Yeah, but when specifically does it happen?
The early-game clearly is for MG hence superior, isn’t it? Because the upgrades usually needed to be dropped are abundant and cheap, hence you can acquire them without investment of resources or effort.
Comparatively the scaling of CoF drops is ridiculous. Tier upgrades means for the same playtime we get a substantially higher amount of T7 items, which also goes over towards 2 T7 and 3T7. Heck… in CoF you can reasonably get lucky enough to find a 4 T7 item even with extreme investment. Comparatively in MG at the same time investment you’ll be basically ‘a tier lower’ related to those. Which goes into the market immediately. 2 T7 is a utter rarity, many bases don’t have a single listing. 3 T7 is a myth there.
So, early game MG is better and late-game CoF is better for exalteds. For uniques MG stays a lot more relevant… but even there at the more rare ones acquisition ability is basically non-existent as the amount listed is so low that it’s a miracle to see one there. Comparatively in CoF you cut acquisition rate in extreme amounts.
A good example is Ravenous Void there as not only is the acquisition rate itself very low (~990 RoA for a single one) but higher LP rolls are even more so. Means for example a 2 LP one isn’t existing on the market… hence 0% chance of acquisition through MG means. While the drop-rate for LP 2 in CoF is 1 in 1,931 instead of 1 in 3,772 (double LP chance). Together with a 150% drop-chance for specific loot it means instead of 4,5% from Gaspar it makes it a 11,25% chance to get one at max chance. This brings them absolutely into reach of long-term players to see, something a MG player basically has no chance of comparatively.
Combine that with the exalted droprate which causes 3 T7 and 4 T7 to actually be realistic drops (you can actively grind for 3 T7 drops and not deem it as a miracle with dedication) since we have 25% of all rares automatically upgraded to exalteds… and from those every single exalted Affix is 1,5 times as likely to be a T7 as well… which in combination means also a ridiculously substantial amount of exalteds to be high quality, to a degree the market simply is unable to follow.
Not to speak that also - as much as I know - imprints are affected by this as well.
MG is limited by items nigh universally useful which you’ll also not see twice in your playtime. Those types of items which are extra rare drops but over the course of time you’ll get 1-2 of em as a player simply don’t exist in the market hence as everyone able wants to have one.
Under normal circumstances we would be weeding out based on funds, with the absolutely filthy rich people being very very few… but we’re at the technical limit of Gold (and neither a compator-design like platinum coins and nor a exclusive currency option compressing the magnitude by 1000 ((2 listing limit instead of 2000 listing limit)) available) and hence everyone having reached that vie for the same individual item rather then the 5-10 most rich people having solely to opportunity… which means you cannot ‘reliably’ save up to those, it’s based on pure luck (which MG is supposed to remove, that’s what trading is for).
So I gotta heavily disagree with you on that point. I’ve repeated the same arguments with the same math and the same examples now since 1.0 and I’m sick of having this conversation with the same few people over and over which just have seemingly amnesia about it.
‘I don’t know if I agree with it… the premise of the topic.’ ‘I’ll not say it’s wrong, but I’ll not agree with it or not’
'There’ll always be a place where MG is stronger then CoF.**
Then he speaks about the power of it. Which yes… turning 400 potential useful items into a single ‘drop type’ (currency) is obviously extremely powerful.
Which I explained that there’s a turning point though when you got the limitations presented of the current system though, as I state in this post here above.
So no, the statement is not there.
There is no statement related to which is superior at which timeframe. There is only stated that MG ‘will always be superior in some area’ which… duh? Not the topic.
It only makes the cadence of item appearances better. It doesn’t change the ratio fundamentally.
Items beyond the limit of the market’s functionality were never available… and won’t ever be available. You could get solely lucky to see something being listed ‘just this moment’… or you don’t have that luck. The aspect which MG is supposed to remove, luck-based drops versus deterministic acquisition.
So also ‘no’, this is a fundamental misunderstanding on how playercount influences market behavior. All it does it smoothing the curve of time needed to make a sale. It gets more reliable and hence causes the reach of market-equilibrium to happen faster. The second thing it does is bringing the ‘problematic’ line of acquisition down as well, together with the ‘0’ equilibrium of value (abundance state) of gear. Meaning more items falls into the category of ‘we cannot acquire it without pure luck despite having the funds’ and less fall into ‘This item is worth absolutely nothing since 50 others have already listed it at minimum price possible’.
That’s all it does.