RIP City of Heroes
RIP City of Heroes
There is no shortcut other than visiting all the locals.
That said, you should start clearing the WvW maps earlier than later. The color your server gets assigned varies over time and if you spend 1/2 hour to an hour tagging all the locals your server is controlling, this will leave you with very little left to tag. You can check on the status of your server in WvW here.
http://mos.millenium.org/na/matchups/
Reason I’m saying you do it earlier than later is it’ll take a rotation or two, 3-6 weeks to easily get all the locations. Of course if you play WvW a lot it will take less time.
As for the rest, start easy and work out. I first do the cities, then the starting zones and work out from there. If you are missing a few you can always check the zone’s map on the wiki. If one of the locals you need to tag is at the end of a jump puzzle and you can’t figure out how to do it or even where it starts, YouTube or a friendly mesmer.
RIP City of Heroes
Nope, invisible to all buyers but not to the MF.
RIP City of Heroes
Not really poring over than scrolling over and spotting the highlighted entries that are profitable.
And yes, you did catch creating Soft Wood Planks. Also Iron Ingots, Wool Scraps and Bolts of Wool are over 2 gold per SP at the time I’m writing this.
RIP City of Heroes
I sell numerous items every night at the end of my play session and I haven’t run into this because I don’t try to sell all of them in 20 SECONDS!!! It’s probably because I don’t sell to high bidder and I take a moment to set the price that will be more profitable than highest seller but will likely sell in 12-15 hours.
I’m betting you all think instant coffee and microwaved meals are too slow.
RIP City of Heroes
I was just saying there was a board for links. I agree they need something up there with news for those interested.
RIP City of Heroes
http://www.vocabulary.com/articles/chooseyourwords/homonym-homophone-homograph/
I have to look up which one I mean every time.
RIP City of Heroes
Since I was buying one T1 mat in a large quantity (and a touch of dust) it took all of a minute to order. Then I go off to play as it comes in. I only use the forge for 5 to 10 conversions and then sell the 2 to 3 stacks I get. They sell by the time of my next play session. But since the markets are always in flux, I don’t preorder my raw mats to improve the process.
Scaling is a problem simply because it’s so dependent on ordering vast quantities of raw materials. If you build a big order wall, it’s more likely other players will overcut you continuously. Plus there’s the capital invested into the order. And since you aren’t the only player using this kind of info you can also end up with the raw material prices being jacked up and sell prices on the resulting output sliding, quickly making it no longer attractive.
The process is not full proof. If a bunch of players dump the same item onto the market, they’re likely drove the price down. The MF is RNG and sometimes you get unlucky, which is why I try to use the MF 5 to 10 times to smooth out poor single outcomes but you can still under perform the average with that small number of trials. There are times when I’ve gotten 70% of what I expected and lost a bit of coin and other times I’ve gotten twice as much as I expected and cleaned up.
This is for players who aren’t into speed running every path or ride the world boss train every 15 minutes. It’s to make a bit of extra on the side.
RIP City of Heroes
(edited by Behellagh.1468)
Well there is the Linksville section of the forum but considering how far away it is from the main boards (you mean I have to scroll!!) few players would see them there. But of course that’s mainly useful for news articles and not social media venues for news.
RIP City of Heroes
I did the rune/sigil thing for a while until someone provided a dynamic guide on various MF profit projections including upconverting mats and refined mats. Yes that costs SPs but it takes a fraction of the time and clicks at the MF compared to the rune/sigil method for the same and sometimes considerably more profit.
Most of the time is waiting for raw material to be purchased and the finished product to sell but I made over 2 gold in less than 5 minutes last night using nothing more than a metric kitten load of one T1 refined mat and 1 SP (daily needed 3 so I’m still up 2).
