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This forum is specifically for discussing non-Mafia games
(board, card, video, we're not picky)
.
Playing
such games should happen in the Mish Mash forum, of course.
27 posts
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SocioPath
SocioPath
Mafia Scum
SocioPath
Mafia Scum
Mafia Scum
Posts: 3915
Joined: April 5, 2008
Post
Post #176 (isolation #0) » Sun Jul 22, 2012 9:56 am
Postby SocioPath »
In post 166, redFF wrote:And the easiest way is by paying. That's how I define p2win.
That is not what "p2win" means.
Try to learn what things mean before parroting them back to others to make yourself feel self important, in threads for subjects that don't interest you.
And if your warped perceptions somehow think that is "p2win", then the MMO genre in its entirety is "p2win".
Brandi wrote:Buying something with in game coin is a lot quicker than grinding for weeks. (Which you would need to do to buy the karma items).
Post
Post #180 (isolation #1) » Sun Jul 22, 2012 10:21 am
Postby SocioPath »
In post 178, redFF wrote:I don't see a cash shop where you can buy gold in wow.
You literally know nothing of real world economy, or how money functions, let alone that of any in a game.
Your ignorance isn't an excuse for argument.
In post 182, redFF wrote:What I'm actually saying is pay to get gear faster and easier than other players equals pay 2 win.
Which is a staple for every MMO ever.
I'm still not following, point out where this is in WoW, or any mmo with a $15 a month sub.
Gold farming exists for a reason.
redFF wrote:Like I honestly don't see the point you're trying to make there.
Two players in GW2 with equal characters will be equal regardless of money spent in the cash shop.
Two players in LOTR with equal characters, the person who has bought those items listed above is tangibly stronger than one who did not.
That is the definition of "pay2win".
You not understanding the difference between the LOTR example and GW2 clearly shows that you aren't capable of debating the subject, because it is a subject that you don't understand.
In post 182, redFF wrote:What I'm actually saying is pay to get gear faster and easier than other players equals pay 2 win.
Which is a staple for every MMO ever.
I'm still not following, point out where this is in WoW, or any mmo with a $15 a month sub.
Gold farming exists for a reason.
so you're saying this is a replacement for gold farming/selling? And you're fine with that being part of a game you played for?
Are you purposely trying to mimic the stereotypical six year old that asks "Why?" to every single question that is answered?
You aren't even following the same train of thought, you ask one thing then immediately jump to things completely unrelated, completely disregarding any answers that you may have received.
Just read what is quoted in that pyramid to see that nothing you say makes sense.
Don't ask questions if you are not looking for answers.
redFF wrote:Two players in GW2 with equal characters, the person who has paid money has acquired all their gear quicker and easier than the person who didn't pay anything.
Two players in GW2 with equal characters, the person who has played more has acquired all their gear quicker and easier than the person who didn't play as much.
And considering the person that plays more can get more currency which then can be used to buy the cash shop currency which can then be used to buy the boosters that can make his playing more worth even more...and...
...and Shut Up.
redFF wrote:And if you think these karmaboosts are going to be it, come back and quote me in a years time. First they said it would be cosmetic and nothing giving anyone an advantage, now they have things to help you get gear quicker. Slippery slope.
redFF wrote:Slippery slope.
You really just throw words out at random, don't you.
You have zero independent spoken thoughts, it is all just regurgitation that you have leeched off of others.
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Post #216 (isolation #5) » Mon Jul 23, 2012 10:54 am
Postby SocioPath »
The easiest way to make money on the market is to sell the things in highest demand, but to buy them from other parts of the market that are lesser in demand.
For example, say copper ore is worth 23 copper.
And people, leveling their crafting skills, make 100s of something worthless, like a low level chainmail helmet, which they then sell for 10 copper.
Buying such and then salvaging it will yield you 1-3 copper.
And doing this by using a cheap salvage kit that costs 88 copper for 25 uses, because at this point, you don't care about the higher returns you'd get from the rarer materials you'd get from more expensive salvage kits.
Which after you salvage these dozens upon dozens of cheap helms, you'll have hundreds of worthwhile copper.
Which, because copper is always in such high demand because of low level crafting that everyone in the game will get thru, will sell instantly, making you a massive profit.
There are too many ways to count that this exact type of scenario applies to the market, and I still discover new ones.
Another method is take 4 of the same crappy low level weapon with the modifier that you want. (i.e. mighty)
Take these to the mystic forge, throw all 4 in.
You now have a worthwhile higher level weapon, perhaps also of higher quality, to sell back on the market.
The buying out to artificially inflate prices in the market will work once you have a good chunk of money to do this with.
This is best done with cheaper priced goods because each copper increase in price is more exponentially gainful to your profits.
Changing a price from 45 copper each to 50 copper each isn't as big of a deal as changing something from 4 copper to 5 copper.
This is especially handy if you -know- the market WILL inflate itself rapidly before too long.
The main example for this that I have found is iron ore.
Immediately, its worth more compared to copper ore, as it should be.
But the market gets super saturated with them because the rate as which people level up crafting to hit the iron level is less than the rate at which people flood the market with the iron.
So iron gets down to sub-8 copper levels.
But waiting until the point of demand, and buying out all the low priced iron, when everyone hits the iron level and starts demanding it, if you've "artificially" inflated it by buying it out, while also never selling any until that point happens, the amount of profit will be absurd.
When playing the market in general, its good to have high demand low priced things that you'll make an instant profit from, and lower demand pricey things which will sell eventually for larger chunks.
That way you can continue to buy more things to sell with the instant money you make, and slowly put more into the costlier selling of such for after you are done and come back later. (e.g. sleeping at night)
Long term investments verses the day trading you are doing will make you more money in the long term, so its good not to neglect it.
