Gold Timber
#1
Posted 16 February 2015 - 08:47 AM
#2
Posted 16 February 2015 - 08:51 AM
#3
Posted 16 February 2015 - 08:54 AM
Edited by Lily from animove, 17 February 2015 - 02:31 AM.
#4
Posted 16 February 2015 - 09:00 AM
#5
Posted 16 February 2015 - 09:15 AM
2. It is against PGI rules for so many obvious reasons. As far as i know, you can not even exchange assets in your OWN player accounts (assuming you might have 2 or more).
3. Player that actually owns a Gold Clan mech spent larger amounts of real $ to acquire it. They are limited in number, and if I am not mistaken, the Timberwolf sold out. Good luck in finding a taker.
Good luck in your quest. IF (and thats a big IF) you find someone willing to give up the Gold, I hope you are able to work things out. Although, in my personal opinion, it opens a very dark road for others that may not have noble intentions.
The final suggestion I have for you is that you simply ask Support if you could possibly buy one. Again, worse case is they say no.
#6
Posted 16 February 2015 - 09:17 AM
#7
Posted 16 February 2015 - 10:33 AM
And there are ways to sell accounts or trade assets in most online games. It is a Pandora's box, but it can work.
But I doubt both features are or should be a focus of PGI.
First of all, does anyone want to sell a Timberwolf?
#8
Posted 16 February 2015 - 10:47 AM
#9
Posted 16 February 2015 - 10:49 AM
Haha. It was a joke, and I'm broke.
Edited by verybad, 16 February 2015 - 10:49 AM.
#10
Posted 16 February 2015 - 10:55 AM
Support once told me when I made a color purchasing error that they can add stuff to accounts (MC, missing items, etc,) but taking those things away was a nightmare and almost impossible for them. That it had to be actually done special so usually they left miss-buys and other things and credit MC.
Using that logic, I think they might be able to add the Gold Mech to someone, but probably can't remove it so I doubt they would do it.
NOTE: Not to mention, if they ever did get this ironed out, I would prefer they allow for splitting your account into two, Clan and IS before doing a Gold Mech trade...
Edited by Creovex, 16 February 2015 - 10:57 AM.
#11
Posted 16 February 2015 - 12:33 PM
Nightmare1, on 16 February 2015 - 09:17 AM, said:
Those are cool in MMOs, until players decide that a Small Pulse Laser should sell for 7,890,987,099,093,000 Cbills just because.......
And no, im not trolling....
Everquest II, players trying to sell master spells for like 7,000 plat.....avg price for a lvl 80 master is like 8-25p, atleast thats the reasonable pricing. In EQ1, people are trying to sell a single food item, just 1, not a stack of 20, for like 5,000 plat a piece.
Then there is the Krono, which is an in game item that gives you what amounts to premium time for 30 days, idk what hte price is up to now, but it was like 480K last time I saw it...it basically goes up by w/e amount every day.
So yeah, I could see it in this game, Large Pulse Laser(1)-8,500,000,000,000 Cbills just because someone thinks everyone has that many Cbills and will actually buy it for that much.
id love to sell my Stripped AS7-S and CN-AH together for like 2.5 million-5 million, both have all their armor hahaha.
#12
Posted 16 February 2015 - 02:35 PM
LordKnightFandragon, on 16 February 2015 - 12:33 PM, said:
Those are cool in MMOs, until players decide that a Small Pulse Laser should sell for 7,890,987,099,093,000 Cbills just because.......
And no, im not trolling....
Everquest II, players trying to sell master spells for like 7,000 plat.....avg price for a lvl 80 master is like 8-25p, atleast thats the reasonable pricing. In EQ1, people are trying to sell a single food item, just 1, not a stack of 20, for like 5,000 plat a piece.
Then there is the Krono, which is an in game item that gives you what amounts to premium time for 30 days, idk what hte price is up to now, but it was like 480K last time I saw it...it basically goes up by w/e amount every day.
So yeah, I could see it in this game, Large Pulse Laser(1)-8,500,000,000,000 Cbills just because someone thinks everyone has that many Cbills and will actually buy it for that much.
id love to sell my Stripped AS7-S and CN-AH together for like 2.5 million-5 million, both have all their armor hahaha.
My experience has been the opposite.
Lets say that the MechLab will charge 100 C-bills for a small laser. It will buy back the small laser for 50% of the cost, or 50 C-bills. If I want more for my small laser, I can take it to the Exchange and put it up for 99 C-bills. I play the marketing game where its almost but not quite full price and see if anyone will buy the laser. Then, you come along with a dozen small lasers. You really, really want to sell them and get them out of your inventory, but you also want to make more than 50 C-bills per laser. You see my price of 99 C-bills, have a good laugh, and then immediately undercut me, offering six of your small lasers for 80 C-bills apiece, and the other six as two package sets of three lasers each for the grand price of 90 C-bills per pack because you became bored with the listing process and did not want to do it six more times.
