Modifying Market prices
Posted: Sat Sep 20, 2014 3:03 pm
Adjusting market prices for commodities
I've been selling pelts to the market a few times now on my udemi character, and I've noticed that the prices don't do justice for the quality of the item that's being sold.
For example, here's a representation of what the current items listed in the shadgard public market
7. a raw terrible bear pelt: 22 riln ... (6 available)
8. a cleaned average bear pelt: 22 riln ... (8 available)
9. a cleaned fine bear pelt: 22 riln ... (7 available)
10. a cleaned average deer pelt: 15 riln ... (2 available)
11. a raw terrible wolf pelt: 22 riln ... (1 available)
12. a cleaned fine wolf pelt: 22 riln ... (3 available)
13. a cleaned average wolf pelt: 22 riln ... (1 available)
14. a cleaned exquisite wolf pelt: 24 riln ... (2 available)
15. a cleaned pristine wolf pelt: 24 riln ... (1 available)
If you'll notice, a terrible bear pelt, is worth the same as the clean average bear pelts, as well as the clean fine bear pelts, which are all 22 riln.
Now if you'll notice the wolf pelts, we have the same thing going on.
The price doesn't change for the wolf pelts till you get to the exquisite and the pristine clean pelts, which are both 24 riln.
I'd have to sell raw fine, exquisite, and pristine pelts to see if the prices stay the same.
Quality should play a role in the selling of a product, as well as whether something is raw, or clean.
A market is more likely to want more riln for a clean product, over a raw dirty product... and the market would just as likely want more riln the better the quality is (more for a poor than a terrible, more for an average over a poor, more for a pristine over a fine, etc).
Could a system be worked out to pay, as well as sell a product based on certain factors, like cleanliness or quality? This would benefit the seller, and the buyer. I'd gladly pay more for a higher quality item, because it would ensure that more than likely, my finished product would be in better condition and would last a lot longer than something of far poorer quality.
Blayton
I've been selling pelts to the market a few times now on my udemi character, and I've noticed that the prices don't do justice for the quality of the item that's being sold.
For example, here's a representation of what the current items listed in the shadgard public market
7. a raw terrible bear pelt: 22 riln ... (6 available)
8. a cleaned average bear pelt: 22 riln ... (8 available)
9. a cleaned fine bear pelt: 22 riln ... (7 available)
10. a cleaned average deer pelt: 15 riln ... (2 available)
11. a raw terrible wolf pelt: 22 riln ... (1 available)
12. a cleaned fine wolf pelt: 22 riln ... (3 available)
13. a cleaned average wolf pelt: 22 riln ... (1 available)
14. a cleaned exquisite wolf pelt: 24 riln ... (2 available)
15. a cleaned pristine wolf pelt: 24 riln ... (1 available)
If you'll notice, a terrible bear pelt, is worth the same as the clean average bear pelts, as well as the clean fine bear pelts, which are all 22 riln.
Now if you'll notice the wolf pelts, we have the same thing going on.
The price doesn't change for the wolf pelts till you get to the exquisite and the pristine clean pelts, which are both 24 riln.
I'd have to sell raw fine, exquisite, and pristine pelts to see if the prices stay the same.
Quality should play a role in the selling of a product, as well as whether something is raw, or clean.
A market is more likely to want more riln for a clean product, over a raw dirty product... and the market would just as likely want more riln the better the quality is (more for a poor than a terrible, more for an average over a poor, more for a pristine over a fine, etc).
Could a system be worked out to pay, as well as sell a product based on certain factors, like cleanliness or quality? This would benefit the seller, and the buyer. I'd gladly pay more for a higher quality item, because it would ensure that more than likely, my finished product would be in better condition and would last a lot longer than something of far poorer quality.
Blayton