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Idea's to "fix/improve" the 0.01isk "mini-game".

Author
Tippia
Sunshine and Lollipops
#21 - 2012-05-30 14:55:01 UTC  |  Edited by: Tippia
sabre906 wrote:
The same problem that was solved in Contract auctions.
What problem?

Quote:
It wasn't implemented on Market simply because it was already in existence and overlooked.
…or maybe because there is a difference between commodity trading and auctions and because applying the rules of the latter on the former makes no sense and makes the market less efficient.


Andy DelGardo wrote:
Thats actually what i'm talking about, thx for your link. Most of those prices have a "reasonable" minimal change % of 0.1 to 0.5%
No, it's not. You see, you're looking at the wrong thing.

What you're seeing is that all of those prices have a reasonable minimal change of whatever the smallest division of currency is available. On the NYSE, it's $0.01. On the Nikkei, it's ¥0.01. In London, it's £0.01. On Oslo exchange, it's NOK 0.01. They don't have any kind of reasonable minimal change percentage, because it's not an applicable metric.

Markets don't care about “the smallest % change” and aren't limited by it. They're limited by whatever the smallest denomination of currency is available. If someone wants to bid 0.00001% higher or lower than the current trading price, they can do so, as long as it's more than the smallest denomination. If you ever find a stock that trades at, oh, say ¥50,000, it won't be hard to find bids that change that price by less than a thousand of a percent.
sabre906
The Scope
Gallente Federation
#22 - 2012-05-30 15:02:31 UTC
Tippia wrote:
sabre906 wrote:
The same problem that was solved in Contract auctions.
What problem?



Read OP.
G01kur Kisel
Federal Defense Union
Gallente Federation
#23 - 2012-05-30 15:02:35 UTC
Also support the idea Andy. +1
Andy DelGardo
#24 - 2012-05-30 15:04:12 UTC  |  Edited by: Andy DelGardo
Tippia wrote:
sabre906 wrote:
The same problem that was solved in Contract auctions.
What problem?

Quote:
It wasn't implemented on Market simply because it was already in existence and overlooked.
…or maybe because there is a difference between commodity trading and auctions and because applying the rules of the latter on the former makes no sense and makes the market less efficient.


I agree here, having a commodity market system in-place for raw materials and fuels makes a lot of sense, like it does in the real world. Reusing the same system and rules for things like ships/equipment is actually a technically/gameplay limitation, since unfortunately in eve there are no such things as brand, quality, consumer relations, advertising, brick and mortar or different region taxes. So they simply do thread spaceships like ore, maybe this can be changed some day, since i would really like this :p
Robert Caldera
Caldera Trading and Investment
#25 - 2012-05-30 15:05:55 UTC
Andy DelGardo wrote:
Thats actually what i'm talking about, thx for your link. Most of those prices have a "reasonable" minimal change % of 0.1 to 0.5%, thats exactly what i want for eve, instead of a 0.00001% change every few seconds, since it should be about actually changing the price, not pushing yourself up a artificial queue system.


it will still be "pushing yourself up in the queue" by changing the price to the next possible lower value
Andy DelGardo
#26 - 2012-05-30 15:08:19 UTC  |  Edited by: Andy DelGardo
Robert Caldera wrote:
It will still be "pushing yourself up in the queue" by changing the price to the next possible lower value


Like i noted i have no problem with being pushed, if the price actually changes in a "meaningful" way. Now think again what will happen if u apply a 0.1% change every minute to a price and what is the result if u just add a 0.0001% change every minute :p Maybe now u can understand what this is all about?
Tippia
Sunshine and Lollipops
#27 - 2012-05-30 15:09:46 UTC
sabre906 wrote:
Read OP.
The OP does not delineate any kind of problem. Prices going up and down at a speed that isn't to his liking is not a problem — it's him being impatient.

Quote:
Reusing the same system and rules for things like ships/equipment is actually a technically/gameplay limitation
Not really, no, since you can trade it the way you like to if you so choose. No-one does, because there is any kind of technical limitation but because it's inefficient to do so.

