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[MarketPlace] Prices Suggestion

Discussion in 'Suggestions' started by loboram, Sep 14, 2019.

  1. loboram

    loboram Respected Member Forum Legend

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    Here are some suggestions for how to make the prices more reliable and make it so that players will actually WANT to post items on the marketplace.

    Items should follow the standard of supply and demand, which means that with very few restrictions the prices should change to reflect this, so for instance "Powder of Earth" (https://bddatabase.net/us/item/4804/) has a HIGH demand, since it does not drop from gathering nor from monsters (NPC/Mobs), well not in any functional amount any way, the drops are simply too rare here on GamezBD, so there are only two nodes where you can get them. This makes the workers and their use imperative to the collection of this resource as well as many others, with only a couple of nodes to collect from and workers that have NO time boost despite our server saying it is x10.

    That makes this item EXTREMELY valuable, so the "Retail-BDO" price of around 10k silver is not enough by far. To make this item viable for players to get and put on the market it should either drop from gathering and monsters a whole lot more often, or be sold at around 50k silver per item.

    This is the standard formular for all the items with few nodes to collect from, OR you could just increase the amount or probability of them dropping from gathering and monsters, increase the prices for them and perhaps they will start to be traded.

    Standardized prices for Green-Gear should be with a 30% difference between maximum and minimum.
    100k silver for secondary-weapons. 300k silver for main-weapons. Armour should be at 175k silver.

    Powders and Traces (rare ones) at around 50k silver, the ones that actually drop more often and are abundant should start at 25k.

    ALL basic resources should start at 1k silver, like stones, logs, ores, timber, and so on, and have their prices regulated by whether players buy them a lot or not, so after every week an algorithm checks which items are being sold a lot and increases the price for those, even more for items with a lot of preorders, and decreases the price for the ones that only get stockpiled on the market, say by 1% every week, and after a month a big change of about 10% to them. Every processing step up should assume a x5-10 multiplier to the price, so ores are 1k, melted shards are at 5k, and ingots are at 50k.

    All food and alchemy farming items should start at 2,5k silver and get a x5 multiplier for their prices for increased tier, so green items would be 12,5k silver and blue items would be 62,5k silver.

    This leads to much higher prices for ANYthing we can craft, excluding armour and weapons of course, and these items should have a price of all the items used to create it added together and then a time-consumption bonus of 50% (or 30% if we get increased worker speed), so say:
    Light horse shoes (https://bddatabase.net/us/design/8921/)
    2x Iron Ingot, 20x Powder of Earth, 5 Blackstone Powder = 100k+1m+5k = 1,105m + 50% = 1,105m + 552,5k = 1,6575m silver

    Will return to make some prices for accessories and yellow gear, but they seem to be good at the moment.

    Sounds like an idea or not?
     
    marsseven likes this.

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