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Market Orders a zombie horse, and more.

Author
Caleb Ayrania
TarNec
Invisible Exchequer
#1 - 2012-04-10 15:30:36 UTC
I though it might be a prudent time to revisit this dead horse of mine. With the changes to loot and manufacturing it will be highly interesting to give this another spin

Everyone should now have heard about the huge changes, and have felt the resulting speculation in the markets in regards to minerals. Soon a lot should follow in all loot drops and later most likely some big changes in PI. That however is for a later comment, or join the scc-lounge for discussion on these things

De-nerfing market order cap (including all contract caps)

At the moment we have all grown accustomed to the upper limit of 305 outstanding orders for max skilled traders. This was introduced so long ago, that only a few remember the markets before that. Back then a lot less items was in the game, and thus market coverage and competetion was rather effective, and equilibrium in price could be reached rather fast almost everywhere. Also since there was no cap almost all items could be sold at semi fair prices almost anywhere

So I have been advocating to remove this limit for a long time and many discussions have been had, not to much effect. Mainly because I was partly wrong in my oversimplified advocating it removed entirely. Since this would mean no benefits from skills and also potentially cause some issues from back before it was introduced

Now however I think I have a better suggestion

We remove the upper limits to all contract forms and market order

The limit changes to number of daily changes commited.

Thus making the limit the same, but it refreshes every day, and existing orders and contracts arent counted and considered
What this will do is make a lot of our current problems go away. More items can reach price equilibrium fitting the local area markets, and all regions can develop smaller market hubs with broader range of service. Thus decreasing the need for all trade to take place at the current super tradehubs

Another side effect will be a lot faster feel of gameplay, and strategic positioning of activity. There are many benefits, that will arise, but suffice it to say here, we will get better market competition. This lowers the barrier for general trade, while retaining the benefits to super hub high frequency traders

Killing the microbidding 0.01 isk game once and for all
With no upper limit to orders on market all microbidding will be removed. It simply is to easy to create price spreads according to personal price estimates and microbids will not be worth the effort, at least nowhere except extreme volume hubs

Market bots will struggl
With an upper limit to daily changes automation will be very hard. A player can strategize in his own time, and even use spread sheets and AI to do calculations, but the actual injection limit would make the human effort just as effective and fast as any bot. This would also mean a lot of trade can move from scc onto the contracts and thus bulk markets

Suggested standing limitation Buycott optio
Regarding contracts market it would be very useful to be able to limit access according to standing, and thus get a system for truly blocking and allowing only those you wish to trade with. As bulk markets become lucretive this feature will be highly effective in politics. Also a good thing with suspected changes to warfare

PI and POS boost (npc facility slots revisited
A rather old issue was the access to npc facility slots, for research and production. Back then I suggested we get a dynamical pricing system to shift things more naturally. That could not be done, was the reply from ccp, since it would hurt noobs. Well here is version 2.0 of that old suggestion. Let all but say 5 slots per npc station shift to be the rented slots PUBLICALLY from player to player. Thus as prices change from player the needed new slots would be added to the POSses in system. This would also make systems interesting according to composition of moons and planets, if PI and POS was integrated better. In all a few tweaks would be need ofc, but the general result would be a lot more strategic thinking and a lot of sensible wars or collaborations arising

A small side note shift mission items back to the general scc tradable stuff, and rotate the raw ore demands on missions, to not create those weird price fluxes on raw ore. (Especially Kernite and Omber) With the market order cap removal these things would no longer pose such a huge problem
Adunh Slavy
#2 - 2012-04-10 15:48:20 UTC  |  Edited by: Adunh Slavy
So to paraphrase, as I understand it.

As many orders as one wants, but could do only 305 market order changes per day. Cancels, direct buy, direct sell - these would not subtract from the 305.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Caleb Ayrania
TarNec
Invisible Exchequer
#3 - 2012-04-10 16:03:46 UTC
Yes exactly.

Only new deals with brokers count.

Though Ideally I would prefer a system where you got vouchers each day to use with brokers when making contracts.
Thus making it a consumable item, that would be possible to exchange.

A sort of player produced item, linked directly to trade skills. That would be best solution, since it might get linked into the whole economy, and also be part of the LP services. Hell maybe add it as a feature much like the research agent service, and make brokers directly into agents. The short answer though is yes. :)
Johnny Frecko
Federal Navy Academy
Gallente Federation
#4 - 2012-04-10 17:06:35 UTC
This was suggested before;

/fake person on
I'm a trader, that's what i do, I like it, i love harvesting the markets and playing 0.01 games ALL day long, I Do that for around 3 hours a day, updating my 2 toons with over 550 orders combined, and i make all my billions of isk that way.
/fake person off.

or to my point,
Is it fair to limit how many missions a runner can do per day?
Is it fair to limit how many times a mining laser can be fired in a day?
is it fair to limit how many times a gun can be fired?
is it fair to limit how many battleships you can buy in a month?

