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Where did people get the "prices" for rares at the trading center?
I just want to know. My guess is that some ****** pulled them out of their arse and everyone was equally ******ed enough to agree. Most of the "prices" too ridiculously low or high. Plus basing prices off of facts and math for things like consumable items just gets you "******" and "noob".
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Because of what they have and many don't, they think it should cost more.
They're very demanding we all know, this is why rares should be kept aside to prevent new items to be auctioned. |
Brella=26k, Gets auctioned once=20k.
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Exactly, but then again the stupid people are the ones who pay that much.
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Who the hell pays a umbrella and 15k shells for a bat!
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Honestly, if you are gonna guess at some item's worth, make sure it is based off of facts and sanity. |
The Graal gods whisper the prices of every item to me in my dreams.
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People name their own prices, that's how 99% of MMO trading systems work. It's basically what the average player is willing to spend on an item.
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Yeah, with no full market like an automated trading post(with listing and stuff), there's no real way for people to tell what the value of an item is besides what they frequently see ppl selling them for.
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Sure I like buying certain trashpicks (I have none from auctions) but that's because they look better than the free one, otherwise I don't care for them at all, especially at those ridiculous prices. They aren't worth it really, just bragging rights for 15 minutes or so. Although the skateboard trashpick is nifty :P |
I'm just gonna wait for the prices to get real low to buy some cool stuff lol
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They're selling rares now?
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Kinda wasn't implying that it should be changed at all. As we all know players hate changes for the better (I'm looking at you, iClassic players who apparently are obsessed with sprites overlayed on your virtual character's head, and you too iEra players who hate a balanced game) and I do realize taking hold of this "trade economy" wouldn't work out. |
players with no lives and thousands of dollars to waste on graal have set the prices. an umbrella is worth like 25k shells and everyone has one... it makes no sense idk
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You got to be kidding me... Holy crap imma get those rare for 300 shells, and on a separate note, is the syringe getting rarer?
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The price depends how much of it is in era and how it look and what itmdoes etc but if i ever become pr ima host super and host like 50 if i get the chance and make sure they sell everything for 20k
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ATTENTION: Supply and Demand Say there are 2 of item X, and I own one. It's an item that many people want, and I'm willing to sell, whilst the other owner is not. Since I'd be the only one selling it, I'm gonna be like, "YA'LL BITCHES BE WANTIN DIS' ****? WELL I NAME DA PRICE, YO, SO YA'LL BETTAH BE READY!" Thus, I name my price of 500k for it, and let someone haggle with me until we both decide on a very ludicrously high price. Since I have it and demand is high, players are willing to shell out more just to brag. |
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Supply: The amount of an item going around in any given time Demand: The general popularity or desire for said item There are three basic scenarios with this concept in an open market - an economy in which players set their own prices and sell their own items - such as Era's. The first is low supply and high demand; that is, when an item is very rare or not many are floating around, but everyone wants it. This shoots the relative value (or cost) of the item higher than usual - this is known as inflation. Another scenario is high supply and low demand; that is, when a lot of an item is floating around and very common, yet not many players desire it or want it. This causes an item's relative value (cost) to go lower than usual - this is known as deflation. Now, I said earlier that inflation and deflation can be altered by other factors - currency in the economy in particular. Let's say that there's some new method that was recently released that is easy and gets a ton of income (shells, Gralats) for players. Given a majority of the players partake in the new activity, there will be an influx of Gralats and shells (our currency) thrown into the economy and thus, players will be willing to buy items for higher prices and sellers will reprice accordingly - causing inflation in the entire economy as opposed to just one item. The opposite can happen if a large amount of money is taken out of the system, which causes deflation in the same procedure. The last paragraph in particular is important to our situation, because, if developers set their own prices and those prices were not allowed to be changed (e.g. you can only sell x item for x shells and something like an influx of currency gained by every player happen, the prices for every item would not be changed to account for the amount of currency in the system which shoots the rarity or relative pricing to be basically irrelevant. For example: let's say a Shamrock Dagger's price is set by developers for 5k shells (I don't know the actual price, just using it for an example). Suddenly, a new event was released that allows every player to get a lot of shells and all of a sudden, players are now much richer than usual and have maybe 2x the amount of shells they had before the new event. Players now readily have much easier access to purchasing the Shamrock Dagger which is priced at 5k - since players are now much richer, it becomes relatively cheap, and the rarity and value of the dagger has now shot down far than it was supposed to be. This can happen on a widespread amount of items, possibly even every item in the game, which would effectively destroy the economy and nothing will be of any value. Economics 101 with Talon |
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@talon some games like runescape have a pricing guide that is constantly updated for "merchanting". While this would cause the staff to have to constantly make an update for the items, this shouldn't be too hard. They could simply make a few pr's keep it up to date. As lone as no stupid admin releases a crap load of an item, the prices should be stable.
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I want to crash Runescape's economy. At some point I'm going to sell enough Mahogany that I'll be able to buy up all of the party hats, and I shall be the god of money. |
However Graal Era is like the world right now...
The amount of shells is always cycling thoughout the players, unless a player spent his or her gralats on the game , the cycle would carry on and on. If a player needs shells, he or she would just dig. This wasn't the problem a few years back, since people would actually use the shells to exchange for gralats. However now people do not actually exchange their shells for gralats but they hold on to the shells. So there would be an excessive amount of shells which would not be used to buy the game's items but to use it for trading. Thus the old saying of keeping your money for a rainy day doesn't apply in Era, since the value of your shells would get less and less, as shells is infinite while there is only a certain number of a particular item Well, inflation is the depreciation of the value of money. It is experienced by individuals and businesses as an increase in prices, as more money being required to buy an item (melees, super rares) It is caused either by there being too much money in circulation for the rares, it will be seen that these two causes are essentially different sides of the same coin, reflecting the changing availability of rares to the amount of money that there is. An increase in the money supply will tend to cause general inflation, whilst a shortage of a particular item will tend to cause price rises only for that particular item. A great example would be ( the old SPD dagger and Stun Gun) Let X be the total number of SPD Dagger As there is only an X number of SPD, while Stun Gun has Inf number So by maths, in years to come, SPD would be worth more than a Stun Gun |
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