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Player Features and Ideas Discussion

 
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Multi Sell: Configuration Options

Author
Swiftstrike1
Swiftstrike Incorporated
#1 - 2016-03-06 00:58:34 UTC
Problem: The default sell value in multi sell window is the highest available buy order, but this is often much less than the items for sale are actually worth. It takes a very long time to manually adjust all the various lines in a large collection.

Solution: Add an option to set the price of all items simultaneously as a percentage relative to average market prices.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Zhilia Mann
Tide Way Out Productions
#2 - 2016-03-06 03:28:56 UTC
No. You want to play the market instead of taking the easy way out? Then play the market.
Iain Cariaba
#3 - 2016-03-06 05:04:13 UTC
No. Maximizing your isk/hr ratio takes at least some effort.
Swiftstrike1
Swiftstrike Incorporated
#4 - 2016-03-06 23:35:47 UTC
Zhilia Mann wrote:
No. You want to play the market instead of taking the easy way out? Then play the market.

Iain Cariaba wrote:
No. Maximizing your isk/hr ratio takes at least some effort.

So by that logic:

  • The autopilot should be removed from the game because letting the client plan your route for you is taking the easy way out...

  • Approach, Orbit, Keep at Range, etc... should all go away because you can fly your ship manually and flying properly should take at least some effort...

  • Weapon groups should be a thing of the past because firing all your guns at once is definitely taking the easy way out and should totally take at least some effort....

  • The whole purpose of the multi-sell feature is to make it easier to sell things. Surely anything that enhances or furthers that same goal is a worthy addition to the multi-sell feature.

    Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

    Iain Cariaba
    #5 - 2016-03-07 01:51:27 UTC
    Swiftstrike1 wrote:
    Zhilia Mann wrote:
    No. You want to play the market instead of taking the easy way out? Then play the market.

    Iain Cariaba wrote:
    No. Maximizing your isk/hr ratio takes at least some effort.

    So by that logic:

  • The autopilot should be removed from the game because letting the client plan your route for you is taking the easy way out...

  • Approach, Orbit, Keep at Range, etc... should all go away because you can fly your ship manually and flying properly should take at least some effort...

  • Weapon groups should be a thing of the past because firing all your guns at once is definitely taking the easy way out and should totally take at least some effort....

  • The whole purpose of the multi-sell feature is to make it easier to sell things. Surely anything that enhances or furthers that same goal is a worthy addition to the multi-sell feature.

    Oh, let's exaggerate until the point of absolute absurdity is reached.

    1. With the sheer size of New Eden, the route planner is a necessity for moving from one place to another. You being able to .01 isk every single item you want to sell is not a necessity along these lines.
    2. People who are good at PvP do, indeed, fly manually, and when they do put in the effort, they're more successful. Along those lines, if you put in the effort when it comes to the market, guess what, you're more successful. See the correlation there?
    3. Go ahead, take weapon grouping out. I remember when you couldn't group weapons. Didn't bother me then, wouldn't bother me now. Besides, if module grouping was really intended to be easy mode, you'd be able to group more than just weapons.

    Yes, the purpose of the multi-sell feature is to make it easier to sell large quantities of items. Nowhere does that imply you should be able to maximize your profits with no effort by using a mass order feature.
    Swiftstrike1
    Swiftstrike Incorporated
    #6 - 2016-03-07 18:27:27 UTC
    I respectfully disagree with your opinion.

    There is no skill in cranking a handle until the number at the end of the line reads 5% (for example). Anyone can set a number, but not everybody can determine what the number should be in order to maximise your profits.

    What I am proposing does not help players to make that determination (i.e. make market trading "easier"). It would simply make things faster ... for everyone... including existing market traders!

    When more people can efficiently sell things faster we get a more competitive market. That's a good thing for consumers i.e. the vast majority of players.

    Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

    Iain Cariaba
    #7 - 2016-03-07 19:03:17 UTC
    Swiftstrike1 wrote:
    I respectfully disagree with your opinion.

    There is no skill in cranking a handle until the number at the end of the line reads 5% (for example). Anyone can set a number, but not everybody can determine what the number should be in order to maximise your profits.

    What I am proposing does not help players to make that determination (i.e. make market trading "easier"). It would simply make things faster ... for everyone... including existing market traders!

    When more people can efficiently sell things faster we get a more competitive market. That's a good thing for consumers i.e. the vast majority of players.

    And at the same time you penalize those people who do put the effort into making money off the market. As the current method sits, if you don't want to put any effort into it, you don't have to, while those who do put effort into it are able to maximize their profits.

    Again, if you want to sell your items for what you think they're actually worth, take a couple minutes to put some effort into it. Here's a trick. You see those red and green arrows that show you the percentage above/below average? Try clicking on one and see what happens. Drastically speeds up finding what the market orders for that item are.