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SocialTRader
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Posted - 2008.02.10 22:06:00 -
[31]
how about a skill to make it possible to bid on contracts outside of your region thats always annoying as hell when I see a nice auction but its like 30 jumps away to get into the region
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Ava Santiago
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Posted - 2008.02.11 01:47:00 -
[32]
Back Office Able to check the local markets in which corp offices are located(In different regions). 5 Jumps, 10 Jumps, 20 Jumps, 40 Jumps, Universe.
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Vested Interest
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Posted - 2008.02.11 06:43:00 -
[33]
Advanced Broker Relations (or something)
Allows for the splitting and merging of existing market orders. An order can be split into 2 orders for whichever proportion of units at the same price. To merge orders requires you to have all of the target orders orders at the same price point.
Also allows quantity modifications for existing orders, to increase or decrease # of requested or offered units.
I'd suggest a broker fee of 250cr (vs the usual 100) for advanced order changes.
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EBANK Ricdic
Eve-Tech Savings n Loans
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Posted - 2008.02.11 07:23:00 -
[34]
Market Radar
to start remove average prices from market, remove the green and red profit/loss bars.
Make it an advanced skill to be able to see that data. Really, buyers and sellers should be determining average price off data and table section of the market, not having everything available on a silver platter. My shuttle doesn't have an inbuilt wcs so I see no reason people trading should be imune.
The R2R project would be far easier if people didn't have a free inbuilt trade analyser.
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Shadarle
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Posted - 2008.02.11 08:57:00 -
[35]
Originally by: EBANK Ricdic Market Radar
to start remove average prices from market, remove the green and red profit/loss bars.
Make it an advanced skill to be able to see that data. Really, buyers and sellers should be determining average price off data and table section of the market, not having everything available on a silver platter. My shuttle doesn't have an inbuilt wcs so I see no reason people trading should be imune.
The R2R project would be far easier if people didn't have a free inbuilt trade analyser.
I actually think this is a very good idea. If you can't do the math in your head then you should be at a disadvantage.
Stacking Penalty / Resists Explained |

Shadarle
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Posted - 2008.02.11 08:58:00 -
[36]
Originally by: Vested Interest Advanced Broker Relations (or something)
Allows for the splitting and merging of existing market orders. An order can be split into 2 orders for whichever proportion of units at the same price. To merge orders requires you to have all of the target orders orders at the same price point.
Also allows quantity modifications for existing orders, to increase or decrease # of requested or offered units.
I'd suggest a broker fee of 250cr (vs the usual 100) for advanced order changes.
Change that last part to be "100% of standard broker fees" and I'd find it perfectly acceptable.
Stacking Penalty / Resists Explained |

Roguehalo
Caldari RH Ship Brokers
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Posted - 2008.02.11 09:12:00 -
[37]
Originally by: EBANK Ricdic Market Radar
to start remove average prices from market, remove the green and red profit/loss bars.
Make it an advanced skill to be able to see that data. Really, buyers and sellers should be determining average price off data and table section of the market, not having everything available on a silver platter. My shuttle doesn't have an inbuilt wcs so I see no reason people trading should be imune.
The R2R project would be far easier if people didn't have a free inbuilt trade analyser.
This is an interesting suggestion in that it would effectively nerf trading initially in order to dole out the information later via skill training. That in itself isn't necessarily a bad thing since trading for the knowledgeable is currently very overpowered. My own views on the situation is that just as Titan pilots have a long long road to travel then so should advanced traders have a similarly long road to travel. So another question. How many people agree with nerfing aspects of trading and then reintroducing those same aspects by way of advanced trading skills?
VestedInterests idea of allowing greater modifications of orders is also interesting. Nothing worse than making a stationwide order by mistake and having to scrap it to make it regionwide instead 
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EBANK Ricdic
Eve-Tech Savings n Loans
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Posted - 2008.02.11 09:25:00 -
[38]
Originally by: Roguehalo This is an interesting suggestion in that it would effectively nerf trading initially in order to dole out the information later via skill training.
Well, any competent trader does the calculations themselves. The idea behind that change would be it would only be trained by people working in the trade industry. If a mission runner or pvp runner wants the benefits that come with it (frankly I think there are none, short of it being there to hold someone's hand to make sure they don't buy overpriced/sell underpriced) then they should have to train some trade skills to allow for it.