RIP City of Heroes
That’s because you probably don’t remember the time a movie could run for a season in a first run theater as oppose the 4-6 weeks today. Star Wars in 77 didn’t start taking in a huge amount of money for the time until weeks 5-13. By 1989 after the notion of block busters and tent pole movies became the way it reverted more toward i]what we see today but Batman lasted 11 weeks in first run theaters.
The current feeling of failure is due to how movie ticket income is split between the theater and studio. Usually the first two weeks it’s now 10/90 between theater and studio. So it’s in the studio’s interest that the opening week or two is huge because after that the split becomes fairer for theaters. Their is a reason a liter of soda is $5 and a couple of cups of popped popcorn is $6.
So now even the public believes that if the opening weekend is poor that the movie isn’t worth seeing. It has become a self-fulling prophecy.
That’s why I don’t dismiss only after one full quarter’s of income. Let’s see where that game is in a year. They may be able to turn it around but I would still think that they will have to be forced into F2P/Hybrid simply because in NA/EU, that’s the income model players are willing to support. There is only room for one game with a subscription and we know which one that is.
RIP City of Heroes
Real world product advertising doesn’t work in anything but an MMOs in a contemporary setting. Maybe a game like The Secret World but any fantasy or scifi setting it would be out of place.
RIP City of Heroes
RIP City of Heroes
No it’s not Microsoft Jon to not alter there is it is a new os not a update for a existing on they could very well drop support for 32 bit and 16 bit code if they wanted do keeping support for older programs is only good practise
Except if they want the bulk of existing applications to keep working then it is their job to be selective in breaking the existing API to impact as few apps as possible. Even if breaking is a side effect of “fixing” an API to remove an unintentional side effect that some apps may have been capitalizing on.
An OS without applications is a college project.
But I still contend what is being seen here is unoptimized, debug and test code combined with changes due to Dx12 support. I would be worried if this was 6 months away from Win10’s launch but at this stage, not so much.
RIP City of Heroes
Still pushing for a mystic forge recipe.
RIP City of Heroes
Moral to the story, always keep enough coin so you can post a lucky drop onto the TP.
Players including myself have suggested “TP loans” where if you don’t have the coin and choosing high bid for the price it would be free to post but then you only see 80% of the listed price. But it can be gamed so …
RIP City of Heroes
I’ve never seen a text bubble or any message in my chat from the backpack. I occasionally hear the backpack talk audibly but that’s it.
RIP City of Heroes
Wildstar hasn’t failed other than expectations and hype. It’s first full quarter numbers are still better than any of NCSOFT’s previous subscription MMOs marketed only in NA/EU.
Isn’t failing expectations what you can consider failing? They already had to send people home.
It’s not like the game hat to be shut down or anything but it did not preform like it should and I think you can say thats failing.
It’s like declaring a movie a flop because it’s opening weekend didn’t live up to the hype or set a new record. I didn’t say it was wildly successful, just not a flaming pile of dren.
There are almost always layoffs within six months of launch. Build up during the last year of development and then transitioning to a smaller staff to push out content updates. Go to Massively and search for layoffs.
RIP City of Heroes
Wildstar hasn’t failed other than expectations and hype. It’s first full quarter numbers are still better than any of NCSOFT’s previous subscription MMOs marketed only in NA/EU.
But as we saw with AION’s numbers this quarter, which have been poor since B&S came out in Korea implying players jumped from AION to B&S, a subscription game (AION still is in Korea) can bounce back.
@Middzz – average exchange rate for 3Q was 1023.19 KrW per USD, 2Q was 1027.78 (Oanda historical data, average bid for each quarter). That’s less than 1/2 of one percent.
Please 0.5 percent !!!!!…http://www.x-rates.com/graph/?from=KRW
Not sure what you are trying to show here? I listed my sources. April 1, 2014 to June 30, 2014 (2nd quarter) the average bid during that time was 1027.78 per dollar and from July 1, 2014 to September 30, 2014 (3rd quarter) the average bid was 1023.19. That’s less than 0.5 percent.