Now a random pug comes along. He's short on funds and can't afford to purchase more than one small laser at full price. He spots your two package deals and decides to buy one of them. Another pug comes along and purchases the other. Six more players buy your single lasers. No one decides to buy my overpriced laser. In the end, you make 660 C-bills, 60 more than what you would have earned if you had sold them back to the Lab. I earn nothing until I lower the value of my small laser to match the values of the ones you released onto the market.
The pugs come out ahead because they were each able to acquire what they needed at a discounted price. You come out ahead because you were able to convert inventory into cash at a higher rate than that to which you normally could.
I recall playing Star Trek Online and experiencing this. The rarity system used there made things a bit different since very rare items could command greater costs. However, anything that was available for purchase at a vendor essentially had a max price ceiling. Why pay more on the Exchange when you could warp to the nearest starbase and purchase what you needed? The only time prices became very high was when an very rare, unpurchaseable item was offered. Since the only way to obtain the item was through significant grinding, special access, or luck, player sellers could charge what they wanted until another player came along and undercut them.
The best example is Romulan Ale. Prior to the release of the Romulan Expansion pack, the Ale was very rare and netted a price of 2,000,000 credits. After the Romulan Expansion was released and the Ale became fairly common, the price dropped to just 20 credits, or 0.001% of its original value. I predict something similar in MWO; in short, player-driven economies where prices are set somewhere between the Lab purchase and Lab sale prices.
The only time I can see something selling for an inordinate amount of cash would be if PGI allowed Hero and Champion Mechs to be sold on the Exchange for C-bills instead of MC. In that case, I can see the owners of such Mechs charging highly inflated C-bill values for them. For everything else, the MechLab sets a price ceiling. Charge above it, and no one will purchase from you.
#13
Posted 16 February 2015 - 02:42 PM
#14
Posted 16 February 2015 - 04:27 PM
#16
Posted 16 February 2015 - 04:35 PM
#17
Posted 16 February 2015 - 04:35 PM
#18
Posted 16 February 2015 - 04:48 PM
No I want the Timber to complete my trinity. Just the Timber, already have the Maskari pack so no need for hat. If there is a seller we should talk and figure out the details after.
#19
Posted 17 February 2015 - 02:34 AM
Nightmare1, on 16 February 2015 - 02:35 PM, said:
My experience has been the opposite.
Lets say that the MechLab will charge 100 C-bills for a small laser. It will buy back the small laser for 50% of the cost, or 50 C-bills. If I want more for my small laser, I can take it to the Exchange and put it up for 99 C-bills. I play the marketing game where its almost but not quite full price and see if anyone will buy the laser. Then, you come along with a dozen small lasers. You really, really want to sell them and get them out of your inventory, but you also want to make more than 50 C-bills per laser. You see my price of 99 C-bills, have a good laugh, and then immediately undercut me, offering six of your small lasers for 80 C-bills apiece, and the other six as two package sets of three lasers each for the grand price of 90 C-bills per pack because you became bored with the listing process and did not want to do it six more times.
Now a random pug comes along. He's short on funds and can't afford to purchase more than one small laser at full price. He spots your two package deals and decides to buy one of them. Another pug comes along and purchases the other. Six more players buy your single lasers. No one decides to buy my overpriced laser. In the end, you make 660 C-bills, 60 more than what you would have earned if you had sold them back to the Lab. I earn nothing until I lower the value of my small laser to match the values of the ones you released onto the market.
The pugs come out ahead because they were each able to acquire what they needed at a discounted price. You come out ahead because you were able to convert inventory into cash at a higher rate than that to which you normally could.
I recall playing Star Trek Online and experiencing this. The rarity system used there made things a bit different since very rare items could command greater costs. However, anything that was available for purchase at a vendor essentially had a max price ceiling. Why pay more on the Exchange when you could warp to the nearest starbase and purchase what you needed? The only time prices became very high was when an very rare, unpurchaseable item was offered. Since the only way to obtain the item was through significant grinding, special access, or luck, player sellers could charge what they wanted until another player came along and undercut them.
The best example is Romulan Ale. Prior to the release of the Romulan Expansion pack, the Ale was very rare and netted a price of 2,000,000 credits. After the Romulan Expansion was released and the Ale became fairly common, the price dropped to just 20 credits, or 0.001% of its original value. I predict something similar in MWO; in short, player-driven economies where prices are set somewhere between the Lab purchase and Lab sale prices.
The only time I can see something selling for an inordinate amount of cash would be if PGI allowed Hero and Champion Mechs to be sold on the Exchange for C-bills instead of MC. In that case, I can see the owners of such Mechs charging highly inflated C-bill values for them. For everything else, the MechLab sets a price ceiling. Charge above it, and no one will purchase from you.
and then you will still have people who put one into auction for 1000000 just for a inaware guy to accidently buying it, and scam people. No palyer driven economy often turns out a lot bad people.
#20
Posted 17 February 2015 - 03:53 AM
If such a person exists, probably not.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users