That's basically my reasoning behind it. Someone with zero trade skills has the same utilities available as someone maxed out in trade. As above I cannot fly a Titan without specialising in spaceship command skills, so why should a person have access to market operations data with zero specialisation skills.
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Asteroid Bandit
NOPHEX PRISIM
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Posted - 2008.02.11 12:05:00 -
[39]
Ok these aren't new skills, these are skills as part of a market package that I would like to see (only because my own market use is limited enough that I wouldn't suffer from their catastrophic implementation).
Full Disclosure - Allows viewing of buyers and sellers w/o purchasing items. (Ok I do want this one)
*Market agents cost $ for use*
Friends in High Places - Allows the use of market agents to launch inquiry into accounting practices of targeted sell orders (Increases tax on targeted orders by x% for y days).
Anti Trust - Allows the use of market agents to prevent targeted player from engaging in more than x orders for item y for z days.
The Lawyers - Increases cost of market agent use against you proportional to lawyer retainers.
The Firm - Adv. Version of The Lawyers.
Cooked Books - Use of market agents to eliminate taxes for x days, doubles taxes for x days following.
Marketing Campaign - Use of market agents to advertise buy and sell orders in neighboring regions.
Oh I have a bunch more but this is really an exercise in fanciful comedy. I don't think anyone would actually want these, I just like the idea of a far more hostile and subversive marketplace. WEAPONS for MARKETEERS!
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Shadarle
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Posted - 2008.02.11 17:05:00 -
[40]
Originally by: Asteroid Bandit Ok these aren't new skills, these are skills as part of a market package that I would like to see (only because my own market use is limited enough that I wouldn't suffer from their catastrophic implementation).
Full Disclosure - Allows viewing of buyers and sellers w/o purchasing items. (Ok I do want this one)
*Market agents cost $ for use*
Friends in High Places - Allows the use of market agents to launch inquiry into accounting practices of targeted sell orders (Increases tax on targeted orders by x% for y days).
Anti Trust - Allows the use of market agents to prevent targeted player from engaging in more than x orders for item y for z days.
The Lawyers - Increases cost of market agent use against you proportional to lawyer retainers.
The Firm - Adv. Version of The Lawyers.
Cooked Books - Use of market agents to eliminate taxes for x days, doubles taxes for x days following.
Marketing Campaign - Use of market agents to advertise buy and sell orders in neighboring regions.
Oh I have a bunch more but this is really an exercise in fanciful comedy. I don't think anyone would actually want these, I just like the idea of a far more hostile and subversive marketplace. WEAPONS for MARKETEERS!
In a game without alts this might work, with alts it's nothing but a griefer's tool.
Stacking Penalty / Resists Explained |

Yakia TovilToba
Halliburton Inc.
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Posted - 2008.02.11 17:22:00 -
[41]
Banking - you get 0.001% interest on your isk in wallet every day after downtime (you have to claim it by clicking the claim button every day, otherwise no interest).
Can be trained to 0.005%/day with level 5.
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Shadarle
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Posted - 2008.02.11 17:24:00 -
[42]
Edited by: Shadarle on 11/02/2008 17:25:52
Originally by: Yakia TovilToba Banking - you get 0.001% interest on your isk in wallet every day after downtime (you have to claim it by clicking the claim button every day, otherwise no interest).
Can be trained to 0.005%/day with level 5.
Too small to make any difference. If it was larger then it would cause inflationary problems.
No sort of "bank" should be run by CCP for any reason.
Stacking Penalty / Resists Explained |

Dzil
Caldari Deep Core Mining Inc.
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Posted - 2008.02.11 19:44:00 -
[43]
Originally by: Roguehalo
This is an interesting suggestion in that it would effectively nerf trading initially in order to dole out the information later via skill training. That in itself isn't necessarily a bad thing since trading for the knowledgeable is currently very overpowered. My own views on the situation is that just as Titan pilots have a long long road to travel then so should advanced traders have a similarly long road to travel. So another question. How many people agree with nerfing aspects of trading and then reintroducing those same aspects by way of advanced trading skills? VestedInterests idea of allowing greater modifications of orders is also interesting. Nothing worse than making a stationwide order by mistake and having to scrap it to make it regionwide instead 
I think it would be a terrible mistake by CCP to nerf trading and then offer it back through skills - whether in the form of requiring skills to use tools we have today, or in adding more taxes that required more skills to neutralize. Nothing about that adds any more "fun" to trading, it just requires more time on the treadmill.