The range during those periods were 1000.40-1059.77 for 2nd quarter and 995.917-1046.24 for 3rd quarter. Then ending values were 1013.17 for 2nd quarter and 1046.24 for 3rd quarter. In that case it’s 3.16%. But I chose the numerical average of the daily exchange rate for the entire quarter, each quarter to use to convert the quarterly numbers into dollars. But sure lets use the end of quarter rates.
2Q14 – 21,506 million KrW – $21.226 million USD
3Q14 – 19,686 million KrW – $18.816 million USD
Down 11.354% QoQ in USD. Happy now Mister Doom and Gloom.
RIP City of Heroes
Here’s a question. Do other players hear the copper fed salvage kit when it talks? I’ve never heard one other than mine. If not then why can’t the backpack and logging tool also be local to just the player who owns it?
RIP City of Heroes
3Q14 exchange rate – 1023.19 KrW per 1 USD – $19.24 million USD
3Q13 exchange rate – 1106.16 KrW per 1 USD – $22.13 million USD
This make the drop is dollars only 13.1% instead of 19.6% in KrW.
RIP City of Heroes
An official word on upcoming content would really help clear things up.
Well except for their policy of not saying anything until it’s too late to change direction.
Attachments:
RIP City of Heroes
If they ever rebuild Lion’s Arch.
Didn’t know the Teamsters have a chapter in Tyria.
RIP City of Heroes
Wildstar hasn’t failed other than expectations and hype. It’s first full quarter numbers are still better than any of NCSOFT’s previous subscription MMOs marketed only in NA/EU.
But as we saw with AION’s numbers this quarter, which have been poor since B&S came out in Korea implying players jumped from AION to B&S, a subscription game (AION still is in Korea) can bounce back.
@Middzz – average exchange rate for 3Q was 1023.19 KrW per USD, 2Q was 1027.78 (Oanda historical data, average bid for each quarter). That’s less than 1/2 of one percent.
RIP City of Heroes
Of course I just made a new mystic kit two nights ago.
RIP City of Heroes
It’s not a rounding error, it’s the answer to the question of what is the fewest gems, Y, do I need to get X gold. The question isn’t how much coin, gold, silver and copper, can I get for Y gems. Which is what you can query with their published API.
http://wiki.guildwars2.com/wiki/API:2/commerce/exchange/gems
So you ask it what’s the fewest gems for 40 gold and it says 344 gems. What it doesn’t say is 344 gems is worth 40 gold and 8 silver and 5 copper. You asked for 40 gold, you get 40 gold. Yes it’s 2/10ths of one percent you lose out on but why “confuse” players by giving them the true value rather than just what they asked for.
Even some of the players here are saying, well it’s close enough, we’ll take it. When we buy gems it cost is calculated down to the copper so why is it “fair” that we lose out going the other way. They don’t truncate going the other way. We can’t buy 300 gems for only 48 gold but 48 gold 37 silver and 91 copper. I don’t understand why they can’t see it’s a double standard. Admit to it or fix it.
Please give us that little bit of silver and copper. That’s what we got before the Sept exchange update. That’s what those gems are worth according to your own published API call to the exchange. Why truncate? WHY?
RIP City of Heroes
Since they’ve first introduced it, they have added a variety of material farms that you can buy for your instance.
RIP City of Heroes
I agree with Ashen. But all devs aren’t programmers. I would say the minority are programmers while the majority are 3D artists/animators who I’m pretty sure earn less than programmers. But 90-100K is a good average across the board if you include the overhead of the work environment as well as annual benefit costs.
So $30-35 million a year and if you multiply out this last quarter by 4, that’s $76-77 million in annual sales although over the last 12 months it’s closer to $95-96 million.
RIP City of Heroes
I have heard that there is a small group of people keeping the price of legendaries and precursors artificially high. So keep that in mind.
RIP City of Heroes
The link is literally at the top of this thread… it is what we are discussing….