Somewhat related, it will also be good to learn market fluctuation based on time zones.
People generally sleep at night, so they aren't stocking the market with a constant supply of goods.
With the people that are awake, it only takes a single person to grind out some crafting to inflate prices higher than normal.
So in the early morning hours, things that were priced higher than the market average, will be much more likely to sell.
So for example, you were day trading copper and selling it for 23 copper each, but also took a chunk and sold that for 30 copper each, that chunk would likely sell at night.
Another branch entirely for the market, is buy orders.
These essentially far in the category of long term investments because they'll take longer and slowly trickle to you.
But they are essential to everything you do for helping maximize profits because you'll be generally paying much lower than the market price, even if you just immediately sell it back at the standard pricing.
ONE method I was using for this that no longer exists, yet is still worth covering anyways, was buying things for cheaper than NPC pricing.
The first 2 BWE you could set any price you wanted for buy orders, or selling.
So I would make buy orders for things like, blueberry muffins or whatever, any cheap crafting result that no one wants but would be generally worthless otherwise.
Then I would directly sell them to NPCs for the profit because they had a higher NPC price of something like 15 copper.
BUT THIS WAS CHANGED, AND I AM SAD.
But this is good news for those that don't have to time to check every NPC price of -everything- they'll be dealing with in the market, so few stupid decisions will be made.
Each BWE I've been making tons of -gold- from spending a little time learning and understanding how the market functions.
Even after the reset for BWE3, I still made several gold.
And all this is profit AFTER I geared myself out fully.
Which is important for wvw, because of the way the multipliers work to your base stats, and is a whole nother subject entirely.
After we get the guild bank up and running, people should feel free to load it up with everything they find "useless" and everything else that is useful, as I'll most likely find a way to turn it into a way to make profits.
But for yourself, the quickest way to learn the market is to stick with and learn a tab (from the search options) and find ways to make money off the things provided.
Each tab is a gold mine, and I haven't even touched the dye or mini market yet.
Post
Post #300 (isolation #8) » Sat Aug 18, 2012 12:57 pm
Postby SocioPath »
Fate wrote:WELL WHAT THE FUCK ELSE IS A LEADER BUT THE MOST GODDAMN POPULAR ONE THAT PEOPLE WANT TO SEE ON TV MAKIN SPEECHES AND SHIT
DA FUCK?
A guild leaders main task is intra-guild bureaucracy.
What you are describing in inter-guild bureaucracy.
The one making speeches generally aren't the ones in charge.
Usually it is the task of the right-hand man to be the go-between the leader and the masses.
A guild leader isn't a spokesman for the world, it is the oil that lubes relations between guildies.
And the judge, jury, and executioner of the chaff that must be removed when sacrifices must be made to keep the peace.
Everything you've described can be done from another position of power.
Post
Post #302 (isolation #9) » Sat Aug 18, 2012 12:59 pm
Postby SocioPath »
In post 301, Fate wrote:So Sociopath, if my main task would be INTRA-GUILD bureaucracy, it seems like-oh wait-the ONE WITH THE MOST VOTES IS MOST SUITED TO DEAL WITH INTRA-POLITICS AMONG THE MEMBERS THAT ARE VOTING.
NEXT QUESTION, DEBATE ON.
Except you are not a people person.
You just play one on TV.
Post
Post #336 (isolation #13) » Sat Aug 18, 2012 4:23 pm
Postby SocioPath »
Also another guild leader responsibility is picking out a badass guild hall.
The guild, which I was the LEADER of,
(named The Vast Fields Of Insanity [SANE] )
(That I've been the leader of for about SIX YEARS.)
(still a better name than scumchat)
had the best guild hall ever.
Post
Post #347 (isolation #16) » Sat Aug 18, 2012 4:34 pm
Postby SocioPath »
After adding the "Guild Item Template" upgrade in the Politics category, a guild member with the relevant permissions can speak to the Guild Registrar to create an emblem that
After adding the "Guild Item Template" upgrade in the Politics category, a guild member with the relevant permissions can speak to the Guild Registrar to create an emblem that
will appear on guild banners, armor, and weapons.
KITTENS ON ALL YOUR ARMOR AND BANNERS AND WEAPONS.
Post
Post #386 (isolation #23) » Sun Aug 19, 2012 8:05 am
Postby SocioPath »
In post 375, Staeg wrote:This series of events was really amusing, but on the serious side, I'd want Socio to take care of the economy, be the main person that coordinates things and does the general stuff that's important but not many people notice it, while having Fate as the spokesperson of sorts.
Post
Post #442 (isolation #24) » Tue Aug 21, 2012 2:24 pm
Postby SocioPath »
In post 430, Fate wrote:Last time I played an MMO, leading my guild was the single #1 source of satisfaction I got out of the game. It was the reason I PLAYED the fucking game. I started it from scratch, and we got all the way up to 40man raids at one point. I loved everything about the process, the leading, the managing, etc. I didn't CARE that I wasn't in a top raiding guild or seeing all the endgame content, even though with my gear/time spent I could've been. I just liked that I had grown my guild myself, it gave me that human need of accomplishment.
In post 446, xRECKONERx wrote:And can we please settle this guild business? I'd like everyone to be One Big Happy Family™.
Brandi is likely going to lead the MafiaScum [SCUM] guild, unless someone else would rather.
It will be a gathering collection of scummers to put them all in one place to make it easier to find everyone.
It won't be our focus as a guild though.
As a whole, MSers would never work as a functional anything.
I will have a separate guild that will be our main focus for guilding and influence gathering.
It won't be mafiascum exclusive people as I have other peoples coming into this game.
I don't do random recruiting though. (e.g. LOOKING FOR FUN GUILD JOIN US TODAY.) So it will be a smaller, more streamlined guild.