those that buying are the sellers (accounts visible in the mail).
Most of the sellers are familiar and it's the same people who buy at ZEN discounts. Having double RP stones always rises demand.
So I wonder is it an assumption of "it happens in some cases, and there are rich people so it must be happening", or there is an actual indication of things? (in wards)
720k AD for a stack? A stack costs 743k AD in the ZEN market. Buying ZEN takes a month. AH eats 10%. So everything below 817 is dumping (when there is no discount event).
With a 30% discount event (40% is no more) a stack cost 520k AD so at 720k AD a seller wins 128k AD which is around 25% gain.
But the pres ward demand is way higher than the stockpiles of sellers. ZEN flows less and less fluid in Neverwinter so noone dumps the stacks for prices below the actual (non discount) ZEN equivalent... why should they? Pres wards always sell... there is no need to undercut. They increase in price until the next discount event.
I am selling lots of wards. I always undercut (slightly) to sell fast. I often check the AH notifications to analyze sells over daytime .. an like @micky1p00 said... different people, single buys... no signs of market control. The 10% AH margin avoids that.
If you create a system where it costs 0 to post in AH and 0 if you do not sell, what is the expected outcome? The merchandise does not rotten, no salary to pay... And plenty of capital to lie around from the Ice Age with no taxation. . Someone will buy all and repost for 5 times more just bc they can. So it does not sell, ok, if they have time from their other games, they came after 1 week and repost at 4 times more. Even if they sell 2 items is more profit then selling 5 at normal price. And felt powerful too. So it does not sell, ok , repost at 3 times more. It is a lot of free fun anyway.
One of the problem may also be the lack of direct trading (=without going through the AH). There is no direct hand to hand customer AD <=> supplier ware/goods trading : we only have a barter system (goods <=> goods) which doesn't involves AD (and for completely understandable reason : scams and to avoid multiaccount/multiboxing to be able to channel too easily the AD on 1 account).
This create a situation where the AH has pretty much a monopoly on trading means, making it extremely vulnerable to and appetizing for "large scale speculating raiders".
1
plasticbatMember, NW M9 PlaytestPosts: 12,456Arc User
@plasticbat Not everybody buys low and sell high. Some produce, we are not all middleman. Some play small redistribution. They make a little profit by following trends. Cartels rule AH. . How can one prevent monopoly or oligopoly? Exactly how we are doing that in real life. Every state does that. . Unless one follows Ayn Rand understanding of free market and expects Cartels to disappear on their own. They do disappear on their own , it might take the discovery of a continent, an industrial revolution, 2 worlds war to do it. .
I don't know. I expect everyone wants to buy low sell high. They may not able to do it but they want to do so if they are able to. Are they not doing it because they are not capable to? Or because they don't want to?
I do not necessary see it as a players problem but rather like this. In this game the assets are distributed and long time players have huge advantage over new players that is not necessary a linear one. It is extremely difficult for a new player to catch up. To get to BIS at the current AH prices it is about 135 mil AD....and I did the calculation for each item needed to get there. Given that we get 100 k AD to refine daily it means 3.5 year to get to end game level. Of course VIP, spending a lot of RL currency and putting a lot of time into the game will shorten it..some might reach it in a year and half maybe...but by then there will be another end game content that they need to catch up. In short if the economy of this game will not change most people will be discouraged and leave the game. As I mentioned the assets are distributed and it is not any more a starter game with fair start. It is a game where less then 1% dictates the game prices. Yes it is like in the real life but then why play a game? Just as a disclosure, I am not advocating against BIS or end game play. I advocate for a more linear system where the gap is not that huge and where players will be able to catch up to end game content within a reasonable time. The current AH prizes and market monopoly are actually prohibitive to linear progression and deterant to many new players.
> @emese#4731 said: > I do not necessary see it as a players problem but rather like this. In this game the assets are distributed and long time players have huge advantage over new players that is not necessary a linear one. It is extremely difficult for a new player to catch up. To get to BIS at the current AH prices it is about 135 mil AD....and I did the calculation for each item needed to get there. Given that we get 100 k AD to refine daily it means 3.5 year to get to end game level. Of course VIP, spending a lot of RL currency and putting a lot of time into the game will shorten it..some might reach it in a year and half maybe...but by then there will be another end game content that they need to catch up. In short if the economy of this game will not change most people will be discouraged and leave the game. As I mentioned the assets are distributed and it is not any more a starter game with fair start. It is a game where less then 1% dictates the game prices. Yes it is like in the real life but then why play a game? Just as a disclosure, I am not advocating against BIS or end game play. I advocate for a more linear system where the gap is not that huge and where players will be able to catch up to end game content within a reasonable time. The current AH prizes and market monopoly are actually prohibitive to linear progression and deterant to many new players.
