Of course prices of coils dropped, theres not a lot of new players coming into the game, and theyre not an expendable item. Most people have coils now and dont need more. No demand = no value.
Forged items break… everyone always needs more. High demand = high value.
But as you said people have coils so they can forge themselves too since coins is hard to get early on only veterans are able to throw 15k into an hammer and those veteran at that point does not need much coins other than request basket with mats to craft forge ingredient.
When you find the price they sell at which is a comfortable pace for you, you could strongarm your suppliers to get the mats cheaply enough to make a profit at that new price point.
You have the bulk buying leverage and may even be one of their top accounts. Time to humble some farmers Walmart style!
Would aid in them getting the idea that these mats aren’t worth what they’re asking
The answer to this question is pretty simply. They’re being greedy and lazy.
To go a little more in depth on that it’s players charging the buyer from every single thing that the item is made up even if they got the materials for free in addition to charging a “labor” cost. This drives up the price artificially for absolutely no reason. I always went around and looked at the price of request basket items in the shop and then do some quick calculations to figure out if the shop is pricing things correctly based on their request baskets. Most of the time, they aren’t.
The thing is there’s too many wanna-be shops out there in the game and as long as they keep their beacon fueled, they will stick around and appear to be a shop when really they’re not. The best thing to do for people browsing for stuff is to just avoid shops that you think are over priced, not reliable inventory, seem inactive, or hard to navigate to.
The majority of consumers in the real world don’t understand how businesses price things. Even more people have no clue how the national economy works compared to local or global. They just don’t get it and probably never will.
Purchasing power of the consumer doesn’t seem to be something a lot of these “shop owners” even think about when coming up with their item prices.
And honestly, things have been over priced from day 1 of launch. That isn’t going to change until someone actually comes in and starts pricing things so competitively it forces everyone else to adjust or quit running a shop.
We are all players. There are no set prices. It’s entirely up to each person to determine a value of an item but this is most commonly set by availability and market trend (availability has been rapidly changing recently and market trends…well it’s still early days in this game and I’m guessing things won’t settle down for a while).
Setting up a shop is a part of the game, but only part of the game, so some peeps set up shop, look around, set prices then get distracted by other aspects of boundless or indeed rl.
So their shop reflects what was valid at time of setting up but obviously fails to keep up with current trends if not maintained. I doubt very much most of the higher priced shops are due to players being greedy or lazy; their attention is just elsewhere.
It’s not a job, it’s a game and you, me, them, (the players), can focus on any aspect you wish to.
I’m trying not to jump to conclusions of players motives or over-analyse the current state of the game as it’s early days and still quite fluid.
To be honest, hope it remains that way for a while
"It’s a strange world. Let’s keep it that way. "
I agree with this point. You don’t call those player lazy or greedly.
This is just a game, not a real life job or something…
People choose the content they feel worth to spend their time.
When they don’t feel their effort is not balancing to the price on market.
Its really make sense that they refuse to lower the price.
Because people have different standard of value about “time” .
For some people, 4 hour worth only 10k income.
But for other people maybe 4 hour should worth 100k income.
(Clearly i am this one XD)
I mean i don’t mind to grind if i feel something worth for me spend the time.
I did grind 6 hours /day for other game.
But currently i prefer spend 6 hour to build in this game, not grind 6 hour in this game.
Since grinding in this game not interesting enough to convince me to spend my time.
Also the reward as that slightly income i don’t feel it’s worth to involve.
However, i have totally enough money to spend, so i never worry about money and other things.
I still feel this game need to have some valuable items, so for players have similar style as me, we can have a goal or motive to grind.
Supply vs demand. Prices are too high indeed, but that is not the problem. The demand is. The demand will fade away while supply will stay the same or increase. I say it will increase because first of all, there is no item sink for anything but tools and oortsone. This means items raaaaaaarely exits the game, so bought items can be resold in its original state + new people start playing, only initially increasing demand after which many people also start supplying items, with no increased demand.
The economy is severely broken. No machine should have infinite lifespan. Imagine all cars and tvs irl worked forever? Why would anyone buy new unless there was new technology? There would legit be no market for abything but health care and food etc. Imagine if you flat stayed clean after you clean it once? There would be no real market for cleaning services.
Will the revised footfall be a redistribution or just give footfall again to the players that were getting it before? I did not see anything in the footfall description that changes who gets footfall with the exception of the requirement of having 10k in prestige to get any.
So do we return to the time when portal hubs get footfall, we’ll visited stores do, and those with builds outside cities get nothing?
I would argue that building is also a material sink. Sure if you move, you can tear down a build, but other than removing machines and high value blocks, how often does this happen?
Footfall changes, not sure where I saw it were something like this…
10k min prestige to earn footfall
Footfall still happens on a 24 hour timer
Bonus footfall is on a 5-day timer; anybody who hasn’t visited in at least 5 days generates even more footfall. (Bonus coins for areas that don’t see as much footfall)
Possibly less regular footfall for the 24 hour timer, or maybe it won’t change
Once so many players have visited your beacon that day, you begin to earn less per visitor (only affects portal hubs and such)
I think that’s how it worked anyway… also server resets no longer affect footfall.
that Is my understanding also. So we go back to the same players that were getting footfall before get it Again with nothing for the other players unless the can find someone to buy their resources.
Oh well. Guess I just keep making what I need or hand trading with friends.
I agree with you 100%. I feel that everyone is going to place their own value on certain objects based on their perspective & from where they are in game. Also if they are someone that spends a lot of time gathering various materials from various planets, & or hunting or not.
If you fail to see my point and what you are saying, then I will not argue with you. Having a bunch of items priced at 1 coin each while every item except tools and oorts are dropping towards insanely low prices is not healthy. In less than a month coils have dropped from 6k to less than 3k. Eventually we’ll have more 1c items cause just building sink is not enough to compensate for the oversupply.
That’s my style bruh, ya feel me. That’s how I gets down. You have to, otherwise you get strong armed by a bunch of materials youll never be able to sell, not even for 1c