A small note to Three Rings to greatly increase player satisfaction AND revenue

Here's a bunch of random thoughts of mine from reading posts in this topic over the past few days.
I remember reading that in most F2P games, it ends up being that approximately 10% of the people who start an account spend money, and 10% of those people spend about 90% of the money that the company receives. I can totally see the practice of not making items super rare would make the people who invest heavily in these items want to leave, which would probably cut out some of these big spenders and make SK lose money.
But most F2P games follow the model of making some items super rare and expensive. Is that the only sustainable way to keep a f2p game alive? I'd really like some first hand data of the income that these kinds of games make... But I probably never will, along with most of the people here. So time for more speculation woo
I can't imagine spending thousands, or even hundreds of a f2p game. I think I'm close to 60 dollars or something, which factors in greatly when I think about spending more money. That said, I can see more people willing to buy a rare costume for 50 dollars than a really rare costume for hundreds of dollars.
What I find really amusing about sk is how costumes bind when you wear it. You have to choose right from the start if you're getting something to sell or getting something to wear. So I can see why the people who have items for the purpose of selling get pissed off when the value of their items drops without warning. But what is the happiness of those who play for profit compared to the happiness of those who are playing and want new shiny things? Does the net happiness of the game increase when more people feel like they have access to super cool costumes? Or do they have to pander to the 1% who gives them so much money? If they haven't started to yet, will they be forced to soon?
...
Uh... as for the actual topic and OP, I agree with the four end points of the post, with the exception of how much of an impact the first entire set of stuff you posted was. If an item was worth 60k ce, and it sold to someone else for 80k ce, then ooo makes 20k ce, through a roundabout way n whatnot, but thats true enough. But if they release a second one, and it lowers the price to 40k ce, then ooo makes 40k ce instead, doubling immediate profit. Of course, its not a very good example, since there are many more factors n crap, but the highest profit definitely isn't from lowest supply, at least in general economic terms.
But we're not in general economics. We're in a f2p game. Where people can throw thousands of dollars into a game in attempts to make even more money back out at some point. I'm not one of the big spenders by an enormous margin. Nor do I ever want first hand experience of it.
Which leads me to an important question for you, chris. Why are you still buying promotional packs? You have over 200k ce. Why do you need more?
EDIT: oh yea, I forgot to make a point. Neodasus actually bolded a point I wanted to make.

I like the promotional packs.
Here is my mindset:
I will probably spend the money on the game in the future, so I should be doing it when I'm getting near double or more of my investment and NEVER buy outside of promotions.
I'm also one of the wealthiest players in most games I play, with the option to buy wealth or not, usually not. I'm very good at merchanting at a large scale.
Also you make a very good point, 10% of the game spends 90% of the revenue.
This really means Three Rings has to please the top spending, like myself, who almost all merchant things like this.

Chris wrote: "I hope you all enjoyed the read...Let me know if you find any problems with what I have said, feel free to post them here."
I do have a couple of problems, and I'm curious if they can be clarified.
1. In your first post you wrote - "Basically, the head of marketing thought..." - How do you know what the Head of Marketing thought? Or is this speculation?
2. Again in the first post, you wrote - "Three Rings actually LOST money" - Do you know this for a fact? If so, who told you?
3. In post #34, you wrote - "Three rings started as a small 7 man dev team ". - On Wikipedia, the page for Three Rings Design reads, "Three Rings Design, Inc. is an online game developer that was founded on March 30, 2001 by Daniel James and Michael Bayne." - I'm wondering where the number 7 came from, and who they might be.
I've been a strong supporter of Three Rings for the past 8 years. If you are going to throw out ideas like this, supporting arguments must be iron-clad.

"Three rings started as a small 7 man dev team and it is very possible that their current head marketing person doesn't even have an associates in marketing. They are also hiring a "Product Marketing Manager" right now, which is most likely for the position I'm currently talking about."
Actually, I did do my research before posting. Three Rings happened to be founded 10 years ago. You can be sure that for them to have grown as a company all this time, they have expanded their payroll beyond that of their inception. Their Wikipedia page lists their number of employees as 40. Yes, I know, it's Wikipedia, but it's more than the mere speculation based on outdated information that you provided. Let's not also forget the fact that they are owned by a multimillion dollar multinational parent company.
There mere fact that they are hiring for a marketing position means nothing. Have you ever heard of expansion, restructuring, or turnover? The fact that there were able to successfully expand their business to attract a buyout from a multinational gives them far more claim to marketing ability than you do. For you to lecture them publicly on how they should be running their business is as arrogant as it is laughable.
Let's go by the tale of the tape shall we?
Three Rings Design
Assets: Spiral Knights, Puzzle Pirates and Whirled franchises
Experience: 10 years as independent game developer, 1 year as subsidiary of Sega Sammy Holdings, obtained success with popular Spiral Knights microtransaction based MMORPG
Chris
Assets: Several Rose Regalia sets, lots of CE, great UVs
Experience: 1+ year as Spiral Knights player, decent lockdown scores
Hm I don't know, whose expertise shall I go with here?