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Alz Shado
Ever Flow
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Posted - 2008.02.11 21:46:00 -
[44]
What EVE really needs:
--- Stock Exchange (Reqs Trade V, Contracting IV, Corp Contracting IV)
Player gets 10 active trades per level, for a maximum of 50.
Allow players to buy and sell corp shares via a Market-style tree, except it's not limited by Region. Corporations can list their stock at whatever price they want initially but a free market would allow the traders to decide their true value. Historical data is also skill restricted (see below) but would be expanded to include data such as dividend payouts.
--- Investment Research (Req: Stock Market III)
Gives players greater historical data regarding the stock market. Each level extends the history 75 days, for a maximum of 375 days previous.
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delfy4
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Posted - 2008.02.12 05:17:00 -
[45]
how about making this a sticky thread so devs would see we actually care about some improvements/advancements. otherwise thread would be lost in archive and in couple weeks noone will remember about it..
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Shadarle
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Posted - 2008.02.12 06:17:00 -
[46]
Originally by: delfy4 how about making this a sticky thread so devs would see we actually care about some improvements/advancements. otherwise thread would be lost in archive and in couple weeks noone will remember about it..
Only this doesn't really belong in this forum, so mods won't sticky it. I personally think it belongs, but the mods seem to think anyone discussing any type of new idea should be in the ideas discussion. The problem is that there are too many ideas that are not well thought out in the ideas forum. The mods should promote people discussing lots of diff ideas in the relevant forum (market ideas in MD, etc) then when a good idea has been hashed out and a good amount of people agree with it you can move it to the ideas forum for discussion by a wider audience. It would make the ideas in the Idea's forum far more constructive and would make less threads for devs to sort through there.
That said, we all know nothing is going to change and threads like this will still get locked fairly often. We've had other similar threads here before. One actually got a Dev reply in it stating several things I was asking for are actually on the drawing board. I think a few of them are on SISI now actually. But those are mostly interface improvements, not new skills.
Stacking Penalty / Resists Explained |

Daphne Eveningstar
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Posted - 2008.02.12 08:23:00 -
[47]
Hey don't forget Short Selling!
Short Selling
Allows the placing of sell orders backed by cash, or assets in the hanger at the time of execution. Each level of Short Selling allows you to place short orders using 15% per level less ISK locked in Short-Escrow as needed to fully cover your position (starting from 100% at L1). A short sell order uses up a regular trade slot.
Short-Escrow is adjusted dynamically from your wallet to cover the market value of the short position. The remaining cash balance needed to cover your position is shown in "Short-Margin, Isk to cover."
Any assets present in the hangar at the time the order fills will be used to fill the order first. If you don't have enough goods available, the difference will be filled with units purchased from the market using short escrow funds. Having assets in the hanger doesn't reduce your short-escrow obligations. Partially filling a short-order from the hanger will reduce your short-escrow requirement proportionally on that position.
Short orders may only be placed and maintained if there are enough units on the market at a higher price to cover the position (Shown in the long/short interest field of the market details,) and are automatically canceled if the long interest drops below a sustaining level. All the normal Marketing and Daytrading mechanics apply with short orders.
Requires Trade 5, Accounting 4, and Margin Trading 5
Implementation: "Place Short Order" button next to "Export To File" in the Market Details screen. Add "short-escrow" field to Wallet->Orders and Market->Orders screens. Add fields to Market Details and History to show long vs. short interest.
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Ricdic
Caldari Corporate Research And Production Pty Ltd Zzz
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Posted - 2008.02.12 17:42:00 -
[48]
This is more for contracts than market
A way to right click a contract assigned to you and insta-accept. Same as when viewing a new corporate member application you can now right click and accept without viewing the application.