Andy DelGardo wrote:
So they simply do thread spaceships like ore, maybe this can be changed some day, since i would really like this :p
Why? What problem does it solve?
Andy DelGardo
#28 - 2012-05-30 15:14:50 UTC  |  Edited by: Andy DelGardo
Tippia wrote:

Andy DelGardo wrote:
So they simply do thread spaceships like ore, maybe this can be changed some day, since i would really like this :p
Why? What problem does it solve?


Not everything in a game has to "solve a problem", but if u can have a Porsche, Crysler and a BMW, rather than only a grey box i choose the more diverse way. For me more diversity and choices = more fun and options to pick from, play with. I also think every producer would like to diversify himself from the competition, in some way. I really hope in the distant future we get something like actual physical shops and locations on those currently faceless stations and can actually buy advertising time on big screens and have real brand's! Um i want my "Andy's new Spaceships shop!" *dream*


PS: The gameplay limitation is: that adding a brand and quality system is not a easy task for a game, most games even struggle to implement a proper and working repair/usage system. The only game i know is Star Wars Galaxies, that actually added some physical shops and the finished end-product also did differ extremely between servers and regions, time.
Robert Caldera
Caldera Trading and Investment
#29 - 2012-05-30 15:21:33 UTC
Andy DelGardo wrote:
Robert Caldera wrote:
It will still be "pushing yourself up in the queue" by changing the price to the next possible lower value


Like i noted i have no problem with being pushed, if the price actually changes in a "meaningful" way. Now think again what will happen if u apply a 0.1% change every minute to a price and what is the result if u just add a 0.0001% change every minute :p Maybe now u can understand what this is all about?


you will remove time = profit from markets for people babysitting their orders and enforce the lowest possible profit wins concept for everything. How is this good? This is actually which you want leaving, not the RL disparity.
There is no problem with time = profit, whoever puts more time in it, should profit more.

I tell you a secret: you already can do this, noone prevents you from undercutting by 10k ISK, 10m ISK or however you like.
Andy DelGardo
#30 - 2012-05-30 15:27:54 UTC  |  Edited by: Andy DelGardo
Robert Caldera wrote:

you will remove time = profit from markets for people babysitting their orders and enforce the lowest possible profit wins concept for everything. How is this good? This is actually which you want leaving, not the RL disparity.
There is no problem with time = profit, whoever puts more time in it, should profit more.

I tell you a secret: you already can do this, noone prevents you from undercutting by 10k ISK, 10m ISK or however you like.


I actually hoped it would be more the case of: more brain = more profit or more playing (not camping) = more profit.

Oki thats unfair since actually this is the case in eve compared to many other MMO's and also u can camp/grind mindlessly in other games too for maxed profit.
My point is that by changing the minimal change step, prices will fluctuate more often and make the whole system more dynamic and gameplay wise rewarding/challenging.



PS: This is still just a suggestion and i doubt any will come out of it, so ofc u don't have to agree with me, but i can still try to convince u :p
Robert Caldera
Caldera Trading and Investment
#31 - 2012-05-30 15:36:17 UTC  |  Edited by: Robert Caldera
Andy DelGardo wrote:

I actually hoped it would be more the case of: more brain = more profit or more playing (not camping) = more profit.

camping = babysitting the orders = playing. Kind of.
But if you prefer using the brain, noone holding you. Find products or stuff which is lacking in some regions and would give you more profit than sitting in jita fidding prices by .01 ISK. Its how I did to gain loads of ISK fast as I started trading. Its still possible.
Whoever wants using brain for trading, is not in trade hubs where 0.01 traders are active.
You dont mind mindlessly grind ISK for less profits -> go to Jita. Its up to you.
Hell, even there you can make billions if you doing it right with brain, without 0.01 ISK wars.

Andy DelGardo wrote:

My point is that by changing the minimal change step, prices will fluctuate more often and make the whole system more dynamic and gameplay wise rewarding/challenging.

it will result in less profit for all involved people. which I dont want personally. But if you like more dynamic, you can undercut by bigger chunks of ISK already.
Tippia
Sunshine and Lollipops
#32 - 2012-05-30 15:52:55 UTC
Andy DelGardo wrote:
Not everything in a game has to "solve a problem"
If you're going to suggest something that lowers the efficiency of one of the core components of the game, you'd better be able to point to an actual problem that the suggestion is trying to solve, otherwise you're just breaking things for no particular reason.

