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 Post subject: Economy.
PostPosted: Sat Aug 21, 2010 6:02 am 
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Mortal

Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
I'd just like to bring up (again) what a god awful idea this change was.

[17] A silver bracelet with forest-green beads - a brand new small silver treasure
Price: 4 platinum, 9 gold, 1 silver, 4 copper.

[13] A leather strap with cyan beads - a brand new small leather treasure
Price: 5 platinum, 7 silver, 1 copper.

Seriously? AFAIK, this eq is mostly for newbies, lowbies, or people who just died.

Vials, even the /crappy/ ones cost like 5+ platinum now as well. Let's not even mention the vials that cost 1.2 obsidian+ now.

And most of the stuff you sell goes for like 3 gold. Unless you're gonna run around selling adamantite/etc. Even that only gets you like 1.5 platinum a piece though, which is hilarious.

sell hau
You sell a dark mithril hauberk for 8 gold, 6 silver, 1 copper to a scarred male half-elf.

That's a piece of high quality mithril with great MP, going for not even a platinum.


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PostPosted: Sat Aug 21, 2010 7:45 am 
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Mortal

Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
Amen sister.

The SK economy attempts to emulate aspects of real-world economies but there aren't enough balancing factors in place to make it work. This means prices ever only move in one direction - up for consummable items and useful trinkets (e.g., the items Syn mentioned above) and down for near everything else. This makes SK way more of a grind than it needs to be.

At least before the monthly reboots seemed to reset the "modifier" on prices to zero, so you had a brief window of sanity. Now it's just all crazy all the time!

[Edit] Oh, and I think there may be a bit of a bug as well - even when you sell high quality items for depressed prices to vendors, the price the vendor asks is still astronomical. E.g., you sell that mithril hauberk for 8 gold but then the vendor asks 6 platinum for it from the next sap.


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PostPosted: Sat Aug 21, 2010 8:34 am 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Sounds pretty realistic to me. :drunk:


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PostPosted: Sat Aug 21, 2010 12:59 pm 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2769
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
I was about to make a similar post. Seems everything is getting more pricy and you get less and less money for things.

This needs to get looked at. Or their needs to be a reset for prices on all things.

Thanks.


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PostPosted: Sat Aug 21, 2010 1:15 pm 
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TMS Cheerleader

Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
Obama Strikes again!
Nah thats just a bad joke for a disgruntled american.

Anyway how does the economy in sk work anyway. Is it Tribunal effected. IE lower trib members putting money in the bank so worse economy higher buy lower sell prices? Cause honestly I have no clue how it works in sk


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PostPosted: Sat Aug 21, 2010 1:35 pm 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
Deathadder wrote:
Obama Strikes again!
Nah thats just a bad joke for a disgruntled american.

Anyway how does the economy in sk work anyway. Is it Tribunal effected. IE lower trib members putting money in the bank so worse economy higher buy lower sell prices? Cause honestly I have no clue how it works in sk


Some people try to say it's supply and demand, but I call bull. There is an endless supply of those trinkets. The demand side is messed up too, because if I'm not mistaken, the demand compounds from things deleted characters bought, so the demand part of the equation just keeps getting bigger and bigger, when, realistically, it hasn't gone up that much. Also, tribunal coffers have something to do with it, but I'm not completely sure on the details there.

If you're trib leader, you can put some of the money in your coffers towards economy, guard training, and maybe more. Haven't actually done it myself. If this is IC info, oh well. The people need to know.

Edited for grepsiepoo.
Who are we, you ask? We are Michael Moore.


Last edited by Rodwen on Sat Aug 21, 2010 1:37 pm, edited 1 time in total.

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PostPosted: Sat Aug 21, 2010 1:36 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
You're not the only one.

I know tribunal leaders have a command to spend money on "public works," basically burning coffers for the sake of the kingdom economy, but I also know that there's absolutely to real reason to want to do that.


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PostPosted: Sun Aug 22, 2010 12:48 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Demand doesn't get bigger forever. The game keeps track of all shop transactions over the last X weeks and calculates demand based on the buying and selling of a specific item during that time.

As an example say that X = 2 and markup per purchase is +/-10%:
Day 1: 'A mithril chestplate' is added to the store. It has 0% markup.
Day 2: 2 mithril chestplates are purchased. The price goes up +20%.
Day 7: 10 more chestplates are purchased. The price is now +120%.
Day 13: 1 chestplate is sold. The price is now +110%.
Day 15: Purchases from day 2 no longer count. Price is now +90%.
Day 17: 5 chestplates are sold. The price is now +40%.
Day 21: Purchases from day 7 no longer count. Price is now -60%.
Day 27: Purchases from day 13 no longer count. Price is now -50%.
Day 31: Purchases from day 17 no longer count. It has 0% markup.

Note: All numbers are made up and bear no relationship to the game. They were selected solely to make the calculations easy to understand.

Through this system, items will rise in price based on how much people have bought them in the recent past. If the price becomes too high such that people are no longer willing to pay for it, the price starts to drop.

Obviously some items are so useful and strategically placed that people continue to buy them at almost any price. Well... there you go then. If money is a concern, try going farther off the beaten path.


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PostPosted: Sun Aug 22, 2010 1:51 am 
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Mortal

Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
In any kind of realistic economic system, anything that spiked in price the way, say, vials for brewing do, would attract many additional producers/vendors and the price would stabilize. This does NOT happen in SK. Vials are pretty much 5 platinum across the board right now when they started at around 7 gold. It's pretty ridiculous.

Also, natural economic systems have far larger "n"'s to work with that allow for niche purchasing groups for otherwise largely un-needed items. The SK community isn't large enough to allow for this.

There are many many more flaws with the SK economic system that I won't elaborate on here - but can we please just get the thing reset every month so it doesn't get so crazy out of hand?


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PostPosted: Sun Aug 22, 2010 4:23 am 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
This is why we should have tradeskills to provide the most basic types of gear. Those tradeskills would probably be based off of supply as well.


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