CE sinks keep the CE<->USD market going, primarily to the benefit of P2P players (and OOO, since it directly fills their wallets). Crown sinks keep the CE<->CR market going, primarily to the benefit of F2P players. Player to player trading, regardless of what currency it's in, benefits OOO very little from a revenue standpoint as it does not consume CE.

@Chris
"Fehzor I know you have something against me for some reason, put it aside for one thread.
I will make zero profit off this.
Only first gen has been put up and I have ZERO of them.
That alone factually proves your whole post wrong.
If I said 2+2=4 you would try to say that's wrong just because I said it.
Please stop with this kind of behavior."
I don't have anything against you. In fact, I rather like you. You pay for lovely people like me to beat bosses. I think you are a bit stuck up, but that doesn't mean I hate you, nor does that make you a bad person in my opinion.
You say it only effects first gen hats? It didn't establish first gen hats as being that much less rare. It killed the idea of sacred cows in spiral knights. There are no items that are exempt from being handed out whenever OOO wants to hand them out now... this most definitely includes 2nd gen rose items.
Now please, I take your argument against me as a personal attack, and I would like you to please stop that kind of behavior. Also, use the suggestions forum for things like this. :P

In response to my criticism, Chris posted this:
"Loest, all CE ever traded has to be bought. If an item is traded for 20k more CE than it would have been that means 20k more CE had to have been bought. This is a very simple principle."
While the first part is correct (all CE ever traded has to be bought) the second part does not follow from it.
It is not the case that if an item is traded for 20k CE more than it would have been otherwise, that 20k more CE has been bought than would have been bought otherwise. There's really no reason, in fact, to think that that 20k extra CE wouldn't have still been purchased and simply used for something else, instead. Also remember that the extra 20k CE would go to another player, which may well reduce the amount of CE that player buys in the future.
Again, what matters here is how much CE is purchased for the explicit purpose of buying hats from other players, compared to the amount of CE that isn't purchased by those other players because they got a lot of CE for selling their hats. I don't doubt that OOO makes some money from player-to-player hat sales, but, again, the amount that OOO makes cannot be accurately described in the manner you're trying to describe it. A sale for 100,000CE does not necessarily mean that OOO has sold 50,000 more CE than if the same sale had been made for only 50,000 CE. That's just not how it works.
Read what I wrote again, Chris. You clearly do not have a sound grasp of the economic mechanisms involved, here.

I don't know how I can make this concept any simpler:
Someone buys a costume for 100k ce and then perm binds it to themselves.
100k CE has just been burned. This CE had to be bought.
Someone buys a costume for 50k ce and then perm binds it to themselves.
50k ce has just been burned. This CE had to be bought.
In one case 50k more ce is being used, it's not being transferred, it's being burned and no longer exists in the game as currency.
I'm not talking about sets being traded to other merchants, as this rarely happens when they reach a high price plateau.

"Loest please stop trolling this thread."
Do you always Accuse anyone who doesn't Agree with you as a Troll?

100k ce has been burned. Where did this ce go? I mean, no promo item so far is a ce sink, where you buy the costume from a vendor, and thus giving the ce back to SK. All promo items from featured auction so far, costs only crowns. And is a crown sink. Not ce sink.
The demand for ce will go up as the available ce is disappearing. Promo items neither destroy nor burn ce. Player to player transactions keep ce inside the economy.
Your last post really is reminiscent of renpartycat's post on how sonic sets will destroy ce economy because the value of ce will go up along with the value of sonic sets. And then everyone ask where is the ce going in his posts. He had no answer, and yet still insists that the scenario he speaks of was not people buying from a vendor with 3200ce.