My first question is why new player need to catch up?.
Second tell me if not in 2 months new player can do any content and new dangeon also with so many gear given from the game. And if they go tank route they can do tomm if they can find some people.
New player has so many content need to learn the game need to grind like the rest of us.
Tell me one game tha new player is doing so fast last dangeon .
You think now is hard to be bis you weren't here then when game started when one rank 10 costed millions took most people 4 modes to be bis and now you want it in like 2 months.
And always same people speaks for new players and they haven't advanced in gear for years. Let new players play the game they will eventually learn to grind to learn their class and gear up they will do any content and not whine here in forums.
No is not harder and yes like the video that people posted with very minimum gear they finished tha new dangeon . Palyers in 2 months can get more geared.
Yes if you are here more then 2 years and not maxed you are doing something wrong.
Was harder back then when for rank 10 you needed 10M ad for just one enchant. And
Guild
The imaginary Friends
Main Kingslayer.jr(barb)
0
plasticbatMember, NW M9 PlaytestPosts: 12,456Arc User
edited February 2020
When I started in mod 3, the first thing I did was more or less setting up infrastructure to "finance" my adventurer in a sustainable manner. i.e. I had a plan of how to progress financially. With that plan, I expected my toon would be in average in one year. Close to BiS in 2 years. That was my mind set back then. Did I even think about "catch up" back then? No. Yet, many said that was the "best" time of the game.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
Yes if you are here more then 2 years and not maxed you are doing something wrong.
Well, this makes a fair number of assumptions. Like, having the time to play the game as a hardcore player.
My current character has been here since Mod 7 or so (right after coalgate), and I have yet to be BIS. The main reason is because I only have time on the weekends to spend maybe more than one hour per day on the game.
I think it is fair to say that a player that has been playing continuously for 2+ years, has learned a few tricks to earn AD that aren't immediately obvious (and no, I'm not talking about exploits). Like flipping ZEN store items, or farming unbound event items and then subsequently timing their later sale. But that doesn't mean that they are BIS necessarily.
In the time since I've been playing in Mod 7, I have been able to afford one legendary mount, and I hope to be able to purchase my second one in the next few weeks. And I still have a number of enchants to upgrade.
And it is particularly frustrating in the current system, where the stat ratings keep changing and so you have to have a stash of enchants/insignia on hand to adjust your character to reflect the ever-changing monster stats. So, I sold a bunch of Silvery enchants back in Mod 16, thinking they were now "useless". Well, now I learn that they are not, and I kinda wish I had them back. Oh well.
My response is not for casuall players but they can gear up in 2 years also.
Let put it this you play every day and back then was salvage also could easy make 100k a day x 2 years is like 70M only from doing nothing. You can put and some lucky drop there and sells on ah so could go more like 100M.
And if you are hardcore or have more time can be more.
So yes if you are playing for 2 years and grinding not staying on pe and afk everyone could be now maxed up.
When I started in mod 3, the first thing I did was more or less setting up infrastructure to "finance" my adventurer in a sustainable manner. i.e. I had a plan of how to progress financially. With that plan, I expected my toon would be in average in one year. Close to BiS in 2 years. That was my mind set back then. Did I even think about "catch up" back then? No. Yet, many said that was the "best" time of the game.
Exactly the same for me, not at the same period though (and many would said that was a better time than nowdays :P). I started during mod 10.5, and after one month more or less in casual mode, i was hooked by the game, so I started to plan my "eco" up to 1 year ahead, accepting the very idea to hold back some 3-4 months on my main in order to achieve an economic sustainability (in fact an "ever growing" process). My goal was "endgame after 1 year", it took me 1year and 2 months (end of mod12) to get "close enough to BiS", and I then never really lost this status nor never got or aimed for "BiS everywhere" (I don't care about BiS as long as i'm efficient enough to run whatever i want to run ^^).
That's something people who are hungry to consume the game don't understand. At the end, a MMORPGs is usually a game of patience and longterm outlook (see EvE online where some years ago, if you wanted to train all the existing skills, you were going to plan for the next 15-20 years :P ).
