Metraxis Report post Posted December 7, 2004 (edited) No theory this time, just 3 possible pricelists. All prices shown are suggested NPC buy prices. (ie The price at which a PC can sell the item to the relevant NPC) The lists are not complete, as they do not include prices for finished goods which require any of the following types of raw materials: Empty Vial, Enhanced Essence, Animal Parts. This is because I have not yet determined how to work these particular materials into the schema. Working these items into the schema is simply a matter of assigning a level to each one. I am not proposing any particular change to the lists of items that NPC actually buy and sell, though it is my hope that one of these lists will prove sane enough to permit the reversal of recent balancing changes such as Trik's new lack of interest in Iron Shields. For those items which are sold by one NPC or another, the proposed price at which the NPC will sell the item to a player is 10x the price listed, in keeping with the way things are now. A final note on pricing: When considering these prices, remember that prices of items are only meaningful relative to each other, so the fact that these prices are universally higher that current prices should not be a part of your evaluation of the lists, though the difference in relative pricing between two items should be (eg Lilacs sell for more than Roses under the current system. All three of the lists reverse this. This is more important than the fact that all three lists double the sell price of Lilacs relative to now.) And now, the lists: (All prices in gc, though this is irrelevant) Format: Item - Difficulty Level - Price List the First - The steepest ascension in relative pricing, and no decimals. Lists two and Three will be in replies to cut down on post length Arbitrary Assignments: these items are only acquired from NPCs. Prices shown are the price at which the PC buys from the NPC. Thread - Lvl 0 - 1 Leather - Lvl 14 - 15 Mercury - Lvl 21 - 22 Harvestables: BSF, Impatien, Lilac, RS, Tiger Lilly - Lvl 0 - 1 Blue Lupine - Lvl 1 - 2 Crysanthemum - Lvl 2 - 3 Cactus - Lvl 4 - 5 Black Rose, Red Rose, Yellow Rose - Lvl 6 - 7 White Asiatic Lilly - Lvl 8 - 9 Swamp Candle - Lvl 11 - 12 Sunflower - Lvl 12 - 13 Sulphur - Lvl 14 - 15 Quartz - Lvl 16 - 17 Blue Quartz, Rose Quartz - Lvl 17 - 18 Fruit - Lvl 18 - 19 Vegetables - Lvl 20 - 21 Coal - Lvl 21 - 22 Iron Ore - Lvl 23 - 24 Silver Ore - Lvl 24 - 25 Gold Ore - Lvl 32 - 33 Ruby, Emerald, Sapphire - Lvl 37 - 38 Titanium Ore - Lvl 38 - 39 Diamond - Lvl 40 - 41 Alchemical Byproducts: Fire Essence - Lvl 0 - 24 Water Essence - Lvl 2 - 62 Earth Essence - Lvl 4 - 76 Air Essence - Lvl 6 - 82 Spirit Essence - Lvl 8 - 89 Matter Essence - Lvl 10 - 88 Energy Essence - Lvl 12 - 63 Life Essence - Lvl 14 - 66 Death Essence - Lvl 16 - 61 Health Essence - Lvl 18 - 72 Magic Essence - Lvl 20 - 61 Iron Bar - Lvl 22 - 305 Steel Bar - Lvl 24 - 399 Silver Bar - Lvl 26 - 389 Gold Bar - Lvl 28 - 479 Titanium Bar - Lvl 30 - 577 Armor: Leather Gloves - Lvl 8 - 73 Leather Helm - Lvl 9 - 59 Leather Boots - Lvl 10 - 412 Leather Pants - Lvl 12 - 128 Leather Armor - Lvl 14 - 1,064 Iron Shield - Lvl 16 - 3,351 Steel Shield - Lvl 18 - 3,941 Iron Chainmail - Lvl 26 - 4,468 Iron Helm - Lvl 29 - 1,696 Steel Chainmail - Lvl 30 - 5,812 Titanium Chainmail - Lvl 36 - 8,406 Weapons: Iron Sword - Lvl 20 - 3,518 Iron Broadsword - Lvl 22 - 4,553 Steel Longsword - Lvl 24 - 5,399 Steel TwoEdge - Lvl 28 - 7,119 Titanium Short Sword - Lvl 32 - 6,009 Titanium Longsword - Lvl 34 - 7,987 End of First List Edited December 7, 2004 by Metraxis Share this post Link to post Share on other sites