In one case 50k more ce is being used, it's not being transferred, it's being burned and no longer exists in the game as currency.
WUT? this only happpens if the item is brought from vendor or featrued auctions... and that dosent happens 'cause featured and vendors work in cr mostly
if it is traded from one player to another the Ce is still on the market. unless it gets all used on crafting or boost purchases. so no, feat. auctions is a good marqueting strategy.

On another note- I can actually kind of see what you're talking about now...
If you were to take the entire value of every item in the game, it would be the amount of free energy and crowns+value of unbound items and items that can be unbound and sold for a profit.
What Chris wants (aside from higher pricing on his regalia) is for OOO to make the "value" of these items higher. If there are 100 red chaps left, and each costs an average of 60K CE in value until they are eventually "destroyed" via being equiped and will be bought eventually, then thats 60K*100 ce in the system.
Think about it like this, the value of a promotional item would be something like (But not exactly like)
C = (1-N)*M
Where N = the proportion of hats left (100 unbound marketable chaps/10000 total bought chaps would mean that the current chap would be a value of .01)
And M = Maximum feasible cost of a "rare item". This is around 5 million crowns. Maybe a bit more, and fluctuates on the number of players in the game.
And C = Cost of a Promotional item
Essentially, this is stating that the worth of a rare item is inversely equal to the number remaining. That is to say, if there are 2 chaps left, and one gets sold, the remaining chapeau is going to be worth quite a bit more- its now the last of its kind! Ever! Of course, its all a lot more complicated by that as was stated in the OP (Merchants buying+selling; things like that)
What OOO has done, is messed up this equation, reducing the total amount of hypothetical value (All CE/CR+All unbound/unbindable items) in the system, by breaking the idea of a super rare item that will NEVER be sold again by the system.
The reason that this would actually help OOO make money, is because of the method of attaining M, the maximum amount an item can be worth, is by buying ce- CE is great, but once you have millions of it, it is bound to become a fairly blargh asset, and will just beg to be traded for crowns to indulge on scissor blades or other costume items... thus, forcing people to buy more ce to support their greed for hats.
Did I get any of that right?

I've never enjoyed these kinds of "market maker" people in mmos. This is a game, why can't you enjoy it the way the devs made it, instead of trying to profit off of other people in these ridiculous ways. Money based trolls, really, making the game less enjoyable for the average user...
Maybe I should ask everyone else here something. What do you think someone like this does when they finally feel as if they've made as much profit as possible, and decide to go to another budding mmo to seek more profits? Just get up and leave? That would make the time spent amassing their riches amount to nothing. Do they give their wealth away? Hah, no, that's even worse! And they certainly can't trade with other people in game for something else in game; the items in this game no longer mean anything to them...

Going to call a spade a spade here.
This entire thread is nothing more than a greedy player wanting to sell his wares for more.
His comments and baseless accusations about OOO's "head of marketing" are unwarranted, if not insulting. (On the bright side... they are also quite entertaining.)
His purpose here is about as obvious and thinly-hidden as were his personal attacks in a previous thread, after losing fourteen lockdown games in one night.
Others have pointed this out, but I felt it should be noted, once more, for anyone who may not be familiar with how this player tends to post.
All that said: there *is* a good argument to be made about certain items having collector's value and worth, and being truly limited. Nick discussed this with us in a previous thread created back when 1st edition Rose Regalia popped up on the Featured list. The important part, as we discussed then, is largely in how such items and sales are positioned for us as players, and letting us know if we should expect to see them return someday.
Finally, I'd just like to say that the OP's own claimed self-worth does not seem an accurate portrayal of how the game is funded nor maintained. As a longtime supporter and someone who spent a lot of cash also investing in items, I find it amazingly selfish for someone to claim that they are among some small few elite that keep the game alive through their purchases.
It's the general playerbase as a whole that keeps this game running. It's all of you reading this post who don't have an account here on the boards, and even some who do. So don't believe for a moment that the few of us who spend a lot on CE would ever outnumber 90% of the game's active population.
In short: don't ever let someone tell you that this game wouldn't still be running without them and their small groups of friends... unless that person is Nick. : )