Quote:
For me more diversity and choices = more fun and options to pick from, play with.
What you're suggesting doesn't change the number of choice or alter the diversity — in fact, if anything, it inhibits choice and diversity by restricting how people can behave on the market.

Quote:
My point is that by changing the minimal change step, prices will fluctuate more often and make the whole system more dynamic and gameplay wise rewarding/challenging.
No, they'll fluctuate less often because traders will have to watch their margins much more closely and will thus have less incentive to follow along and try to find the equilibrium. It won't make it any more rewarding either, since you are cutting in on those margins and the challenge will be less than now since there is less movement in price and fewer available “rungs” on the price ladder. In some cases, that centrally controlled minimum step you enforce might even be smaller than the profit margin, meaning that price competition will cease entirely, thus creating a completely stale market until something else in the supply change has moved enough to make a difference.

Again: what you're asking for isn't used in this kind of trading because of the inefficiencies it creates. It's a lack of such inefficiencies that makes the market as dynamic and challenging as it is.
Andy DelGardo
#33 - 2012-05-30 16:03:52 UTC  |  Edited by: Andy DelGardo
Quote:
What you're suggesting doesn't change the number of choice or alter the diversity — in fact, if anything, it inhibits choice and diversity by restricting how people can behave on the market.


Um, not sure i made myself clear, but are u actually preferring a game where all products are virtually faceless and identically, over a more vivid and dynamic system, that is closer to how real world products are perceived and differ from each-other? I never thought someone would prefer the former over the later, but oki if u do i respect this ofc.

Quote:
No, they'll fluctuate less often because traders will have to watch their margins much more closely and will thus have less incentive to follow along and try to find the equilibrium. It won't make it any more rewarding either, since you are cutting in on those margins and the challenge will be less than now since there is less movement in price and fewer available “rungs” on the price ladder. In some cases, that centrally controlled minimum step you enforce might even be smaller than the profit margin, meaning that price competition will cease entirely, thus creating a completely stale market until something else in the supply change has moved enough to make a difference.


I also can see some valid points in here, i simply don't agree with this "prediction" and think the market interactions are more complex than that and cant be this easily interpreted and predicted.
Robert Caldera
Caldera Trading and Investment
#34 - 2012-05-30 16:06:29 UTC
Andy DelGardo wrote:

Um, not sure i made myself clear, but are u actually preferring a game where all products are virtually faceless and identically, over a more vivid and dynamic system, that is closer to how real world products are perceived and differ from each-other? I never thought someone would prefer the former over the later, but oki if u do i respect this ofc.

you are talking about how products will be different??
I thought you were about how people change prices for those products.
Andy DelGardo
#35 - 2012-05-30 16:11:49 UTC
Robert Caldera wrote:

you are talking about how products will be different??
I thought you were about how people change prices for those products.


Sorry was a started off topic answer i made, i will try to stay on the OT in this thread.
Tippia
Sunshine and Lollipops
#36 - 2012-05-30 16:14:30 UTC
Andy DelGardo wrote:
are u actually preferring a game where all products are virtually faceless and identically, over a more vivid and dynamic system, that is closer to how real world products are perceived and differ from each-other?
…but what you're suggesting makes absolutely no difference in that regard and what you're describing has absolutely nothing to do with the supposed problem.

Quote:
I also can see some valid points in here, i simply don't agree with this "prediction" and think the market interactions are more complex than that and cant be this easily interpreted and predicted.
Of course they can. Nothing of what you suggests alters what traders will do: they will try to get the trade. What you're doing is altering how well they can compete for that sale by removing options from them — they can no longer pick and choose what price they want to compete with because there is an artificial limit to how that price can be set. Removing options does not make anything more complex or dynamic, but rather does the opposite.
Andy DelGardo
#37 - 2012-05-30 16:27:03 UTC
Quote:
Markets don't care about “the smallest % change” and aren't limited by it. They're limited by whatever the smallest denomination of currency is available. If someone wants to bid 0.00001% higher or lower than the current trading price, they can do so, as long as it's more than the smallest denomination. If you ever find a stock that trades at, oh, say ¥50,000, it won't be hard to find bids that change that price by less than a thousand of a percent.