I want the same to apply to contracts,
right click contract assigned to you> view accept deny block contracts from this sender
Some other simple contract functionality too like contract template abilities and the likes. Contracts has the potential to do great things but atm it kinda feels like i am looking in my wife's purse. There's money in there but it's between receipts all over the place, makeup, jewellery and everything else.
http://oldforums.eveonline.com/?a=topic&threadID=500043 Largest Empire Research Alliance in EVE! |

Roguehalo
Caldari RH Ship Brokers
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Posted - 2008.02.12 18:07:00 -
[49]
Originally by: Ricdic
A way to right click a contract assigned to you and insta-accept. Same as when viewing a new corporate member application you can now right click and accept without viewing the application.
I want the same to apply to contracts,
I hope you are not suggesting people accept contacts without viewing them ? 
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Kwint Sommer
Incoherent Inc Otaku Invasion
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Posted - 2008.02.12 18:26:00 -
[50]
Originally by: Roguehalo
Originally by: Ricdic
A way to right click a contract assigned to you and insta-accept. Same as when viewing a new corporate member application you can now right click and accept without viewing the application.
I want the same to apply to contracts,
I hope you are not suggesting people accept contacts without viewing them ? 
I believe he is, I have daily contracts between two of my characters and I have absolutely no need to read them. I would definitely appreciate this feature.
5% Mining & Manufacturing Implants |

Drevar
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Posted - 2008.02.12 22:00:00 -
[51]
One that should be quite easy to impliment, but may go against the whole Need for Speed thingy.
Market Pulse Pre-req Trade V, Daytrading V
Reduces the time between order modifications by 10% (30 seconds) per level.
I soooo hate having to wait 5 minutes to fix a screwed up order.
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Prospor
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Posted - 2008.02.13 11:19:00 -
[52]
Edited by: Prospor on 13/02/2008 11:21:13 Probably worthless to most traders, but here's a couple that struck me when I first started building things and using mineral trades to help fund it; in short, I'd love to be able to change quantity on orders instead of just price.
Receiving:
When purchasing stock, any buy orders you currently have up for that module are adjusted as if they were filled by an equal amount. Progression would be the same as Marketing, Procurement, etc. For example: You place a buy order for 10 million tritanium, then realize you need 2 million units right now. You purchase those at another station in the system, and your buy order is adjusted to show 8 million units remaining.
Warehouse Management:
Allows the seller to keep a supply of modules in hanger when listing them for sale. If the modules are moved, the sell order quantity is adjusted appropriately. Progression would be the same as Margin Trading. For example: You decide to sell your surplus units tritanium, and put up 10 million of your remaining 20 million stock for sale. When building your next set of modules later that week, you fall 2 million units short. You can then use some of the tritanium that is for sale to complete your manufacturing, and your sell order is adjusted down by 2 million. If you had already sold more than 8 million, you can cancel the order and purchase the rest.
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Alz Shado
Ever Flow
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Posted - 2008.02.13 18:00:00 -
[53]
Originally by: Drevar One that should be quite easy to impliment, but may go against the whole Need for Speed thingy.
Market Pulse Pre-req Trade V, Daytrading V
Reduces the time between order modifications by 10% (30 seconds) per level.
I soooo hate having to wait 5 minutes to fix a screwed up order.
Except it would be abused by the .01 jumpers. How about just allowing Cancel Order to be immediate?
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Alz Shado
Ever Flow
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Posted - 2008.02.13 18:08:00 -
[54]
Here's another idea I've had:
Bulk Sales
Req: Trade III
Allow sellers to dictate the quantity of the item that must be purchased at a time. Players would then be buying stacks of items, so the quantity listed must be evenly divided by the number of stacks (eg, 10 stacks of 10 webifiers requires exactly 100 to be offered)
For each level allow the minimum to be raised by x10, so at level one would allow stacks of 10, Level two to 100, three to 1000, four to 10000 and five to 100000.
I can see this being especially important in the mineral market, where stacks of a hundred-thousand units can be placed cheaper than a stack of ten, but only at that quantity.
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Shadarle
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Posted - 2008.02.13 18:18:00 -
[55]
Originally by: Drevar One that should be quite easy to impliment, but may go against the whole Need for Speed thingy.
Market Pulse Pre-req Trade V, Daytrading V
Reduces the time between order modifications by 10% (30 seconds) per level.
I soooo hate having to wait 5 minutes to fix a screwed up order.
Absolutely not. In fact the game is gong to move the other way, devs already stated they are thinking of moving the timer up even more. You shouldn't have to fix a screwed up order as you should never screw an order up, if you do it often you need to slow down as you're likely going to lose a boatload of money by adding too many zeros one time.