Has never paid a single penny into the game and has a sexy white chap :3

@Chris
I agree with Rommil and many others in this. But i'm sick of u raging at Spiral knights. Its Nick's game Chris, not urs. If u have a problem with that then sod off and stop trolling.
Seller is free to charge whatever they want on limited supply items. But in the end, it is up to the buyers who fork out whatever amount that the economy can sustain.
So even OOO listens to what Chris said and made limited items an one time deal. In the end, the deciding factor is still on the buyer side. Should a buyer spend over 10k CE on a costume or accessory? Maybe, because at that point CE pricing may have significantly depreciated. e.g. OOO has invented a new currency (Prestige maybe?) that gives access to more valuable items.
I urge people (including the economical planner in OOO) to look up what caused the 2007 Subprime mortgage and then 2008 Housing Bubble crash. It all began with people given a "promise" (the financial term is a Call option) that is (relatively) free and has (theoretically) unlimited upside profits. What is the "logical" thing to do? People keep pushing the prices higher and higher, so they can maximize their upside profits. In the end, the market crashed because the prices were getting so high that nobody is going to pay for that ridiculous price for a property.
Reflecting on what Chris said. The costumes and accessories bundled with energy packs are like houses. The seemingly "limited" nature of these items give the buyers of these energy packs the illusion that if they safe keep it over time, their values have to appreciate (due to limited supply, like oil) and furthermore, the same group of people will be free to charge whatever they want. If this sounds familiar, you are probably right (it is a very cheap Call option in disguise). One possible result is that the market for these limited circulation costume / accessory will crash (reflecting what happened in 2008). And people like Chris who invested heavily in these items will suffer the most losses.
What OOO could do to prevent these market bubbles? Limit the upside profit and charge a heavier premium on these Call option. The first objective can be accomplished by periodically re-issuing special costumes / accessories, thus shattering the illusion that these digital items are "limited". The second objective can be accomplished by imposing a stricter limit on large value trading. (This is probably already in effect, OOO may need to figure out some clever tweaks to the system to prevent loopholes.)
In summary, do not create or buy into market bubbles. They are always tempting at first. But when the bubbles burst, everybody gets hurt. OOO should look into this problem very seriously because bad economy is worse than WMD -- what you don't see can harm you.

I don't know why we're talking about 1st Gen Rose Regalia since it hasn't been up in the Featured Auction since Ruby wet his pants over it :p. Whether you make 20k CE or 100k CE you (PLAYER) still made a profit on a set that cost $20 (9.95 each piece) and also got you 7000 CE for the purchase (3500 CE Each). Basic math skills can show you how large the profit margin is.
I'm all for protecting your investment, but on such items the profit will always be there. I've never seen a 1st Gen set sell for less than 30k CE, unless the seller was VERY desperate for CE and in most cases never affects the value of others. I highly doubt items obtained through CE purchases will be on the Featured Auction again since the last complaint by Ruby. We'll just see a flood of these "rare" accessories until they make new obtainable accessories through boxes and throw the rare version up on Featured.

I'll try to make my post with as little spite as possible.
I was an active OOO player in Puzzle Pirates in...what was that, 2006? 2005? I spent like 10 bucks, but my wife spent over 50 at least. Puzzle Pirates was FILLED with players who'd spent plenty of doubloons....and this was when it was mainly f2p with a lot of "hat" features with ships, housing design features, etc. I think they were doing pretty well, since their little design team already had started on Bang Howdy and was betaing it when I stopped playing. (It was a bilging/sails run of about 6 hours that killed it for me)
This was years ago, and it's not like the shrunk any. OOO is doing FIIIINE. Now they're part of Sega, ostensibly giving them the developing and marketing power of a first-rate gaming company.
Do non-drupal forum servers have a Narcissism filter? Or maybe like a spell check...
"This line makes you look like you 1) know better than devs who have point-blank refuted you, 2) look like you think you deserve some sort of preferential treatment because you've managed to make an MMO empire with no actual real-life worth. You may consider revising or deleting."
ah see? I can't do it. I just can't be polite.