Sorry did overlook this one. This is all true, but i'm still having problems to find the eve 0.01isk behavior pattern in real world markets? I see change patterns that are always measurable % of the value, so i don't want to nitpick on the actual possibility of changing a price by 0.01isk or not. I simply challenge the pattern i see in Eve vs the patterns i see in real markets? Maybe i asked the wrong question: Why do real world markets don't play the 0.01isk game? Is there some higher change free or does it makes no logical sense to just raise by this small amount? Maybe time and availability plays a bigger role? Maybe its the fact that the actual order "full-fill" logic works differently instead of a simple queue system like in eve?

My goal is actually to change the pattern not so much the possibility to play 0.01isk games, technically. Does this make more sense?

Andy DelGardo
#38 - 2012-05-30 16:45:55 UTC  |  Edited by: Andy DelGardo
Oki i just did read some more real world market rules and can answer my own question :p

The reason is that real world orders can be much more complex and formulated like limit-orders, stop-orders, on-cancel-orders, Touched-Orders. Basically i can enter a much more complex rule-set to orders, so u don't actually have to play 0.01isk games the way u do in eve. The other reason simply seems to be that, changing a existent order is not this easy and uncomplicated than in eve. I even found some markets, where u need to cancel the old order if u want to replace it, this ofc includes some additional fees. So its much harder to play 0.01isk games in the real world or simply unneeded since u have more complex orders u can setup, so the advantage of being "served" first in the simple queue system eve uses, does not really exists in the real world.

So i'm not sure what to-do about it, since we would need more complex orders to get similar patterns than, which ofc would make the market system more complex. I still would like this, but i see that "normal" players don't want a virtual stock-exchange game :p
Carton Mantory
Vindicate and Deliverance
#39 - 2012-05-30 17:03:14 UTC
Andy DelGardo wrote:
Oki i just did read some more real world market rules and can answer my own question :p

The reason is that real world orders can be much more complex and formulated like limit-orders, stop-orders, on-cancel-orders, Touched-Orders. Basically i can enter a much more complex rule-set to orders, so u don't actually have to play 0.01isk games the way u do in eve. The other reason simply seems to be that, changing a existent order is not this easy and uncomplicated than in eve. I even found some markets, where u need to cancel the old order if u want to replace it, this ofc includes some additional fees. So its much harder to play 0.01isk games in the real world or simply unneeded since u have more complex orders u can setup, so the advantage of being "served" first in the simple queue system eve uses, does not really exists in the real world.

So i'm not sure what to-do about it, since we would need more complex orders to get similar patterns than, which ofc would make the market system more complex. I still would like this, but i see that "normal" players don't want a virtual stock-exchange game :p



I want EVE stock exchange.

I want Store shops

I want EVEbay

Why not merge the market with the contract system. Make them one.

If i hit ogre II I should see contracts and market orders in the region

I should be able to do put and call orders
buy and sell orders
contracts of basic requests.


AWESOME
Andy DelGardo
#40 - 2012-05-30 17:11:07 UTC  |  Edited by: Andy DelGardo
Um i did read more about orders and i really like this subtype of a conditional-order :)

Quote:

Mid-price peg

A mid-price order is an order whose limit price is continually set at the average of the 'best bid' and 'best offer' prices in the market. The values of the bid and offer prices used in this calculation may be either a local or national best bid and offer.


I also like this one.

Quote:

Stop orders

A stop order, also referred to as a stop-loss order, is an order to buy or sell a stock once the price of the stock reaches a specified price, known as the stop price. When the stop price is reached, a stop order becomes a market order. A buy stop order is entered at a stop price above the current market price. Investors generally use a buy stop order to limit a loss or to protect a profit on a stock that they have sold short. A sell stop order is entered at a stop price below the current market price.


Even the most basic forms of Stop/Limit/Market-if-touched order's would eliminate the 0.01isk game completely, since its more about actually setting up clever and complex orders, than camping orders in the real world.


PS: So keep the old system, but give us more types of orders we can setup!
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