Originally by: Prospor Receiving:
When purchasing stock, any buy orders you currently have up for that module are adjusted as if they were filled by an equal amount. Progression would be the same as Marketing, Procurement, etc. For example: You place a buy order for 10 million tritanium, then realize you need 2 million units right now. You purchase those at another station in the system, and your buy order is adjusted to show 8 million units remaining.
Warehouse Management:
Allows the seller to keep a supply of modules in hanger when listing them for sale. If the modules are moved, the sell order quantity is adjusted appropriately. Progression would be the same as Margin Trading. For example: You decide to sell your surplus units tritanium, and put up 10 million of your remaining 20 million stock for sale. When building your next set of modules later that week, you fall 2 million units short. You can then use some of the tritanium that is for sale to complete your manufacturing, and your sell order is adjusted down by 2 million. If you had already sold more than 8 million, you can cancel the order and purchase the rest.
No to both.
The first is WAY too complicated, what you really want is a skill that lets you change the order quantity. I think that's a bad idea too, but at least it wouldn't be as computationally expensive as this idea.
The second is equally bad. Trading is not just about going all out at all times, you have to actually think and plan ahead sometimes. There should be strategy involved. Will you need to produce in the near future? If so you better keep some minerals in stock. You have to decide if it's worth keeping them in stock or not. If you need the minerals after listing them then cancel your order and re-list it.
Both of your skills are merely ways to avoid paying broker fees in reality. You don't want to have to cancel your order and re-list it and thus pay the fees again. IMO that's part of the strategy of trading and you should have to make the tough decisions.
Stacking Penalty / Resists Explained |

Alz Shado
Ever Flow
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Posted - 2008.02.13 19:21:00 -
[56]
Edited by: Alz Shado on 13/02/2008 19:21:55 One more:
Frugality
When placing an advanced order to buy a quantity of items already listed for sale, the Frugality skill adjusts the amount paid to match the Seller's listed price rather than overpaying for all except the highest offer. Reading through the new players forums, it's amazing how many people actually expect this to be the way the market works, until they learn otherwise.
For example: if there are the following sell orders for Small Shield Boosters: 1 @ 4500 ISK, 25 @ 5000 ISK, 10 @ 6000 ISK. The buyer specifes the quantity he wants (35) and would pay (1x4500)+(25x5000)+(9x6000) = 183,500 ISK, rather than 35x6000=210,000 isk.
Each level expands the range at which Frugality is effective (Level 1 = Current Station, Level 2 = Current System, Level 3=2 Jumps, Level 4=10 Jumps, Level 5 = Regional)
(note: I'm not sure whether to be happy or insulted Shadarle hasn't commented on any of my ideas yet. Either they're not worthy of ridicule, or solid enough not to need criticism)
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Shadarle
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Posted - 2008.02.13 19:58:00 -
[57]
I very much dislike "Frugality" as it again removes strategy and removes the need to take your time.
If you're too lazy to buy them all up one at a time then you should pay the extra few % to do it in one go. If you just screwed up and put too many zeros then that is your fault as well and you should pay for it. So I see no reason for this skill to exist.
As to the bulk orders idea, in theory I have no problem with bulk orders, but I dislike your implementation. It is worthless for any high volume items and it is stupid for low volume items. Why would you want to stop people from buying your items in lower quantities? The only reason to do bulk orders (imo) is to encourage people to buy in larger quantities and thus giving them a discount for that so you can unload items quicker. Unfortunately it seems complicated to include bulk orders into the interface, the buy/sell order windows would have to be greatly modified to accommodate a good implementation. Your implementation would indeed be easier to implement but fairly lacking in usefulness.
The biggest problem with your implementation is the hard and fast numbers. 10/100/1000/10000/100000, etc. That's worthless for Trit for example, even for Pyer/Mex among other things perhaps. A percentage system may be better, such as a percentage of the average daily volume traded or something? Or a percentage of your total quantity for sale. Not really sure if either of these would be a good idea. Frankly I think the advantages of bulk orders is not great enough to make it worth adding complexity to the client... but if someone had a great solution then I'd not be against it at all.