Woah, can't believe I didn't see this for what it is Alknighty. These accessories are indeed market bubbles, although I feel that due to scale, people handle it a little differently. In SK, if your investment goes bad you can always pump another $100 into the game to get on your feet again. A hundred USD is not very much relative to most people's income and net worth, and the majority of people could come up with that much money if pressed. (Although most people have better things to do with a Benjamin than converting it to digital currency for an MMO.) In the real world, when you are talking about investments totaling to a large percentage of a person's net worth and/or income, there is no such option. That is why market bubbles are so devastating in real life.
Because of the different scale, it would be wise to consider how a market bubble collapse in SK might differ from real life. You would have some angry players of course, but the question is how many of them leave, and how many continue to play and pay. I argue that if you create a sufficiently compelling experience that gets players hooked, many players will come back after an initial period of butthurt. Now, I don't condone addiction and the creation of market bubbles as a business model, but if it works, I don't blame them for using it.
A last note on the resilience of SK, I get the feeling that most players will simply adapt to whatever happens. The binding patch is the prime example: a loud uproar in the following weeks, but by a month later, it was life as usual. OOO could re-release the 1st gen rose sets, and by next month the community would have adapted.
I would bet all my meager CE/cr holdings that whatever OOO does, the game will putter on as usual, and that for all your threats to quit, you would still be around. Of course, they're empty words because if you stuck around to collect, then you would have lost the bet. :D
Looking back to the aftermath of the 2007-2008 market crashes. People lose jobs and homes, companies outsource to Asia and investors move capitals away from US market.
SK is but one MMO that is on the market now. When the accessories / costumes market crashes, the top percentile spenders (such as Chris) are going to take the most hit. Some of them could choose to leave the game (someone in this thread did this once but returned). The question is, when a good number of the top spending customers leave all at once, would this impact SK operation significantly? It would take time to recover as I don't believe the "Doomsday" scenario is likely. It would cause hassles to both OOO and SK gamer base for sure. And during this recovering period, some mid tier gamers may deem to promote themselves to top tier spenders too high, and would move their capitals away from SK (as a form of indefinite hiatus).
That's why I urge both the SK gamer base as well as OOO to look at this issue seriously as a preventive measure. OOO can start re-issuing these so-called "limited" costumes and accessories on a regular basis. The SK gamer base should be more conscious about what these costumes and accessories represent -- they are just one way to differentiate your characters from others. It certainly add some values to your game play experience (the social aspect of it). But beware of market bubbles and what you are really paying for.

I'm not sure what's wrong with the Sk economy right now. That wasn't even the point of the op. Op was about increasing the value of costumes/promo items in order to make people who has them happy, and to make Sk profit with the increasing value.
The majority of the argument that is against this idea, is that it doesn't actually profit OOO
The argument for increasing rarity: Each time prices rise, OOO gains money because they ce had to come from somewhere, and ce can only be created by buying.
The argument about the flaws in that idea: The ce being traded is already bought, and thus does not make money for OOO. The increase in price of the item does not specifically make people buy more ce for the sole purpose of purchasing said item. It makes people used the ce they have stored, or ce that other people stores.

Agreed with Demonics. Selling something for 80k CE instead of 60k CE does not guarantee that OOO has made 20k CE from it. I don't know about the rest of your argument Chris, but with this one claim you made there is nothing to dispute. You are wrong, plain and simple. If you can't see that then at this point you are just being stubborn and very unwilling to contradict what you said earlier in this thread. Just to make this clear, I'll provide you with a list of some of the possible scenarios. There is a myriad of possibilities so it's impossible to list all of them.
1. Someone is selling a black rose chapeau for 80k CE. I have 60k. I decide to sell some of my other items until I receive at least 20k more CE and buy the chapeau. (In this case I did not purchase any more CE. All that happened was some CE transferred from other players to myself. OOO made no extra profit from this transaction assuming that the players I sold my items to didn't purchase CE to buy my items.)
2. This time I have 75k CE. However I also have 305k CR. I offer the 75k as well as the CR for the chapeau, and the player agrees.
3. I have 79.6k CE. I decide to just purchase 400 more CE with CR to reach 80k.
4. I have 60k CE. I am trying to collect a bunch of dragon wings, halos, auras, and all other kinds of accessories. I calculate the estimated price of the ones I want and realize I need more CE. I purchase 20k CE from OOO. Later on, I see someone selling a black chapeau for 80k CE. I decide to just get the chapeau since it's so valuable. (Even in this case, selling the chapeau for 80k CE instead of 60k does not immediately make OOO 20k CE. The 20k CE was already bought, and I had intended to spend it on other accessories. Sure, it may indirectly cause me to purchase more CE than I would've had to if the chapeau was only 60k CE in order to buy some of the other accessories that I wanted, but this is not what you originally stated.)

Most of you are being cool in here, but just a reminder to those who are not: please to steer clear of personal attacks. Thanks.

