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Thread: price guide

  1. #11
    Quote Originally Posted by Cygnus View Post
    Can't think of a reason not to want a price guide.has this been attempted before?point me to it please.
    What is worth 2 scrip today can be worth 1 scrip tomorrow and vice versa. As I've already pointed out on a previous thread, an items value can be subject to many factors including its all around usefulness on top of its rarity and the supply/demand for it. To make a price list that isn't automated and it isn't based on a quantifiable data regarding the all around, if not average transactions would just further confuse people even more. Its becomes a "my assessment vs your assessment" in terms of trading, which leads me to my opinion that this would be a complete waste of time.
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  2. #12
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    Quote Originally Posted by Elucidate View Post
    What is worth 2 scrip today can be worth 1 scrip tomorrow and vice versa. As I've already pointed out on a previous thread, an items value can be subject to many factors including its all around usefulness on top of its rarity and the supply/demand for it. To make a price list that isn't automated and it isn't based on a quantifiable data regarding the all around, if not average transactions would just further confuse people even more. Its becomes a "my assessment vs your assessment" in terms of trading, which leads me to my opinion that this would be a complete waste of time.
    Will agree with this. It is impossible to design a price guide for ever changing items on this game. Unless you will dedicate 100% of your time updating each item everyday , than yeah go for it lol

  3. #13
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    They create guides for cars with way more variations.you cant cover every roll for example but you can gereraize the best rolls and then work down to the best oj rolls and continue on.

    If the guide had a reoccurring cycle of market evaluations and adjusted weekly or monthly I think it would create stability and you would see less big swings.the guide would be used mostly for pricing common items in a price range.

    common syn mods for example dont very much in price.but you can still sell high or pay more depending on your circumstances .but you would know if you really wanted something to bid high or above the price guide value.

    I know the markets really screwy right know on weapons because of the bit only syns and past event syns and old roll and new roll but we ciyld start small with common items and expand from there.

    it's not intended to be 100% accurate all the time.
    I think it would be helpful for sellers and buyers.

    Thank you elucidate for contributing .first name that comes to mind as an active seller on pc

  4. #14
    Inflation alone would be a problem.

    Dixie Cougar & Solicea, HAWT (Husband And Wife Team) | Consortium (PCNA) Leader & Founder | Est. July 2013

  5. #15
    Quote Originally Posted by Cygnus View Post
    They create guides for cars with way more variations.you cant cover every roll for example but you can gereraize the best rolls and then work down to the best oj rolls and continue on.
    That is true, however when it comes to defiance, there is very little data in terms of sales. The main reason of this is that there is no active in game auction house per se. If there was to be one available, one can easily monitor the price fluctuations on each item on an individual basis even just on a 24hr period and its average fluctuation. If we can get this, each item can be quantified with a given value that is more "fair" to both the buyer and the seller even if its not 100% exact.

    The best way to "guesstimate" any items value however without all of these data would be to ask yourself..." what would I pay millions for? ". If you're not willing to pay for an item at that price then you can be certain that at least a percentage of the platforms populace would agree. It may or may not be the popular perspective, but at least it gives you a ballpark to whether something is in demand and can go on from there
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  6. #16
    I do have my own guide if you want, lol.
    Purple mod: 100k - 250-500k if it's a rare one, but if it's rare you don't sell it, right ?
    Orange mod: 400k
    Purple item: 100-150k - Event purples: 150k - "Rare" purples (like Spinal Tap): 250k
    Orange item: 150-500k.
    I can go up to 3m max for a good item, depends on the rolls, the rarity, and if it's modded or not.
    If an item is worth more than 3m -> Trade only.
    See, it's not that hard.

  7. #17
    I think a basic guide is possible and could be helpful in holding down some of the market crazinesss.

    By basic I mean very basic like:
    Common Epic guns average sale value ranges from vendor to 20k unmodded. A desireable set of rolls/synergy/nano could see some slightly exceed that range. If gun has mods the quality of mods and if they are syn matched if relevant can raise fair market value to between 30-100k
    Rarer/more sought after Epic guns or ones with very high tier mods can see the maximum range for price doubled, tripled or in some rare cases like the Top Notch Big Boomer go up to 10 times the normal range.
    This estemated value is mainly in regards to 5k+ ego guns and those with lower egos will generally hold little to no sale value beyond the vendor except for those rare/highly desirable guns where some market may exist for them at a likely reduced price point.

    Common Legendary guns typically fall in the 30-50k range unmodded. Some very common/less desirable guns may not exceed vendor price, while more popular Legendaries with desirable rolls/synergies/nano can range much higher.

    Etc...

    The idea is not to lock in a set price for every possible gun and mod in the game, but to help establish some sort of fair market value for such things.

    Give a general price point to start negotiations at and make a listing of what sorts of Guns, Rolls, Synergies, Nanos, Mods are likely to either increase value or decress value.
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