Just look at the quarterly reports corresponding to the release of each of the major titles over the past 2 years and you will see a dip in profit for GW2 that never recovers.
In particular look for:
WoW expansions
Wildstar
ESO
Archage
FF some large number
Again.
NOT PROFIT
Income. NCSOFT does not show profit numbers on any of their games and lately any of their subsidiaries. These are raw income numbers. Sales. The stuff that’s before expenses.
Now the trick is determining if the decrease in sales is caused by a specific event like a new game coming out, or if they are just the usual drop off of income and interest over time that every product cycle goes through.
Also since this game had a large required start up fee to join and a totally optional fee to continue playing, of course the game’s income would have dropped off compared to those first few quarters when the game was new, and full price. Now that the majority of players interested in the game owns a copy of the game, income is shifted to the entirely optional cash shop. The fact they are still pulling over $6 million a month, primarily by a cash shop is impressive for a game that doesn’t make it a virtual requirement to use the cash shop due to gated off content or other player limitations.
RIP City of Heroes
I agree. We’ve tried to explain this but for some reason they think we are asking for something else other than all the coin we should be getting. So far there response has been, but it’s only a bit of silver.
But Gaile has stopped talking to us about this.
RIP City of Heroes
Which was available during Halloween weekend less than two weeks ago.
If I had a nickel every time someone asks for an item that was just in the store to come back …
RIP City of Heroes
So according to this report, Guild Wars 2 is making $5,968,222 per month…roughly anyway.
Seems pretty good for a two year old game without an expansion…to me anyway.
aion is way older, lineage 1 is way older. Its doing as well as blade and soul virtually which has started off with a lot less numbers.
If anet hadnt reached so many people it would be doing ok, but it started high and has consistently sunk this year. blade and soul for example, has been generally stable. Whereas say a blade and soul can still hope to expand, gw2 has basically gotten and lost all of those customers. They wont get most of them back unless they give them something substantial.
B&S is a subscription based game. It has recently expanded into Japan but it’s Korean income hasn’t been stellar. Of course this excludes the royalties from China. Royalties they pointed out as “decreased royalty sales from B/S China” in this report.
Income from Korea – millions of KrW – % of overall income from Korea
4Q13 – 17,887 – 100%
1Q14 – 19,234 – 100%
2Q14 – 16,632 – 86.9%
3Q14 – 17,046 – 86.3%
B&S had a three month head start on GW2 and even if we exclude GW2’s incredible 4Q12 income (so B&S has roughly 6 months more income), GW2 still earned 24.5% more than B&S. Not bad for a subscription free game over it’s lifetime.
L1 was South Korea’s UO and AION their WoW. And until this quarter AION’s numbers had been steadily falling. TTM AION’s income was still less than ours. And like B&S, over 80% of AION’s income, excluding royalties, is from Korea.
I’m not ready to put on my DOOOOOOM!!! hat for $6.4 million USD per month (average exchange rate for 3rd quarter was 1023.19 KrW per 1$), equivalent to 427 to 534 thousand subscriptions worth (at $12-15 a month) of income. Again, not bad for a free to play after purchase game.
Just wait for ESO. Okay just wait for WS. Well just wait for the new WoW expansion.
This time for sure.
RIP City of Heroes
(edited by Behellagh.1468)
I was using that as an example of short changing, not the relative usefulness of the coin that was short change.
RIP City of Heroes
The times I’ve seen clustering has been when I sell some item whose trading history indicates a relatively stable supply that fluctuates in a narrow range and an hour or two after I post mine for sale, there’s an atypical spike in supply with multiple prices significantly undercutting mine.
As if my slight undercutting of the previous stable price opened the floodgates causing hoarders to dump their supply OR it was just a slightly more common drop that evening.
RIP City of Heroes
And royalties are down QoQ (quarter over quarter) by 40.7%. And since Blade & Soul China is also under royalties it looks as if both Chinese ventures aren’t panning out as well as some at the Mothership hyped hoped.