I'd also like to point out that most of the top spenders are guild masters of top guilds and, for example, If I left SK, I know a TON of my guildies would quit as well and probably try out other games with me OR get me to try out other games with them. Many of these guildies have spend close to as much as me, although they don't merchant and control a lot of the economy like I do, but they still support the game a ton.
There would be a large ripple effect if three rings did something to make some of the top spenders quit.
Also @ Rubyeclipse
I'm not sure why you are talking about lockdown in this thread, but to set the record straight: You beat us in 6 out of 9 lockdown games, in each of which you spent over 2,0000 crystal energy on revives otherwise you would have lost every single game. One game in particular, you alone spent 3,400+ crystal energy and you still lost. I also got a PM from one of your guildies saying you were paying for their CE revives as well (at least, for that game).
Don't flame my threads just because I expose your antics.
tl;dr Ruby stop digging the hole
Hopefully this post and Eury's post can help you turn things around.

Chris, i was under the impression you spent less than 500 dollars on this game. Whenever someone said you bought your power, you respond with something along the lines of not spending a boatload on this game. Not saying it is wrong to spend money to buy good gear.
But 500 isn't much in the way of supporting an online game, its team of developers, and the various upkeep costs involved.
People come and go in games. If you wish to believe yourself to be the only thing keeping money paying players in the game, so be it. Leave if you wish, but thinly veiled threats at OOO to get them to implement your ideas is looked down upon.

I've probably pushed other people in-game to spend over $10,000 on this game in the last 6 or 7 months. Guildies and friends mostly. I also burn more CE than anybody else in the game I think (merchanting off people who buy CE with real money and then spamming UV rolls and the such). Let's not even talk about how much has been spent trying to beat me in GvG lockdown or acquire the gear to do so, lol.
I make about 20k-30k ce a week merchanting and blow at least 20k a week into uv rolling and crafting. I also spend near 40k ce a week unbinding items I'm merchanting. That's pretty much the same as spending $150 a week and burning it on the game.
I'm not sure how much I've spent on the game, but $500 over the last 2 years is probably about accurate.
I'm not threatening anything, I'm pointing out a flaw in the game that has been and will cause serious problems if not addressed. Most people in this thread see it to be 100% logical, even many people who can't agree with me on ANYTHING else. There will always be people who disagree with even the most factual things and that's completely fine, I'm just asking for it to be kept out of this thread as it's causing nothing but a flame war.

@ Jcasdfqwer
The point of my post was that BINDING an item you buy for 80k ce instead of 60k ce is DIRECTLY taking 20k ce out of the game which had to be bought.

1. If u quit the game then a TON of ur guidies would quit
2. you've pushed others playing the game to spend over $10,000 in the game?
Those are both lies
Dude u up ur ego each time i see ur comments. Sod off!

Receiving the ce from other people, whether through cr or item trades, does not mean you spent the dollar equivalent of said ce. You did not support OOO with your 500 dollar. From you directly, they received nothing but the 500. You can claim credit in making other people play, but you don't deserve it. It was not your money.
Chris, if buying the rare items at a higher price, where does the ce go? To the seller. The only reason ce is bought, is because there is a need for it. The demand for ce will only increase as ce disappears. Player to player trade removes no ce from the market.
You can attribute a certain amount of ce in the market to rare items, but that ce is not locked down. It is spent on other uses. There isn't a need for ce. Increasing the value of rare items moves more ce in the market. As no ce is destroyed, no ce will be bought.
And as such items get bought and bound, the supply will eventually dwindle to none. At that point, where is the supposed profit for OOO. Unless you are encouraging OOO to continue to release rare items, which you don't seem to be.
Besides, once the item is bound, it has no value. Value is what you can trade it for. You can't trade the bound item, thus, it is worth nothing.

Binding an item bought for 80kce takes one item out of the trading economy. The 80kce is still there, just in someone else's pocket.
Chris, it feels like you're trying to argue for higher player-to-player trading prices leading to more CE in circulation and consequently more CE purchased, but I think that effect is quite weak compared to the effect of actual CE sinks, and just growing the player population.
Also, consider that just 300 people buying nothing but an elevator pass each month is more than the $10k over 6 months figure you throw out as your "personal influence". Growing SK's player base should be OOO's first priority, not catering to a few high dollar elites.

Here is a simple market fact:
When somebody buys 20k energy, three rings doesn't ACTUALLY make $50 until all of that energy is burned somehow in-game. This is one of the many factors in my first post I have chosen not to expand on.
Also, regarding elevator passes, the more CE is burned on a costume item, the less CE in circulation, which means CE is more valuable which means elevator passes will be more demanded. Just another way my first post effects other parts of the economy.
@ Demon you need to understand that when a set is bound, the CE IS removed from the game. I'm not talking about the moving of sets from merchant to merchant, this seems to be a common misconception in this thread.