Stacking Penalty / Resists Explained |

Alz Shado
Ever Flow
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Posted - 2008.02.13 20:23:00 -
[58]
Ha, I knew I'd get some attention around here ;)
Originally by: Shadarle I very much dislike "Frugality" as it again removes strategy and removes the need to take your time.
If you're too lazy to buy them all up one at a time then you should pay the extra few % to do it in one go. If you just screwed up and put too many zeros then that is your fault as well and you should pay for it. So I see no reason for this skill to exist.
The purpose behind "Frugality" is twofold: first, to align mechanics with expected market behavior; second, to make market manipulation and Cherrypicking more rewarding by saving the time it takes to buy the lowball orders up. Sure, someone in the know can sit there for ten minutes, clicking on each undervalued item and buying it in the appropriate amounts. But IMHO it's just a time sink that can be better served by adding a skill that rewards people who do this anyway. The ones who can't be bothered to train the skill will still be punished by being forced to pay full price.
And it's not just a few percent -- when buying named components, for example, the spread between the bottom ten orders can be 50-100% or more. If your plan is to buy them all and relist them all at a higher rate, you can waste half your profit just to save five minutes or longer, if you're in a laggy trade hub.
Originally by: Shadarle As to the bulk orders idea, in theory I have no problem with bulk orders, but I dislike your implementation. It is worthless for any high volume items and it is stupid for low volume items. Why would you want to stop people from buying your items in lower quantities? The only reason to do bulk orders (imo) is to encourage people to buy in larger quantities and thus giving them a discount for that so you can unload items quicker. Unfortunately it seems complicated to include bulk orders into the interface, the buy/sell order windows would have to be greatly modified to accommodate a good implementation. Your implementation would indeed be easier to implement but fairly lacking in usefulness.
I intentionally kept away from automatic tier pricing because that would drastically alter the interface even more. As it is, the Sell window would only need to be changed to include a "Quantity" field which is already there on the Buy window. Minimum interface changes and all that. As for why, you already answered it: to sell items in higher quantites in situtations where multiple .01 isk sellers all have 1-2 items priced for pennies below yours. As someone who deals in bulk T1 goods I don't see it lacking in usefullness nearly as much as someone who deals in lower quantity high-ticket items might.
Originally by: Shadarle The biggest problem with your implementation is the hard and fast numbers. 10/100/1000/10000/100000, etc. That's worthless for Trit for example, even for Pyer/Mex among other things perhaps. A percentage system may be better, such as a percentage of the average daily volume traded or something? Or a percentage of your total quantity for sale. Not really sure if either of these would be a good idea. Frankly I think the advantages of bulk orders is not great enough to make it worth adding complexity to the client... but if someone had a great solution then I'd not be against it at all.
Keep in mind those numbers were the quantity required in each stack...a million trit is simply 10 stacks of 100k. Watching my mineral orders, I typically see them moving in several low-quantity amounts (a few hundred units) followed by one or two huge orders that take the rest of my stock. Besides minerals and other bulk raw materials, also keep in mind other potential markets for this, such as Salvage, Ammunition & Drones, Trade Goods, POS Fuel, and even frigates.
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Shadarle
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Posted - 2008.02.13 20:48:00 -
[59]
Edited by: Shadarle on 13/02/2008 20:48:58
Originally by: Alz Shado And it's not just a few percent -- when buying named components, for example, the spread between the bottom ten orders can be 50-100% or more. If your plan is to buy them all and relist them all at a higher rate, you can waste half your profit just to save five minutes or longer, if you're in a laggy trade hub.
Don't you think people should have to make that decision then, do they want to spend their time to get the best value or do they want to spend a bit more money to save time? Why should they be given an easy-mode skill to train? Skills shouldn't reduce the thought required to play.
Originally by: Alz Shado
As for why, you already answered it: to sell items in higher quantites in situtations where multiple .01 isk sellers all have 1-2 items priced for pennies below yours. As someone who deals in bulk T1 goods I don't see it lacking in usefullness nearly as much as someone who deals in lower quantity high-ticket items might.
Ok, so now I understand it a bit more. You basically hate the way the market works currently. You dislike it being a broker based system and want it to be a shop based system. Thus the reason for your first skill and thus the reason for this skill. You're trying to make the system into the way you personally want it to act, rather than the way it currently acts. I personally love that EVE uses a broker system, it makes it far more interesting and makes it different then every other mmorpg out there. Changing one dynamic after another so that it mimics a shop based system is a bad idea IMO.