@plasticbat You wasted time to write a post that does not say anything. So you made a financial plan- what might that mean, in mod 3. We are talking about present time. If you have - a financial plan- for today to share it, do it. I hope to God it does not involve buying low and selling high. I have a financial plan too-run as many dungeons as possible. It is the less lucrative activity in this dungeons and dragon game. .
My financial plan is: 1. one needs to figure that out what is possible to him. Study the game and figure that out. 2. let as least people knows about it as possible because being a big mouth has its consequence (lose the profit and get nerf'ed). I had my big month. Got burn a few times and the last one was recent. 3. Keep finding new ways because the game changes and the old way disappears and/or nerf'ed. A door closes and a window opens. 4. I am again wasting time writing a post that tells you nothing.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
@magdalena#1708 I'm unsure about what you are saying. Do you say fun is absolutely and only related to how much AD you can earn (or what you can drop as valuable to sell) ? Do you say every part of the game content should have an absolute "positive balance" regarding AD spent to run it vs AD earnt in it ?
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tassedethe13Member, NW M9 PlaytestPosts: 806Arc User
@magdalena#1708 I'm unsure about what you are saying. Do you say fun is absolutely and only related to how much AD you can earn (or what you can drop as valuable to sell) ? Do you say every part of the game content should have an absolute "positive balance" regarding AD spent to run it vs AD earnt in it ?
We just want to not loose AD by doing the last end game dungeon, which is not really fun.
0
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
@magdalena#1708 I'm unsure about what you are saying. Do you say fun is absolutely and only related to how much AD you can earn (or what you can drop as valuable to sell) ? Do you say every part of the game content should have an absolute "positive balance" regarding AD spent to run it vs AD earnt in it ?
We just want to not loose AD by doing the last end game dungeon, which is not really fun.
The only way I can see losing AD in any dungeon is trying to do the dungeon without learning the mechanics and using scrolls to compensate that. And also using AD to reroll the chest.
Both ways are 100% optional and it would be much better if both options were removed from the game and the rewards were better instead of the aberration concept that is rerolling the content of chest.
@magdalena#1708 I'm unsure about what you are saying. Do you say fun is absolutely and only related to how much AD you can earn (or what you can drop as valuable to sell) ? Do you say every part of the game content should have an absolute "positive balance" regarding AD spent to run it vs AD earnt in it ?
We just want to not loose AD by doing the last end game dungeon, which is not really fun.
The only way I can see losing AD in any dungeon is trying to do the dungeon without learning the mechanics and using scrolls to compensate that. And also using AD to reroll the chest.
Both ways are 100% optional and it would be much better if both options were removed from the game and the rewards were better instead of the aberration concept that is rerolling the content of chest.
Most of time when you do TIC, you use 1-2 scrolls, maybe some health stones most of the runs. Then you get the chest, and after 5 rerolls ( 25K AD ) you get 6k rough AD, seems worth it ( And i don't even speak about opening the second chest )
Most of time when you do TIC, you use 1-2 scrolls, maybe some health stones most of the runs.
Your choice.
My "usual" party and I will rather revive the one who fell, or wipe (or even abandon), rather than burning scrolls and health stones, especially when we are still learning or getting used to the mechanics. Our point of view is : if we need a scroll of life to get through, then we are doing something wrong in the mechanics, in our build, in our communication or coordination. Scrolling through is not the solution.
Then you get the chest, and after 5 rerolls ( 25K AD ) you get 6k rough AD, seems worth it ( And i don't even speak about opening the second chest )
Again, your choice.
Though i still have between 1k and 3k reroll tokens for endchests on each of my 3 "big" toons, in the case i would have 0 then i probably wouldn't reroll the chests (unless i have a solid clue about the %drop and the AH value of something in it to decide if it's statistically worth burning AD on rerolling the chest).
Question tassedethe (from a fellow frenchspeaker to another :P). If you are in a casino and a friend gives you 1000€ to play with (because you helped him lay his parquet last week), which game would you play : one-armed-bandit, roulette, poker, black jack ? Maybe one of the good answer is not in these proposals.
The heavy RNG model is not really my cup of tea too. I would rather farm 200x a dungeon for a ressource always found in the endchest and needed to craft an equipement rather than having 1% drop chance of this same equipment in the chest (even though it can seem absurd :P I prefer sure things and "hard work" over random luck)
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tassedethe13Member, NW M9 PlaytestPosts: 806Arc User
@tchefi#6735 It's by choice, but because sometimes you can't be revived, sometimes weird buggy interaction happening, sometimes you don't want to make the scrolls used by your group being wasted, there are plenty of reasons.