You didn't say it, thus it was not acknowledged as part of your post. Don't push it off as stupid forumers not thinking enough.
To continue on with my argument, while including the fact that the ce will be burned:
Only the lucky or the rich will have rare items. As such, only the former will have a real use for the ce to burn. The majority of the owners will be already rich players. The addition of ce they receive from selling the rare item will only be added to their already considerable store. In time, they will be used. But not at a greater rate than ce is being destroyed at the moment.
Which is the entire point of my argument. The ce being burned remains the same. Just because one item has rose in value, does not mean ce is suddenly being spent more.
The one scenario I can see it happening, is one poor player, among the T1-beginning T2 player, sells the rare item to a rich player, such as you. Rich players have no need for more ce. The new player will use the ce to upgrade their gear and play more. Only under this scenario does the ce get burned
Slightly off topic, if removing ce makes OOO more money, why not throw all your ce away for the good of the company? And while you're at it, get those higher ranked players to do the same, using your not inconsiderate influence over them.
Edit: No, i'm not getting it. Where is this ce going, if you weren't speaking of ce being used after received post trade.

Erridunno please re-read Eury's post.
As I stated before demonic, the high end merchants burn more CE than anybody in the game BY FAR.
I spend at least 40k ce a week unbinding items for merchanting purposes.
Upgrading gear is one of the smallest uses of CE in the game.

When an item is bound, it loses value because you can't trade it. This value is not in the form of ce or cr you can use. The value is potential. By paying to unbind, you put value into previously "destroyed" item. You put the value back into said item. You re-created the item. The unbind cost may not match up to what the true crafting cost is, but it is the same idea.

4k ce burned is 4k ce burned no matter how you spin it.

"When somebody buys 20k energy, three rings doesn't ACTUALLY make $50 until all of that energy is burned somehow in-game."
Incorrect, the fact that the energy exists in-game, means that it is already paid for. Until it gets burned, it may affect the likelihood of OOO's next $50, but in the present, OOO has already earned the first $50.
"when a set is bound, the CE IS removed from the game."
Also mostly false. The only way you might be able to claim this, is if at a future resale (if the set had not been bound), the purchaser decided to buy CE for $ for the express purpose of paying the seller. Dragging in future sales brings in Alknighty's point, that the limited-edition accessory market is nothing but a big market bubble, with all its implications.
Nicoya makes a good point, the value generated by appreciation of limited-edition items is insignificant next to the value generated by CE sinks and attracting new players. If re-releasing 1st generation rose sets on AH in limited quantities gets a bunch of players to bite (by changing CE to crowns), and that CE is bought up by less wealthy players who use it to play or craft (very likely), the removal of CE from the economy has the same driving effect towards CE purchases. Except that this latter case is more friendly to newer, less wealthy players, which help keep interest in SK strong.

The same 4k that wouldve been spent, whether you had a hat that you sold or not. And more likely than not, ce stores of investors and market players go up rather than down. All that changes if you don't have the value of the risng item, is that you profit at a slower rate.

It's literally pointless to try and teach people how an economy works and I regret even trying.
Thank you to everybody who has posted productive responses and to the people who actually understand complex economic systems posting support.
Everybody here who does not have the knowledge who has been posting what they THINK rather than actual facts please reconsider before you post again.
Demon and mohandar, neither of you understand the simple facts that I've reposted what.... 5 times now?

Increase value of item.
More ce traded per item.
More ce used.
Thats what your saying, right?
All this is doing is moving more ce. The increase in value does not translate fully to "bought for sole purpose" of buying the rare item.

Also ruby, as stated above, the top 10% of the game pays 90% of the revenue.
So your post is beyond factually wrong, moving into the realm of disagreeing with me just to be on the opposite side of the argument as me.
@ demon
When 80k ce is traded for an item and the item is bound, the 80k ce is effectively taken out of the game. It is a similar to how Three Rings doesn't actually see the $50 effect of a $50 sale until all of the ce has been used. Let me explain this shortly before I abandon this thread for good: Somebody buys $50 worth of CE because they plan to do something with it, if they never burn it, the next time they want to buy CE to do something, they still have their CE, which means Three Rings loses $50 more they could have had. The CE being burned is how three rings makes profit.
This is a very short explanation of this VERY complex economic property and I don't plan on spending anymore time debating these things in this thread as it's clearly going nowhere.
I recommend you abandon this thread and chat via in-game mail with me if it truly interests you as I won't be returning to it.