If you answered "yes" to any of your questions, you don't want a sand-box game.
If you answered "no" to all of the above, you should realize that there's not much difference game-wise between trading, running missions, doing incursions and mining.

All those activities take time, take dedication and motivation.

also, FYI - most of the 0.01 games are actually done by players. not bots.
The bots tend to go for wierd numbers to make them seem random.

More problems with your design :

A market congested with billions of alts making a zillion orders instead of updating them on their mains?
(yes, you pay more fees, but i rather pay more fees and get the trade than not do anything).

You might bottleneck producers on very large scales that won't be able to unload all products into the market.

why do people think that the 0.01 game is broken game mechanics?

Johnny
Adunh Slavy
#5 - 2012-04-10 17:16:26 UTC
Johnny Frecko wrote:

also, FYI - most of the 0.01 games are actually done by players. not bots.
The bots tend to go for wierd numbers to make them seem random.


Mouse wheel

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Driftfire
Northern Star Enterprises
#6 - 2012-04-10 17:21:14 UTC
I have no issue with the .1isk game.

I use it if I do not want to change the price.

I would get much for frustrated by not being able to change existing orders do to some new order changing cap.

Before I would want more active orders I would want some better way of organising them.
Caleb Ayrania
TarNec
Invisible Exchequer
#7 - 2012-04-13 18:13:27 UTC
I am a little puzzled why people seem so accepting regarding the 0.01 isk microbiddings..

There are a lot that voice frustration about it, but seldom really want it to change?

Is it really such an entertaining game element that the majority would prefer to keep it in the game?

As I have tried to explain it really benefits very few groups of players, and it is very bad in creating a fair and stable economy.

If 3 players are all competing on selling huge stacks of goods the patty cake who comes first to the microbid is not reflecting the actual natural price agreement. In the real life markets a non verbal agreement is reached that suits all 3 traders. You can call it an unspoken contract. In real life markets you dont have microbids working like in EVE, the bids are done primarily by brokers and with bundles of product. Its a bit like the gentleman rules at auctions. You dont bid in increments of say 1,000,001 isk over a 1m bid. Its considered bad form at best and auctionary would control the bids when many are showing interest in the same object.

The best EVE example of the flaw of current system is the huge storage of product on the market of say morphite. These stockpiles are hard to shift because the microbids compete for contracts by pseudo queueing instead of actual price equilibrium attainment.

The suggestion to resolve some of these ingame market flaws, is just one example. There could easily be other and better ones. A simpler idea would be to make orders time controlled instead. So you could cancel orders within the first 2-5 minutes, but after that cancel and modify would not be available for 30 minutes.

Ofc the simplest and most fair solution to all pricing in EVE from npc to player would be that the prices would be dynamic and go up when there is high demand and go back down with low demand. It does however seem that ccp is a bit scared of opening up this model.

Tekota
The Freighter Factory
#8 - 2012-04-13 19:17:14 UTC
I really am in two minds on this one.

My primary concern is that the 0.01 isk game, whilst hardly an enjoyable process, gives a way for smaller and starting traders to compete. Larger traders already play the longer term game you describe, they can't be arsed to 0.01isk billion isk orders across dozens of products and certainly won't do so to undercut the little trader zipping around slipping a 100m stack here and there and agressively keeping it ahead of the pile.

The smoother equilibrium you describe I think (but *please* do correct me if I've got this wrong) as a target is effectively a narrowing of margins and regional variation. Now this is all fine - I'm more than happy making 3% on some goods because I'll thow billions at them and 3% of billions is just fine. However, could it not be seen as pulling the ladder up from under ourselves and removing all future competition joining the game - because 3% of an inital 50m trading fund is terrible. Currently those new 50m traders can supplement their wallet deficit with time spent and work 10 or even 20% margins by close minute by minute attention - this sort of return then allows them to grow their capital to a point where throwing billions across hundreds of orders at 3% margins is workable.
Shar Tegral
#9 - 2012-04-13 19:29:38 UTC
Caleb Ayrania wrote:
I am a little puzzled why people seem so accepting regarding the 0.01 isk microbiddings. There are a lot that voice frustration about it, but seldom really want it to change? Is it really such an entertaining game element that the majority would prefer to keep it in the game?

