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What Impulse Buyers Actually Buy

I'll let you in on a little secret today. Actually, it's a big secret and I know I'm going to have the usual angry suspects. Sorry in advance!

Players tend to focus on their gear (set armor) and carefully buy, plan for, etc their main pieces. I know that I've fallen for this as well, so I got to believe it's somewhat common. The economic influences are the most telling though.

When looking at trinkets, toughness items have the unusual economic properties of low buy order price and high sell order price. It's a flipper's playground, and has been since the game's release. But WHY?! Don't worry, no cliffhanger awaits you with this post. I'll tell you exactly why.

Actually, I already told you. Players carefully pick and buy their armor, but they leave their rings, amulets, and accessories as last minute, impulsive purchases. If you buy an entire set of say, Berserker armor, then you don't have a lot of survivability. The only way to get that survivability is to grab toughness or similar properties on trinkets.

This process happens throughout the entire game, and like most markets, I would advise playing anything below level 80 because of the heavy competition at the top of the economy.

People make even more impulsive buys when leveling, so that's an easy area to target for newer flippers.

If you see a toughness ring that's worth 2 silver and has buy orders for 1 silver, you should put 25 buy orders down. That's how I play the impulsive toughness market, and I end up with nearly every item sold every single day.

Hope you're all having a fabulous holiday,

Markco

2 comments:

  1. Anonymous said...:

    Interesting, have been trying it out and it seems to work most of the times, however, I do end up with some of the rings et cetera unsold. This is probably due to the time of the day I have listed them. Which leads me to my question: Can you explain the peaks/anti(?)-peaks (mean the opposite of those peaks but can't come up with the word) During daily and weekly cycles. I just don't see the pattern as I would think that when there are more people online, not only the demand but also the supply should go up; resulting in the same market as when less people are online. Could you explain this? (or point to a post where you've already explained this, I searched but couldn't find one.)

    Also, do American/European servers share the same trading post? just wondering.

    I hope you will answer my question, thank you very much for this blog. The markets you give are nice, but the fact that you almost always give an explanation of WHY that market exists is even better because it allows me to come up with markets of my own which greatly improved my capital. I'm currently sitting at around 75g in liquid money and another 30g or so in long term investments.

  1. Saloon12yrd said...:

    To the OP: Yes all GW2 players share a single trading post, meaning all Europe and US servers are competing on the same market.

    My personal explanation for the various peaks throughout a daily and a weekly cycle is this:

    1) People sell their stuff before they log out but they don't generally buy. This results in a shift towards better supply.

    So whenever Europe logs off (around midnight UTC) supply goes up. The same will happen early morning UTC since thats when US goes to sleep.

    2) People get ideas for new gear / new projects / ... while offline. So they tend to buy more when they log in. Result: A shift toward higher demand.

    3) More people play on the weekend than mid-week. This is in essence a repetition of explanations 1 and 2 on a larger timescale... demand is higher Friday evenings / Saturday mornings since weekend players log in. Vice versa suppy goes up Sunday evening when the same players leave for the week.

    Of course this explanation is very rough and it doesn't explain everything. That said, it works as a rough guide to get a feel for when to buy / sell.

    The phenomena I described are much more obvious in other games where a single server has its own economy and hence, the economy is limited to a handful of neighbouring timezones. For GW2 you have to take all timezones into account and when people log in / out relative to your own timezone.

    Sitting in UTC+1 myself, I generally see lower prices in my morning (6-7 am) than at around 11pm. My take on this: US is already selling, and most of Europe Asia isn't awake yet.

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