Metraxis Report post Posted December 7, 2004 List the Second - A slowly ascending list. Prices are closer togather, but could be multiplied by any constant to give the illusion of seperation. Arbitrary Assignments: these items are only acquired from NPCs. Prices shown are the price at which the PC buys from the NPC. Thread - Lvl 0 - 1 Leather - Lvl 14 - 3.71 Mercury - Lvl 21 - 4.09 Harvestables: BSF, Impatien, Lilac, RS, Tiger Lilly - Lvl 0 - 1 Blue Lupine - Lvl 1 - 1.69 Crysanthemum - Lvl 2 - 2.10 Cactus - Lvl 4 - 2.61 Black Rose, Red Rose, Yellow Rose - Lvl 6 - 2.95 White Asiatic Lilly - Lvl 8 - 3.20 Swamp Candle - Lvl 11 - 3.48 Sunflower - Lvl 12 - 3.56 Sulphur - Lvl 14 - 3.71 Quartz - Lvl 16 - 3.83 Blue Quartz, Rose Quartz - Lvl 17 - 3.89 Fruit - Lvl 18 - 3.94 Vegetables - Lvl 20 - 4.04 Coal - Lvl 21 - 4.09 Iron Ore - Lvl 23 - 4.18 Silver Ore - Lvl 24 - 4.22 Gold Ore - Lvl 32 - 4.50 Ruby, Emerald, Sapphire - Lvl 37 - 4.64 Titanium Ore - Lvl 38 - 4.66 Diamond - Lvl 40 - 4.71 Alchemical Byproducts: Fire Essence - Lvl 0 - 8.65 Water Essence - Lvl 2 - 13.32 Earth Essence - Lvl 4 - 17.98 Air Essence - Lvl 6 - 15.08 Spirit Essence - Lvl 8 - 16 Matter Essence - Lvl 10 - 19.19 Energy Essence - Lvl 12 - 12.96 Life Essence - Lvl 14 - 15.06 Death Essence - Lvl 16 - 14.37 Health Essence - Lvl 18 - 14.48 Magic Essence - Lvl 20 - 10.68 Iron Bar - Lvl 22 - 62.96 Steel Bar - Lvl 24 - 84.06 Silver Bar - Lvl 26 - 84.94 Gold Bar - Lvl 28 - 95.88 Titanium Bar - Lvl 30 - 114.59 Armor: Leather Gloves - Lvl 8 - 22.03 Leather Helm - Lvl 9 - 18.43 Leather Boots - Lvl 10 - 94.61 Leather Pants - Lvl 12 - 39.52 Leather Armor - Lvl 14 - 236.26 Iron Shield - Lvl 16 - 710.27 Steel Shield - Lvl 18 - 845.62 Iron Chainmail - Lvl 26 - 946.17 Iron Helm - Lvl 29 - 364.96 Steel Chainmail - Lvl 30 - 1,250.33 Titanium Chainmail - Lvl 36 - 1,712.58 Weapons: Iron Sword - Lvl 20 - 735.04 Iron Broadsword - Lvl 22 - 953.77 Steel Longsword - Lvl 24 - 1,183.99 Steel TwoEdge - Lvl 28 - 1,509.88 Titanium Short Sword - Lvl 32 - 1,239.69 Titanium Longsword - Lvl 34 - 1,645.71 End of Second List Share this post Link to post Share on other sites
Metraxis Report post Posted December 7, 2004 List the Third - Another slowly ascending list. Some are higher and some are lower than the second list. Arbitrary Assignments: these items are only acquired from NPCs. Prices shown are the price at which the PC buys from the NPC. Thread - Lvl 0 - 1 Leather - Lvl 14 - 3.87 Mercury - Lvl 21 - 4.69 Harvestables: BSF, Impatien, Lilac, RS, Tiger Lilly - Lvl 0 - 1 Blue Lupine - Lvl 1 - 1.41 Crysanthemum - Lvl 2 - 1.73 Cactus - Lvl 4 - 2.24 Black Rose, Red Rose, Yellow Rose - Lvl 6 - 2.65 White Asiatic Lilly - Lvl 8 - 3 Swamp Candle - Lvl 11 - 3.46 Sunflower - Lvl 12 - 3.61 Sulphur - Lvl 14 - 3.87 Quartz - Lvl 16 - 4.12 Blue Quartz, Rose Quartz - Lvl 17 - 4.24 Fruit - Lvl 18 - 4.36 Vegetables - Lvl 20 - 4.58 Coal - Lvl 21 - 4.69 Iron Ore - Lvl 23 - 4.90 Silver Ore - Lvl 24 - 5 Gold Ore - Lvl 32 - 5.74 Ruby, Emerald, Sapphire - Lvl 37 - 6.16 Titanium Ore - Lvl 38 - 6.24 Diamond - Lvl 40 - 6.40 Alchemical Byproducts: Fire Essence - Lvl 0 - 8.52 Water Essence - Lvl 2 - 14.55 Earth Essence - Lvl 4 - 18.95 Air Essence - Lvl 6 - 17.05 Spirit Essence - Lvl 8 - 18.43 Matter Essence - Lvl 10 - 20.82 Energy Essence - Lvl 12 - 14.50 Life Essence - Lvl 14 - 16.08 Death Essence - Lvl 16 - 15.17 Health Essence - Lvl 18 - 16.09 Magic Essence - Lvl 20 - 12.75 Iron Bar - Lvl 22 - 70.20 Steel Bar - Lvl 24 - 93.20 Silver Bar - Lvl 26 - 93.34 Gold Bar - Lvl 28 - 108.01 Titanium Bar - Lvl 30 - 129.23 Armor: Leather Gloves - Lvl 8 - 22.49 Leather Helm - Lvl 9 - 18.78 Leather Boots - Lvl 10 - 102.75 Leather Pants - Lvl 12 - 40.72 Leather Armor - Lvl 14 - 259.45 Iron Shield - Lvl 16 - 786.18 Steel Shield - Lvl 18 - 932.95 Iron Chainmail - Lvl 26 - 1,048.17 Iron Helm - Lvl 29 - 402.16 Steel Chainmail - Lvl 30 - 1,379.10 Titanium Chainmail - Lvl 36 - 1,918.11 Weapons: Iron Sword - Lvl 20 - 816.79 Iron Broadsword - Lvl 22 - 1,059.12 Steel Longsword - Lvl 24 - 1,299.58 Steel TwoEdge - Lvl 28 - 1,671.06 Titanium Short Sword - Lvl 32 - 1,382.92 Titanium Longsword - Lvl 34 - 1,836.47 End of Third List Share this post Link to post Share on other sites