As for the “expansion” packs. I’ll believe it when I hear ANet say it. Expansions had been reported multiple times during investor calls only to have ANet go “whoa their Tex” and publicly correct the Mothership. Something that normally isn’t seen in Korean business culture, an underling correcting/contradicting their boss.
QoQ GW2 is down only 8.5% compared to 11.6% 2nd quarter in KrW.
GW2 dropped to 4th largest earning in reported games, now behind AION which had an amazing surge of 79.5% and Blade & Soul as WildStar’s earnings fell 42.9% as B&S improved slightly by 3.3% putting it only 73 million KrW over GW2.
Things they didn’t report but can be calculated. GW2 earned roughly $95-96 million USD. Also last year 4Q earnings grew 37.1% over 3Q due to the holiday season. It will be interesting to see what kind of bounce we see this season.
Edit: Totally missed AION’s surge. Who would’ve thunk it.
RIP City of Heroes
(edited by Behellagh.1468)
It’s not that farmers are bad. It’s exploiting a mechanic that in the end destabilizes the economy in an unexpected way as well as preventing a scripted event from playing out they way the event designer planned.
I classify those who leap onto such an exploit in the same boot as those who stop on a highway to grab money that fell out of an armor truck or use an ATM or coin changer that gives you twice the money you asked for. Deep down you know this is too good to be true but you seize onto it and then get upset when it’s fixed.
It’s the (l)awful good contingent that looks at what’s going on, know that it isn’t right who are stunned by the avarice of those who seize upon it and believe that if it’s doable in the game it’s okay. It’s like the thread that laments you can’t go beyond the boundary of the map anymore and complain as if it was a bug. No the bug was you could go beyond the boundary of the map and fixing it isn’t a bug.
RIP City of Heroes
The thing is in reply to the last two posts. Before all I had to type in was 100gems and it give me the answer to how much that was worth, I could also look down below at the graph to see if gems had gone up or down during the last little while. Now I have to sit there and do the math myself which changes, and on top of it you only get the premium rate if you buy a large amount of gold anything below that and you take rounding errors that completly screw you. Hell even on the custom exchange its completely worthless and tries to shaft you as hard as possible. Anet needs to give people that do gems to gold back the original way of doing it, where we type in what gems we want to do and decide whether or not its worth it, not this crap where we close our eyes and roll the dice that were not getting the shaft.
Cause in many ways this new system seems like its just a way of tricking new players into converting gems to gold and not realizing whether they are getting a good rate or not compared to the old system. Compared to the old system even with the custom option the new system is a complete travesty of epic proportions. But I’m sure the standard fallback will be that somehow it was too difficult to understand which if in anyway that was remotely true these people should not be allowed to use a computer for fear of sticking salami into the dvd drive for the difficulty of not understanding that it isn’t a toaster.
I agree Graka. After nearly two years of training us to think in terms of Gold per 100 Gems, I see the decision to turn that on it’s head from selecting input to selecting output as jarring. But I do remember seeing posts asking for this type of exchange method. I just wished they didn’t throw out the previous ones.
Also if I didn’t make it clear, the exchange always had a non-linear scale nature to it. It’s as if there was an additional fee that gets deducted from the gold you want to convert before the exchange rate is applied but that fee only applies to small exchanges.
I would have loved an exchange where you could enter either outcome desired or amount willing to spend, pick a direction and press buy. Sadly working within a 3rd party’s UI standards likely precluded an entry field that can toggle to a display only field and vice versa. Standards. I missed the old days of coding when you could forge a unique UI element from the primordial bits instead of living within a predefined existence set forth by others whose limit vision have constrained us all.
But I digress.
You don’t get short changed, other than what the exchange had always done, when buying gems. Selling gems however does shortchange you by whatever amount of coin a fraction of one gem was worth. It’s like truncating to nickels when getting change with the retailer getting the advantage.