What's the point of finishing a dungeon with a hamster reward ? No points.
One armed bandit will have a guaranteed win chance after a while accross the casino, it looks like the odd with the most chances to win , but I will go poker because it's fun, requires some skills and luck.
1
grogthemagnifMember, NW M9 PlaytestPosts: 1,651Arc User
The OP started with hearing about players being blacklisted for selling Dungeon drop Rings too cheaply.
Then the topic went to BIS players. And then it expanded from there. Now I'm going to try to answer as many of the parts as i can with 'What the Controversies are'.
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grogthemagnifMember, NW M9 PlaytestPosts: 1,651Arc User
Being Blacklisted for 'lowball' selling.
Lowball selling of Dungeon Drops vs. Lowball selling of Lockbox drops vs. Lowball selling of Combat Drops vs. Lowball selling of Purchase items vs Lowball selling of Workshop crafted items
Lowball selling of Dungeon Drops
If you get a Good Dungeon Drop you should be able to make a reasonable profit from the cost of the key (if used/needed) and those who only sell at a price to sell it at the Top (lowball) of the AH list to generate a fast sale and have AD to buy whatever the player really wants.
if the player is selling below key cost, then there should be a GuildMaster option so that the player is accused of selling "shoddy goods", the goods confiscated by the Company (the GuildmMaster) and offending player is given a 1AD compensation and a stongly-worded letter saying,"Don't sell below or this (getting a 1AD payout) will happen again."
Part of the problem is the AH PROGRAMMING which can allow unreasonable pricing based on goods availability.
This problem is most acute ion the preview shard where 99 skill kits that usually sell on the regular AH for 104 AD, can sell for a paltry 300+million AD (AD cap is 100 million)
The Developers could program this, but I don't think they want to
Lowball Selling of Lockbox drops
VIP generated lockbox keys vs. purchased lockbox keys
Both have a cost, it's just that the players forget that they actually paid "real money" for the VIP (o(r not if they used AD to buy Zen, then they paid with time to convert the AD to Zen on the ZaX)
Lowball selling of Combat drops - I see no problem here the cost is a little time to kill monsters and if the player wants to sell low for green/blue drops on AH or for Silvers and coppers to a vendor
Lowball sale of purchased items on the AH - the players should have an option to sell at, at least, +20% over standard AD cost or if selling lower, be given the 1AD payment for selling "shoddy Goods' by The GuildMaster (the Company).
Lowball selling of Workshop crafted items - should be sold at, at least, a 35% profit of the cost (calculated in AD) of the gathering and crafting costs to make the final item or get the 1AD "shoddy goods" payout.
0
grogthemagnifMember, NW M9 PlaytestPosts: 1,651Arc User
BIS players are part of the problem and created the BtC and BtA statuses to keep other players down.
I've played Avernus long enough that all of my alts have at least 3x 1225 IL armor pieces and several have 4x pieces or more.
When the armors are BtA, i can't sell them on the AH for a reasonable profit or give them to Guildmates to build up their IL.
My best options are to sell to vendors or donate to SH coffer (what a waste!!)
A better option is to first cut the number of Auctionable items down to 4 and then, and only THEN Unbind all itmes (a stack would count as 1 item)
Comments
I've been selling stuff, wards included, and neither sold en-masse (having multiple listings) which will imply someone buying out to sell nor those that buying are the sellers (accounts visible in the mail).
Most of the sellers are familiar and it's the same people who buy at ZEN discounts. Having double RP stones always rises demand.
So I wonder is it an assumption of "it happens in some cases, and there are rich people so it must be happening", or there is an actual indication of things? (in wards)
720k AD for a stack? A stack costs 743k AD in the ZEN market. Buying ZEN takes a month. AH eats 10%. So everything below 817 is dumping (when there is no discount event).
With a 30% discount event (40% is no more) a stack cost 520k AD so at 720k AD a seller wins 128k AD which is around 25% gain.
But the pres ward demand is way higher than the stockpiles of sellers. ZEN flows less and less fluid in Neverwinter so noone dumps the stacks for prices below the actual (non discount) ZEN equivalent... why should they? Pres wards always sell... there is no need to undercut. They increase in price until the next discount event.
I am selling lots of wards. I always undercut (slightly) to sell fast. I often check the AH notifications to analyze sells over daytime .. an like @micky1p00 said... different people, single buys... no signs of market control. The 10% AH margin avoids that.
This create a situation where the AH has pretty much a monopoly on trading means, making it extremely vulnerable to and appetizing for "large scale speculating raiders".
