![]() ![]() On the other hand, I have also learned that players are extremely picky about their fashion. All of these factors culminate into a largely unchanging supply curve where the quantity supplied of most popular items is approximately equal to the quantity demanded at market equilibrium and the entire inventory of unpopular items are sold at the price floor, which is equal to market value of its raw materials. The ability to dismantle premium cosmetics essentially forms a binding price floor for all premium cosmetics. ![]() This creates a large surplus of male cosmetic clothing which would be wasted as quantity supplied would far exceed the number of buyers, however all premium cosmetics can be scrapped into valuable raw materials. This is because the item pool consists of gender specific clothing and an overwhelming majority of players of “anime-style” games would choose to play as female avatars over male characters (myself included). Unfortunately, about 30-40% of the items in every pool are considered to be undesirable. Additionally, the total quantity supplied of each item in a pool roughly equal to the product of drop rate and number of scratch tickets bought. ![]() A single “AC Scratch Ticket” costs $2 USD and contains a single random cosmetic item from the chosen item pool, thus there can be no new technology or advancements in the production of these goods. Some of the determinants of a typical supply curve remain constant in this virtual scenario.
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