I hate the 0.01 isk game. However I defend for one simple reason: It is not imposed upon us. Note the "not imposed upon us" statement. CCP did not create this activity, we did. That is part of the beauty of what there is of our sandbox. It is not a complete sandbox - not at all - but where we have carte blanche we should strive to maintain it regardless of how annoying most of us find it.

As to removing market order cap: You may fondly remember the days gone by of yesteryear but I do not. Previously a single toon could have thousands of market orders - and some did have that many. Not to forget those who had thousands in one region and another thousands in a different region on another toon. The market was homogenized to the point of disgusting. With the market caps, gaps are created that can be exploited by up and comers (new or old).

Fighting the 0.01 isk game is wrong. Stop looking at the individual reaction to it and look at the big picture.

Ditto on market order caps.
Zarific
Frekmacinations
#10 - 2012-04-13 19:32:26 UTC  |  Edited by: Zarific
Caleb Ayrania wrote:

Ofc the simplest and most fair solution to all pricing in EVE from npc to player would be that the prices would be dynamic and go up when there is high demand and go back down with low demand. It does however seem that ccp is a bit scared of opening up this model.



You mean like the market is currently setup?

If demand is high, the market price rises until producers increase production and drive supply up, thus driving price back down.

The current market is a dynamic market.

*Edit*
Btw, if everyone hates the .01 isk game so much, why not advocate increasing the minimum allowable change from .01 to 1 isk, or 100 isk, or 1000 isk? Of course people would find ways to take advantage, but it would create a different market dynamic than .01 isk wars.

Zar
Adunh Slavy
#11 - 2012-04-13 21:29:57 UTC  |  Edited by: Adunh Slavy
Perhaps a simpler fix to 0.01 ISK wars is a one million ISK minimum fee on order changes for anyone who has injected the Retail skill. Soon as you inject Retail, you get hit with the minimum one million ISK fee. This allows new traders and smaller traders a path into trade while gimping the possible abuses.

Additionally, expand allowing changes to range, duration, minimum volume and price on existing orders. Any of these changes cost 1 million ISK. A player may change every parameter possible within the 'change event', and still only be charged the one million ISK minimum.

I would like more market orders as well, something that requires Tycoon V. Call it Racoon for all I care. An additional 139 orders per level, rounding up to a nice 1000 at Racoon level five.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Aina Sasaki
Garoun Investment Bank
Gallente Federation
#12 - 2012-04-14 04:12:14 UTC  |  Edited by: Aina Sasaki
A system that limits the amount of changes you can make to orders per day...

I think the number of changes you can make should be a bit higher than the max orders you can have, but I have no problem with the concept itself. In fact... I would seriously benefit from it.

Edit: Then again, if that happened, chances are i'd be facing people who switched from the .01 ISK game to something like what i'd do. I'd hate that. x_x

- Rei

Bifordus Maximus
MissoCorp
#13 - 2012-04-14 04:23:51 UTC
I just wanted to say that the .01 game is used in real business practices. It is annoying but accepted. Check just about any item on Amazon or Ebay, even Google Shopping for that matter. Now back to your regular discussion... Smile
Caleb Ayrania
TarNec
Invisible Exchequer
#14 - 2012-04-14 07:16:52 UTC
This is not merely about the microbid issue. If you read the initial post, it is a rather overall concept. All the market is poluted by this very artificial limitation. Shar Tegral said we created the microbids, but really ccp did when they introduced the cap. Prior to the cap any microbids like this would get removed simply by players creating better spreads and greater resolution in pricing.

The main reason to remove the cap is to get better competition and market service on all items in all regions. At the moment this is very difficult, because most traders focus on hubs. Smaller traders are not able to service enough items to make local market compete with hubs.

With the removal of the caps we would get these new market dynamics, and players would benefit greatly by the increased speed of gameplay. You would not need to shift things around yourself, you would be able to liquidate faster, but ofc at loss apropriate to the local area and range from better serviced hubs.

The topic is all about speed of liquidation of assets, and fair pricing. Combine this with oppertunity cost, and you would see how letting people with high amounts of isk service players needs would benefit all of EVE. Dead isk and Dead assets is slowing the game down, and the major part of this is the order and contract cap.

If the intention of ccp is to slow down the game, that is fine I can accept that, but I think its important that they admit it, and that players understand that this is being done.

Also if the game grows and we get more systems and more active items, then we will really need to rethink the problem with market speed.
Crompton Aberforth
Gallente Federation
#15 - 2012-04-14 08:20:28 UTC
Johnny Frecko wrote:
This was suggested before;

Is it fair to limit how many missions a runner can do per day?
Is it fair to limit how many times a mining laser can be fired in a day?
is it fair to limit how many times a gun can be fired?
is it fair to limit how many battleships you can buy in a month?

