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Oxenreed
Posts: 78

Re: AH prices

Post#11 » Mon Dec 22, 2014 7:35 pm

It happens in every game. People are flipping Auction House items. I doubt there can be anything done about it. Also the fact that there are only 10 levels capped and population is pretty low at this stage is the reason. When cap will rise there will be more gear rotation and more new items to get. Now its just up to farming the same few mobs with 0,1% drop rate :)
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Telen
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Re: AH prices

Post#12 » Mon Dec 22, 2014 7:50 pm

If it goes like official then gold farming is pointless. bis items are all bought with rvr currencies. The only real value items were those top tier 24/180/+4crit talis due to low craft chance and linaments when bo and keep commanders were removed and only lair farmers and legacy seeds were around.

I just stick anything on AH at vendor price. Put them on at 1b and farmers can just mass buy them to keep price inflated. When the campaign is playable the economy will be shot anyway with the amount of gold around from however many years of beta development anyway.

Really these low drop chances, pulled from aggregating websites like wardb are nothing like the official game. Where drop chances were based on mob tier not on specific mob name. So there was much higher gear availability as grinding specific mobs for specific gear was pointless. Anything but named (lair/dungeon/pvp gear) dropped as you quested and everything could be found on mass in the AH from other questers.
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amputationsaw
Posts: 629

Re: AH prices

Post#13 » Mon Dec 22, 2014 7:59 pm

taking time farming items fair enough, but nobody buys a cloak for **** 45g... except ppl with too much time ;)

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Azarael
Posts: 5332

Re: AH prices

Post#14 » Mon Dec 22, 2014 8:06 pm

Yes. In the case of cloaks and jewellery especially there's a significant disparity between rarity and actual game effect.

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Oxenreed
Posts: 78

Re: AH prices

Post#15 » Mon Dec 22, 2014 9:31 pm

Telen wrote: Really these low drop chances, pulled from aggregating websites like wardb are nothing like the official game.
I agree with everything else you said Telen, however im not quite sure if this is true. Plz remember that there were thousands of people playing at that time so there was way more of those items just becouse of game population. Also most characters were leveled pretty fast so low lvl gear was hanging on the AH in stocks and ppl didint bother to buy as they would level fast and get better quest rewards in few hours. Thus i think Wardb data is accurate, its just different enviroment now.
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Oxenreed
Posts: 78

Re: AH prices

Post#16 » Mon Dec 22, 2014 9:37 pm

Azarael wrote:Yes. In the case of cloaks and jewellery especially there's a significant disparity between rarity and actual game effect.
This is true only for T1 and our current situation. Its just that some items were introduced in later chapters, a lot of cloaks and jewelery was droping already in t2. As you were leveling you were getting new equipment for new slots, i think it was intentionaly :) like a part of a character journey.
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zalenia
Posts: 21

Re: AH prices

Post#17 » Mon Dec 22, 2014 10:05 pm

this might digress from the subject but imo they should do server wipe when its in beta/release so this doesnt happen. Otherwise it will be hard for new players etc.

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Tesq
Posts: 5713

Re: AH prices

Post#18 » Mon Dec 22, 2014 10:15 pm

point it's there is no way to prevent ah price to increase, the best is help in guild/alliace or buy directly to to the seller and not using ah for mass selling but just for what it cannot be sell quickly
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Azagaar
Posts: 88

Re: AH prices

Post#19 » Mon Dec 22, 2014 10:15 pm

Wipe won't change anything. People will still dictate the prices. Only higher drop-rates would change something, and from what people said in previous posts, in higher tiers some items drop more often (+ PQ/RvR sets have more items + there are dungeons with high drop rates on good loot. Yeah, I know it will take a while to implement those, but still).

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Telen
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Re: AH prices

Post#20 » Mon Dec 22, 2014 10:20 pm

Oxenreed wrote:
I agree with everything else you said Telen, however im not quite sure if this is true. Plz remember that there were thousands of people playing at that time so there was way more of those items just becouse of game population. Also most characters were leveled pretty fast so low lvl gear was hanging on the AH in stocks and ppl didint bother to buy as they would level fast and get better quest rewards in few hours. Thus i think Wardb data is accurate, its just different enviroment now.
Wardb drop rates were correct upto a point. They had too small a pool though.

It was heavily effected by 3 things.
Drop list changes over the years.
Huge population disparity so drop concentration during the first 6 months.
Missing items not counted.

The original drop rates were correct upto a point but the drop variety was way off. As they used an aggregate collector that players ran alongside the client it only logged what items dropped for those players.

Also as rates and item pools were altered multiple times this also messed up drop chances alot. If a item was removed from a drop list at some point as almost all the more lore named items were when replaced by the D&D style of item naming in the huge naming overhaul. So an item that was droping 5% of the time would never drop again, yet those drops were logged, reducing its drop rate. This also reduced the rates of added items heavily as the majority of logging was done in the first months when pop was high. These changes in drop lists heavily skewed the data.

Also the huge populatioon disparity for these list changes skewed the data. In the early day there were huge amounts of players so drop list were very accurate as the amount of collection was high. As the population dropped dramatically the data decreased dramatically and the chances of deviation increased. Likely a ton of items that were added would never have been gathered at all at this point.

The use of an aggregator just isnt a reliable tool for this as to find a item with a 0.1% drop chance you would need to kill every mob in the game 1000 times on average. Even then thats not how stats work and its more likely you would have to killing them ALOT more. Its just a terrible way to gather drops.

It would be better to build the drop lists with a script that populated each list based on the gear and mob tiers. As the pve gear wasnt mob specific it was mob tier specific. It was the same with gathering or seed drops. Just needed to be a certain level or tier of mob. Then build named mob lists and quest items manually as they are added.

Another but even more damaging was data errors. There were random items on some drop lists that were logged as dropping one of some mob that never could have. Things like blue seeds or quest items on random mobs list on wardb. These were just data logging or upload errors.

As you say at launch the drop rates were low when the game was active. The gear overhaul increased drop rates dramatically due to the much smaller amount of players doing pve at that point. Even though I prefered the old gear naming and tier system, I prefered the newer drop rates.

This type of database work is years down the line though.
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