RIP City of Heroes
In City of Heroes there was an actual Taxi Supergroup (guild) who would teleport players around a map to PoI or shops or to mission locations where traveling on foot was dangerous. You could spot them by the yellow and black check pattern on their outfit. They started when that game was new in 2004 so the concept already existed a decade ago.
RIP City of Heroes
I mean, there’s two obvious problems here.
1) You assume lower prices for farmable mats are good. Low prices are good for buyers. They are not good for sellers. Let’s consider an extreme case where exotics are all worth 50 silver. Player X gets his first exotic drop… doesn’t need it, goes to sell it… it’s nearly worthless.
2) You assume demand is constant. Demand is NOT constant. Neither is supply. Simple supply/demand curves are not sufficient for this scenario.
In short, if you’re going to farmsplain economics, you need to be more rigorous.
First I like how 50 silver is now considered worthless. I use to get excited with Unidentified Dyes dropped and I could get a whole 15 silver for each (early 2013). It was like payday when it happened. I guess you delete those 50 silver items now as they are a waste of space in your inventory.
RIP City of Heroes
This is great news! So you’re telling me that farming isn’t causing inflation, but is lowering prices? Awesome because I’d really like to buy a precursor since I’ve never had one drop (probably because I don’t farm enough).
So since I’ve been playing the enjoyable way to me, fractals, map exploration, a dungeon or two in a session, and saved almost every penny I’ve made for the last 809 days, I’m now closer to buying a precursor? I’ve got 401 gold
Which one can I buy?
And when I get really lucky and manage to find a lvl 400 crafting material, can it sell for a lot to get me closer to my goal? Or has the majority of fairly “rare” things I am likely to come across now been devalued, while inflation has increased significantly for things that can’t be farmed?
There is a post on reddit where a guy compares prices (gems, gold and $$) of precursors and found that while the gold cost has been increasing, the actual $$ value is decreasing. ($$ value is if you bought the gold with real money vs. farming)
I’ve pointed that out as well. The exchange rate is increasing far faster than general inflation or luxury items like precursors so buying them with gem converted gold is a lot cheaper than a year or six months ago.
RIP City of Heroes
The added currencies can only be used for a very limited set of rewards, thus are limited by such…….ie…once a player has garnered all of said reward the currency becomes useless.
If they added more options to use the currencies on (maybe mats t1-t6) then they would retain more value.
Maybe then it’s their intention that players shouldn’t be hanging around once they have gotten all the rewards and accumulate all that excess, useless currency. Ever think that? Before in LS1, once an arc was finished, you couldn’t simply hang around and redo the content indefinitely.
RIP City of Heroes
Added currencies support the reward method of “do X to get Y” which of course is opposite of RNG based everything can drop from everything level playing field.
RIP City of Heroes
That was several well thought out posts. A couple of additional points.
Before collections were introduced, Bonetti’s Rapier was in the 20-25 gold range and it was collections that shot the price up to the 40-45 gold range. It was pulled up to 65 gold just before the current LS chapter dropped when supply was bought up. Someone guessed wrong or knew and tried to pump and dump just before the patch hit.
Supply on the TP isn’t always a reflection of the current rate of supply flowing into the TP. A portion is “stale” with prices well above the current trade value which is why prices sometimes spike extremely as supply is drawn down exposing these “stale” priced items. Players may assume that’s the current accepted price but in reality it’s the price nobody but the most impatient would be willing to pay. In artificial supply shortages, the price tends to return near the price before the shortage because it’s difficult to control supply.
There is an underlining assumption among players that ANet intended that everyone will achieve all goals with a reasonable amount of play. I disagree with that assumption. While collections, ascended armor and weapons, and legendary weapons require a lot of work or gold to obtain; by making it difficult and, well random, that these rewards were to make each of our characters unique, special. The problem comes when they allowed some of these items to be traded which then focused players to earn as much gold as quickly as possible to buy these items so they too will feel special.