They may not able to do it but they want to do so if they are able to.
Are they not doing it because they are not capable to? Or because they don't want to?
Stock market: buy low, sell high.
House: buy low, sell high.
Gold: buy low, sell high.
Foreign exchange: buy low, sell high.
commodity: buy low, sell high
> I do not necessary see it as a players problem but rather like this. In this game the assets are distributed and long time players have huge advantage over new players that is not necessary a linear one. It is extremely difficult for a new player to catch up. To get to BIS at the current AH prices it is about 135 mil AD....and I did the calculation for each item needed to get there. Given that we get 100 k AD to refine daily it means 3.5 year to get to end game level. Of course VIP, spending a lot of RL currency and putting a lot of time into the game will shorten it..some might reach it in a year and half maybe...but by then there will be another end game content that they need to catch up. In short if the economy of this game will not change most people will be discouraged and leave the game. As I mentioned the assets are distributed and it is not any more a starter game with fair start. It is a game where less then 1% dictates the game prices. Yes it is like in the real life but then why play a game? Just as a disclosure, I am not advocating against BIS or end game play. I advocate for a more linear system where the gap is not that huge and where players will be able to catch up to end game content within a reasonable time. The current AH prizes and market monopoly are actually prohibitive to linear progression and deterant to many new players.
My first question is why new player need to catch up?.
Second tell me if not in 2 months new player can do any content and new dangeon also with so many gear given from the game.
And if they go tank route they can do tomm if they can find some people.
New player has so many content need to learn the game need to grind like the rest of us.
Tell me one game tha new player is doing so fast last dangeon .
You think now is hard to be bis you weren't here then when game started when one rank 10 costed millions took most people 4 modes to be bis and now you want it in like 2 months.
And always same people speaks for new players and they haven't advanced in gear for years. Let new players play the game they will eventually learn to grind to learn their class and gear up they will do any content and not whine here in forums.
The imaginary Friends
Main Kingslayer.jr(barb)
Yes if you are here more then 2 years and not maxed you are doing something wrong.
Was harder back then when for rank 10 you needed 10M ad for just one enchant. And
The imaginary Friends
Main Kingslayer.jr(barb)
My current character has been here since Mod 7 or so (right after coalgate), and I have yet to be BIS. The main reason is because I only have time on the weekends to spend maybe more than one hour per day on the game.
I think it is fair to say that a player that has been playing continuously for 2+ years, has learned a few tricks to earn AD that aren't immediately obvious (and no, I'm not talking about exploits). Like flipping ZEN store items, or farming unbound event items and then subsequently timing their later sale. But that doesn't mean that they are BIS necessarily.
In the time since I've been playing in Mod 7, I have been able to afford one legendary mount, and I hope to be able to purchase my second one in the next few weeks. And I still have a number of enchants to upgrade.
And it is particularly frustrating in the current system, where the stat ratings keep changing and so you have to have a stash of enchants/insignia on hand to adjust your character to reflect the ever-changing monster stats. So, I sold a bunch of Silvery enchants back in Mod 16, thinking they were now "useless". Well, now I learn that they are not, and I kinda wish I had them back. Oh well.
Let put it this you play every day and back then was salvage also could easy make 100k a day x 2 years is like 70M only from doing nothing. You can put and some lucky drop there and sells on ah so could go more like 100M.
And if you are hardcore or have more time can be more.
So yes if you are playing for 2 years and grinding not staying on pe and afk everyone could be now maxed up.
The imaginary Friends
Main Kingslayer.jr(barb)
I started during mod 10.5, and after one month more or less in casual mode, i was hooked by the game, so I started to plan my "eco" up to 1 year ahead, accepting the very idea to hold back some 3-4 months on my main in order to achieve an economic sustainability (in fact an "ever growing" process).
My goal was "endgame after 1 year", it took me 1year and 2 months (end of mod12) to get "close enough to BiS", and I then never really lost this status nor never got or aimed for "BiS everywhere" (I don't care about BiS as long as i'm efficient enough to run whatever i want to run ^^).
That's something people who are hungry to consume the game don't understand. At the end, a MMORPGs is usually a game of patience and longterm outlook (see EvE online where some years ago, if you wanted to train all the existing skills, you were going to plan for the next 15-20 years :P ).
1. one needs to figure that out what is possible to him. Study the game and figure that out.
2. let as least people knows about it as possible because being a big mouth has its consequence (lose the profit and get nerf'ed). I had my big month. Got burn a few times and the last one was recent.