If you answered "yes" to any of your questions, you don't want a sand-box game.
If you answered "no" to all of the above, you should realize that there's not much difference game-wise between trading, running missions, doing incursions and mining.

All those activities take time, take dedication and motivation.


Johnny


+1

I'm all for limiting market interaction in exchange for also limiting everything above. It's only fair.

Light bulb!.................. Perhaps we could limit the number of actions each player may perform in a 24 hour period. For example you can do 'X' number of actions per day, counting each action you initiate - one cycle of a mining laser, plus one cycle of the microwarpdrive, plus one purchase on the market, plus one price change on the market, plus one gate jump, plus one slagging off on local, plus one can flip.

Gosh it's going to be such fun!

Do you play EVE like a girl ...because um... you ARE a girl?

Do you know about the WGoE (Women Gamers of EVE) chat channel?

For access information visit the public chat room 'Women Gamers public'.

Caleb Ayrania
TarNec
Invisible Exchequer
#16 - 2012-04-14 08:55:01 UTC
The turn based analogy is not that bad..

The only way to really limit benefit of a bot towards a human player is limiting by number of changes. Thus turns available.

There are even better solutions, but those would become to real life like, and might cause some serious whining.

Ideally the markets should be price dynamic and sensitive to supply and demand on all areas. So broker fees in Jita should be a lot more pricy than elsewhere. (The initial fee, the percentage should ofc be lower).

Also there should be no limitations at all except the natural limit of the wallet and your time..

It is however preferable to have a simple system, to one that could get a bit to harsh very fast.

Driftfire
Northern Star Enterprises
#17 - 2012-04-14 10:21:02 UTC
I have to disagree about broker fees in JIta would be higher.

In fact in RL the opposite would happen - because of high volumes broker fee would reduce via competition ( everyone would want to be a Jita broker rather than some back water like Rashy ).

Caleb Ayrania
TarNec
Invisible Exchequer
#18 - 2012-04-14 10:57:14 UTC
Driftfire wrote:
I have to disagree about broker fees in JIta would be higher.

In fact in RL the opposite would happen - because of high volumes broker fee would reduce via competition ( everyone would want to be a Jita broker rather than some back water like Rashy ).



The Jita broker prices would be like in real life. The minimum amount would be high, the percentage price would be low. Thus it would naturally remove microbids, since that would be ineffecient. Just like real life. The only way to keep small fish out is by putting a barrier of entry on it.. one that does not blanket out globally..

Driftfire
Northern Star Enterprises
#19 - 2012-04-14 11:07:24 UTC
But if you suggest a flat fee - that is by definition going to effect new players with small orders. The big players would be effected less as they have higher volumes per order ( generally )
Caleb Ayrania
TarNec
Invisible Exchequer
#20 - 2012-04-14 12:12:14 UTC
Driftfire wrote:
But if you suggest a flat fee - that is by definition going to effect new players with small orders. The big players would be effected less as they have higher volumes per order ( generally )


Not sure if your intentionally trying to confuse the topic.. Its really rather simple..

The reason for removing the market order cap is to make it possible to spread the markets wider.

In regards to broker fees they should be reflecting supply and demand. This would mean the price would be as follows.

In Jita base cost would be high and percentage low. Resulting in bigger volumes traded and bigger increments on bids.

Out in the outskirts. base cost would be lower and percentages higher, resulting in smaller volumes and better margins.

This is all about the width of the Donchian channels. In highly efficient markets this would become very narrow and cost to compete would be equivalent high. In less active markets the Donchian channel should widen out and give better margins, reflecting the reduced volume and activity of trade.

These gradual differences in markets are not very visible in EVE atm because we have single outlet and centralized trade. There is rather poor seeding of items outside hubs.

The reasons are the artificial limitation to orders and a tendency to want to handle most things in house internally. This is all fine and there is nothing wrong with doing things yourself, but you should do so at a cost. In an efficient market prices would naturally get impacted by all the factors of price. Mainly oppertunity cost on the individual client.

We really need the market opened more in this way, because the changes coming will need a lot more price efficiency, or the increased complexity to the game will slow the pace of gameplay even more.

We can not "afford" to destroy more assets and take hits if we cant generate them back at the similar pace.

There are plenty of assets in game, but they tend to be in passives and not available on public markets. This can only change with a boost to market speed.

This topic is hard to grasp because it is depending on an emerging effect. Some players might remember the times when there was no market limitation, and how current complexity have worsened the impact of this a lot.

If we get market competition moved and spread out wider it will mean more game activity spread over the whole EVE universe. We can not expect that to happen without a bit of improvement to economy and logistics, and the two are closely linked.
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