Metraxis Report post Posted December 7, 2004 A final note: All these prices are derived from the raw materials costs through straightforward computations, and so are amenable to what-if? scenarios. If you want to know how prices would be affected if Red roses were raised to Level 7 harvesting difficulty (Most of them), or what the second list price of an Iron Sword would be if it only needed 8 Iron Bars instead of 10(609.12), I can answer these with no difficulty. You have but to ask. Share this post Link to post Share on other sites
rebootedrock Report post Posted December 7, 2004 I remember people like you before the crash. Needless to say, people this obsessed left . Share this post Link to post Share on other sites
Aitrus Report post Posted December 7, 2004 im confused, whats the point of this post? Share this post Link to post Share on other sites
Metraxis Report post Posted December 7, 2004 (edited) im confused, whats the point of this post? The point is that the current pricing scheme in-game is screwed up, and when I tried to discuss a theoretical basis for setting less screwed up prices, people universally got bogged down in irrelevant details, posted helpful things like: Um.... No. or simply could not understand a price that did not end in "gc". Therefore, in the name of presenting the idea without requiring anyone to actually think about it, we have these three mostly complete price lists. The intended audience, as before, is more the devs than the players. Edited December 7, 2004 by Metraxis Share this post Link to post Share on other sites
ChowRiit Report post Posted December 7, 2004 Basically, mega is under the delusion that all skills should be profitable in all areas. Read his last thread where I totally undermined all his arguments for this, and basically pointed out he doesn't have a clue about mmorpgs or their economies. Share this post Link to post Share on other sites
Ravenod Report post Posted December 7, 2004 What is the mathematical formula that you are using? Share this post Link to post Share on other sites
Metraxis Report post Posted December 7, 2004 What is the mathematical formula that you are using? Sell-to-NPC price of finished good = Level dependent amount + Sell-to-NPC price of raw materials. The wild ups and downs in the Alchemical Byproducts come from the materials. Share this post Link to post Share on other sites
Ravenod Report post Posted December 7, 2004 And how would Player SELLING to NPC be caculated? Half of buying price? The selling price would need to be more complex, because if it was halfed then it would only take selling 412 diamonds to an NPC to be able to buy a tit chainmail, for example (from list 1). And while that's great for keeping noobs from getting tit chains, it would be an open door for the more advanced harvester to stock up on tit chains...thereby creating unbalance. Perhaps if items broke a little more frequently then it wouldn't be a problem, but then that's getting away from what this post is about. I would suggest all prices have an X factor (where X is the estimated time to harvest or make an item). Time is money, so they say. X would need to account for specific book(s) that a player would of had to have read, take in the total time of gathering ingredients, and then time that it took to actually make the item. So in effect, the better the item - the more exponential (in a sense) the item's value would become. Share this post Link to post Share on other sites