This is basically what you're doing here by saying if someone wants 10 of an item they can bypass the lower orders on the market and buy all 10 from you at a higher price. I have no clue why they'd do that... it seems fairly stupid for them, they should just buy up 10 units singularly for less money each. If you'd price your 10 units cheaper per unit then the individual units then you are only hurting yourself to require people to buy 10 at a time, why not allow people to buy up each individual unit?
The reason a system which has multiple pricing tier works is because you can charge more for 1 unit then you do for 10. Now that makes sense. Simply adding a minimum purchase requirement is hurting you as a seller.
Originally by: Alz Shado also keep in mind other potential markets for this
I was and am, that's why I am saying any such sill must be usable in any sized market imo. A fixed unit amount is not good enough, it has to be variable with the market somehow.
Stacking Penalty / Resists Explained |

Alz Shado
Ever Flow
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Posted - 2008.02.13 21:28:00 -
[60]
Originally by: Shadarle Don't you think people should have to make that decision then, do they want to spend their time to get the best value or do they want to spend a bit more money to save time? Why should they be given an easy-mode skill to train? Skills shouldn't reduce the thought required to play.
By that same logic, the Refinery Efficiency skill is pretty pointless, because you can avoid highend mineral waste by splitting a 1000 item stack into 333 stacks of 3. Nevermind that it takes an hour and wears out my keyboard by shift-clicking that many times, not to mention adds lag the system with all the extra database transactions.
I don't see Frugality as an "Easy-Mode" -- I see it as a reward for doing your research and knowing where there's value to be plundered. It doesn't reduce thought, it increases the efficiency of traders while not negatively effecting anyone else. There are a lot of other skills out there to make cumbersome processes more efficient, from navigation to manufacturing. And it makes the market mechanics more logical at the same time.
Originally by: Shadarle Ok, so now I understand it a bit more. You basically hate the way the market works currently. You dislike it being a broker based system and want it to be a shop based system. Thus the reason for your first skill and thus the reason for this skill. You're trying to make the system into the way you personally want it to act, rather than the way it currently acts. I personally love that EVE uses a broker system, it makes it far more interesting and makes it different then every other mmorpg out there. Changing one dynamic after another so that it mimics a shop based system is a bad idea IMO.
Absolutely not. I love that EVE has an anonymous and free market. What I don't understand is why the same tools given on Buyer's side of the transaction (minimum quantities) can't also be used by the seller.
Originally by: Shadarle This is basically what you're doing here by saying if someone wants 10 of an item they can bypass the lower orders on the market and buy all 10 from you at a higher price. I have no clue why they'd do that... it seems fairly stupid for them, they should just buy up 10 units singularly for less money each. If you'd price your 10 units cheaper per unit then the individual units then you are only hurting yourself to require people to buy 10 at a time, why not allow people to buy up each individual unit?
The reason a system which has multiple pricing tier works is because you can charge more for 1 unit then you do for 10. Now that makes sense. Simply adding a minimum purchase requirement is hurting you as a seller.
That's exactly what I want to do: list my 10 item stack for *less* than the 1-2 item sellers when accounted on a per-item basis. Buy orders are sorted by Price Per Unit, not by quantity, so should sell orders? And how am I hurting myself -- if I want to be the Sams Club of EVE and offer in bulk for a lower overall margin, why not? As it is, a 1000 item sell order will just intimidate the rest of the low-volume sellers and cause a panic to not get blocked out of the market by *my* massive pile which will take a week to sell off. It hurts me *more* as a seller when everyone else bottoms out the market trying to get ahead of me. I could just list 5-10 items at a time, but when they sell off I stop making profit which hurts just as bad!
Originally by: Shadarle I was and am, that's why I am saying any such sill must be usable in any sized market imo. A fixed unit amount is not good enough, it has to be variable with the market somehow.
Variable quantites complicates the process, but it does match the minimum quantity buy order mechanic so technically I'm not opposed. Fixing the limit at the skill however encourages bulk traders to train the skill up, and keeps noob alts from putting up 100k stacks on their first day. If you have another idea for skill progression rewards, I'd be glad to hear it.
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