3. Keep finding new ways because the game changes and the old way disappears and/or nerf'ed. A door closes and a window opens.
4. I am again wasting time writing a post that tells you nothing.
I'm unsure about what you are saying. Do you say fun is absolutely and only related to how much AD you can earn (or what you can drop as valuable to sell) ? Do you say every part of the game content should have an absolute "positive balance" regarding AD spent to run it vs AD earnt in it ?
Both ways are 100% optional and it would be much better if both options were removed from the game and the rewards were better instead of the aberration concept that is rerolling the content of chest.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
There is something wrong... I can agree with you
My "usual" party and I will rather revive the one who fell, or wipe (or even abandon), rather than burning scrolls and health stones, especially when we are still learning or getting used to the mechanics.
Our point of view is : if we need a scroll of life to get through, then we are doing something wrong in the mechanics, in our build, in our communication or coordination. Scrolling through is not the solution. Again, your choice.
Though i still have between 1k and 3k reroll tokens for endchests on each of my 3 "big" toons, in the case i would have 0 then i probably wouldn't reroll the chests (unless i have a solid clue about the %drop and the AH value of something in it to decide if it's statistically worth burning AD on rerolling the chest).
Question tassedethe (from a fellow frenchspeaker to another :P). If you are in a casino and a friend gives you 1000€ to play with (because you helped him lay his parquet last week), which game would you play : one-armed-bandit, roulette, poker, black jack ?
Maybe one of the good answer is not in these proposals. The heavy RNG model is not really my cup of tea too. I would rather farm 200x a dungeon for a ressource always found in the endchest and needed to craft an equipement rather than having 1% drop chance of this same equipment in the chest (even though it can seem absurd :P I prefer sure things and "hard work" over random luck)
What's the point of finishing a dungeon with a hamster reward ? No points.
One armed bandit will have a guaranteed win chance after a while accross the casino, it looks like the odd with the most chances to win , but I will go poker because it's fun, requires some skills and luck.
Then the topic went to BIS players. And then it expanded from there. Now I'm going to try to answer as many of the parts as i can with 'What the Controversies are'.
Lowball selling of Dungeon Drops vs. Lowball selling of Lockbox drops vs. Lowball selling of Combat Drops vs. Lowball selling of Purchase items vs Lowball selling of Workshop crafted items- Lowball selling of Dungeon Drops
- If you get a Good Dungeon Drop you should be able to make a reasonable profit from the cost of the key (if used/needed) and those who only sell at a price to sell it at the Top (lowball) of the AH list to generate a fast sale and have AD to buy whatever the player really wants.
- if the player is selling below key cost, then there should be a GuildMaster option so that the player is accused of selling "shoddy goods", the goods confiscated by the Company (the GuildmMaster) and offending player is given a 1AD compensation and a stongly-worded letter saying,"Don't sell below or this (getting a 1AD payout) will happen again."
- Part of the problem is the AH PROGRAMMING which can allow unreasonable pricing based on goods availability.
- This problem is most acute ion the preview shard where 99 skill kits that usually sell on the regular AH for 104 AD, can sell for a paltry 300+million AD (AD cap is 100 million)
- The Developers could program this, but I don't think they want to
- Lowball Selling of Lockbox drops
- VIP generated lockbox keys vs. purchased lockbox keys
- Both have a cost, it's just that the players forget that they actually paid "real money" for the VIP (o(r not if they used AD to buy Zen, then they paid with time to convert the AD to Zen on the ZaX)
- Lowball selling of Combat drops - I see no problem here the cost is a little time to kill monsters and if the player wants to sell low for green/blue drops on AH or for Silvers and coppers to a vendor
- Lowball sale of purchased items on the AH - the players should have an option to sell at, at least, +20% over standard AD cost or if selling lower, be given the 1AD payment for selling "shoddy Goods' by The GuildMaster (the Company).
- Lowball selling of Workshop crafted items - should be sold at, at least, a 35% profit of the cost (calculated in AD) of the gathering and crafting costs to make the final item or get the 1AD "shoddy goods" payout.
I've played Avernus long enough that all of my alts have at least 3x 1225 IL armor pieces and several have 4x pieces or more.
When the armors are BtA, i can't sell them on the AH for a reasonable profit or give them to Guildmates to build up their IL.
My best options are to sell to vendors or donate to SH coffer (what a waste!!)
A better option is to first cut the number of Auctionable items down to 4 and then, and only THEN Unbind all itmes (a stack would count as 1 item)