Metraxis Report post Posted December 7, 2004 And how would Player SELLING to NPC be caculated? Half of buying price? These are 'selling to NPC' prices. For those items which are sold by NPCs, the price is usually 10x the price shown above. I will give some thought to including research in the cost. Share this post Link to post Share on other sites
Ravenod Report post Posted December 7, 2004 Prices shown are the price at which the PC buys from the NPC. That is said in all the lists, so I was thinking these lists were prices the npc charged for selling items. Sorry if I misunderstand. Share this post Link to post Share on other sites
Metraxis Report post Posted December 7, 2004 Prices shown are the price at which the PC buys from the NPC. That is said in all the lists, so I was thinking these lists were prices the npc charged for selling items. Sorry if I misunderstand. Sorry about the confusion. That note only applies to Thread, Leather, and Mercury. Share this post Link to post Share on other sites
Learner Report post Posted December 7, 2004 Problems that would make this destroy the EL economy: 1. There is currently an infinit supply of raw materials (limited by harvest speed*number of characters harvesting for the rate the supplies are added) 2. The is a steady supply of items from monster drops (limitted only by number of spawns & respawn speed). 3. There are only limited ways that players are using up gc in the game )gold builds up in game easily) 4. Players like to mass producing items (its called leveling and getting rich) 5. There are a high number of character that can play (people make them whenever they feel like it, and also do illegal macroing, etc). 6. This means that any attempts to the adjsut the economy will actually make the economy fail faster unless these issues and others are addressed. Otherwise, the economy will be flooded with gold coins even faster then now making them worthless again, or flood the economy with items. Please try to take all factors into account, not just NPC pricing. Share this post Link to post Share on other sites
Metraxis Report post Posted December 7, 2004 (edited) Never mind. just never mind. After having my deathbag swiped, AGAIN, in the walk from the Underworld to VotD, I have realized that this game has far too many problems for me to surmount. I'll not be back. Edited December 7, 2004 by Metraxis Share this post Link to post Share on other sites
Learner Report post Posted December 7, 2004 Bags were never intended as being something to use for storage. The suggestion to players is never put anything in a bag you'r not willing to lose. Part of the trick then is finding ways to avoid problems because of bag lose, one way that people use successfully is guilds and having members help eachother. This is after all a MMORPG, which means team work is very strongly encouraged! P.S. Team work means with other players, which is one reason multiplaying can get you banned. Share this post Link to post Share on other sites
jamesvm Report post Posted December 7, 2004 On my website point sytem base dificulty & emu & food lost & if made items then pt item make caluated into it. Harvesty & mining stuff it use difficult level and emu for those ingrents. unfornally item from npc i use price cost buy them divide by 1000. Hey if any suggestion what nuber need add to forumle tell becasue it make values protional right to each other. Share this post Link to post Share on other sites
freeone3000 Report post Posted December 8, 2004 Better. I used ((book1/10+book2/10+book3/10)-experience/2+1+reccomended level)/-3. Will always be a positive number. EXAMPLE: Fire essence = ((0+0+0)-2.5+1+0)/3 or -3/4, rounded to positive one. Fire essence - .75 gc Water essence - .66 gc Earth essence - 5 gc Air essence - 1.83 gc Spirit essence - 3.5 gc Matter essence - 3 gc Energy essence - 3.16 gc will do more Share this post Link to post Share on other sites