And when everyone is special … then no one will be.
RIP City of Heroes
(edited by Behellagh.1468)
Soo, if your precious economy falls into chaos while many people enjoy farming those chests, then it might not be the optimal economy for this game, right?
They were happy with an additional trickle of supply into the economy. They weren’t happy with the flood that occurred due to the players exploiting the event scaling code by not moving to the other forts. While there may be a better way to deal with this, the need to stem the flood meant cruder but quicker means were implemented.
Now sadly in all likelihood they won’t revisit the event to modify it in a way that’s both enjoyable but restrained in the amount of chests available.
RIP City of Heroes
Solved|After inactivity can't update the game
in Account & Technical Support
Posted by: Behellagh.1468
Most likely you’re panicking.
If it’s been a while, as in before September, there’s a major update to the underpinning tech of the game, namely CoherentUI.
As it is now the game appears to restart twice.
You start the game and it patches the gw2 program. It then restarts. This is usually several MB, like what you are seeing. The download rate will drop to 0 as the program is patching.
It then downloads the list of files it needs to download for the dat file, this is only a few 10s of KBs. It then looks like it restarts.
Then it downloads all those files and that’s when you see the completion bar.
Your firewall will have to allow CoherentUI to run for the updater to function properly.
I suggest you open a support ticket.
RIP City of Heroes
On one hand it’s Microsoft’s responsibility not to alter their OS in a way to break or slow existing 3rd party applications. It’s also hardware manufacturers responsibility to make sure their drivers for the new OS are as efficient as their previous. The app developer shouldn’t have to worry about either an OS or driver upgrade.
It’s only a problem if the app uses APIs that are no longer supported. So unless Win10 dropped some functionality that’s been there in XP though Win8.1 it’s not the app developer’s responsibility to “fix”.
That said you do realize that tech builds of OS and drivers are likely full of extraneous debug and diagnostic code that won’t be there in the final release as well as being built with optimized code generation settings.
RIP City of Heroes
Overpriced items returning to a more stable and appropriate price is what you are actually calling “destroying a market”? To me, it’s more likely stabilizing the markets than breaking them. Plus, I noticed barely any differences in crafted berkerker’s jewelry, still being on an average of 4g.
Unless you think that a normal exotic zerker one-hand sword, priced 80g despite not being insanely rare is in any way balanced.Overpriced is if they’re selling for more than people are willing to pay for them. All of those items (silk, tier 6 fine mats, etc) sold quite regularly/frequently at the prices you claimed were overpriced. Perhaps instead of saying overpriced you should say prices that you do not want to buy at. The market is also pretty stable too.
So what is the problem now? People are willing to pay less because there is more supply for the items. Looks good for me.
Think about how things would be if everything sold for vendor price.
80 silver for one accessory is not even close to npc price. 6 gold for a sigil is also not close to the 2 silvers the npc pays.
Low vendor pricing encourages TP use which is the primary gold sink instead of a gold faucet which is what vendor buying is. Same reason rewards are primarily RNG, get players to sell unwanted drops to players who want it so to take 15% of the price out of the world money supply.
RIP City of Heroes
The context of this discussion started with stating that not all precursors are priced out of the range of a fair chunk of players who play casually. Of course the precursors that aren’t are simply unpopular as weapons or only useful in an underutilized aspect of the game and therefore spending what’s required to promote them to legendary status isn’t seen as worthwhile.
But someone decide to hijack this thread into their own personal rant about the unfairness of market forces and reward methods of the game and simply can’t help but post this argument over and over and over again until they have, and I’m guessing here, a third of 680+ posts in this thread.
Point made. If you wish to chime in on rewards go to the RNG discussion thread.
Edit: But of course you are already there.
RIP City of Heroes
And for level 80 gear the cost is now less than before the wardrobe. Yes, under 80 you are hosed a bit in terms of cost and free ones but overall the changes the wardrobe brought are positive.
RIP City of Heroes