I think I can now see the actual root of your misconception, Chris. You express it quite clearly when you write,
"Someone buys a costume for 100k ce and then perm binds it to themselves.
100k CE has just been burned. This CE had to be bought.
Someone buys a costume for 50k ce and then perm binds it to themselves.
50k ce has just been burned. This CE had to be bought.
In one case 50k more ce is being used, it's not being transferred, it's being burned and no longer exists in the game as currency."
This is not true. When CE is used to purchase items, it is being transferred--it is not being destroyed. If I buy a Rose Hat from you for 100kCE, that CE isn't being destroyed--it's being given to you. It doesn't matter whether I bind the item or not, the CE is not destroyed either way.
In both cases, all of the CE is being transferred. None of it is being destroyed. It all remains extant in the game as currency.

If I may give an analogy. Consider this; you have 100 $1 bills and someone else has 1 $100 dollar bill. If you trade your 100 $1 bills for the 1 $100 bill the same amount of money is still there. Now, if you get that $100 bill and rip it up that $100 bill is gone, and therefore cut the total amount of money in half.
now think of that same scenario but the 100 $1 bills are CE, the $100 bill is something like a Black Chap, and ripping it up is like binding.

I dont trust his economics since he can't do simple math.

But you can't spend the chaps like you would ce. Whereas you can use the 100 to convert to almost anything you want. You can't use the chaps to craft, slowly draining the chap until the "value" of it is used up and it disappears. You have to first sell it to be able to have the currenc to use.
Binding it, removing it from the collection of tradeable items, only removes the potential ce you could have gained selling it. It had a value. Worth something to sell, yes. But you can't use this value until you do sell it.

But your analogy is off, Ndognine.
If CE is equivalent to a dollar (a reasonable comparison) the Roes Hat is not. The rose hat cannot be used to activate elevators. It can't be used to revive. It can't be used to craft. Quite literally, the only way it can be "spent" is by being bound. Unlike CE, it has no intrinsic value in the game--it's only a medium of exchange between players, where CE is much, much more than that.
A Rose Hat is not CE. When it is spent, that doesn't represent profit to OOO in the same way that spent CE represents a profit to OOO, because, no matter what, there's only one way that Rose Hat can be spent, and it's eventually going to be spent--the only thing that transactions involving the Rose Hat do is change who gets to spend it. These transactions might generate some amount of profit for OOO, if people buy CE for the specific purpose of buying Rose Hats from other players, and so it is, to some extent, to OOO's benefit if the hat doesn't get bound but instead gets repeatedly resold.
This profit generation, though, is not guaranteed and not necessarily equal to the sale price of the hat. It certainly is not the case that the Hat is equivalent to its value in CE and that its binding is equivalent, as far as OOO profit goes, to a destruction of its sale price in CE. That conclusion is the result of a very obvious logic error.
OOO only makes money when people purchase CE. Only things that cause people to buy CE are profitable, and they are profitable in proportion to how much CE they cause people to buy.
The binding of a Rose Hat does not cause any CE to be purchased. Thus, it is not profitable to OOO.
The transference of a Rose Hat from one player to another is only profitable to OOO if CE is purchased to make the transference happen, but there is no reason to believe (in fact, there is a great deal of reason not to believe) that each Rose Hat transference will involve the purchase of CE equal to the Hat's sale price.
Those points are sufficient to invalidate Chris's argument and conclusion, and that's all that really has to be said on the matter.

Since Chris abandoned this thread, I'll take his spot to argue with Loest.
The extra ce being used in this transaction will go to crafting/diving/unbinding/otherwise invested to make more ce. Thus, the ce being destroyed will then require another paying player to fill up the net loss in ce in the economy.

The extra ce one would receive for selling an item for higher than original price.
As in, selling something for 60k instead of 50k, means you get the extra 10k
I've bought CE during the 2nd rose promo, stranger hat promo, and now the wings promo. I've also bought CE occasionally along the way.
I gain at least 5k ce a day off merchanting, some days up to 40k.
@ Martin, there is no problem with this if rose sets were always bound when acquired. People have bought and sold sets for 40k-80k ce. Releasing them for $10 again would just be laughing in the face of every person who spent $200 to get the costume. These are the highest paying players - most of the reason this game still exists - and this game cannot afford more to quit. We get updates little enough, I can't even imagine what would happen if Three Rings started to make even less money. Eventual game shutdown and loss of every penny of every person who has ever bought CE.