It would be nice if the price of an item in a shop changed dynamically with the amount of the item left, kind of like-
-startingPrice = A fixed (fixed separately for each item, that is) price which is generated at the start of the universe. This would vary from region to region. This is ALSO displayed in the shop menu interface as the "standard price" of that item.
-currentStock = the amount of that specific item available in the shop.
-standardStock = a universal standard number which is different for every item. Its the amount of a specific item at which the price of the item is equal to the startingPrice.
-changeFactor is a number slightly greater than 1.
This would mean that the price of an item would start increasing as its stock decreases, and the price would start dropping as the item stocks increase to an excess.
Q)Isn't startingPrice basically the prices that current release-build shops show?
Well, yes it is.
Q)How will bulk buying and selling work?
Bulk buying will have the same price as buying those many of that item one at a time, with the "price" (i.e, newPrice) being different per single of that item.
Q)Will selling price always be equal to buying price (newPrice) of all items?
Yes. Selling price will increase/decrease along with buying price.
What this will do:
1) Totally buying out an item will become very hard.
2)Will instigate exploration because players will search for shops with better prices.
3)Will make extreme bulk selling less profitable. (As it should be.)
4)Will remove perpetual trading, where a player can earn a fortune simply by completely buying out the items which have a slightly lower price at shop A and selling them to shop B, and do the same thing for every single item. (*here, I refer to a setting in the current game which allows small variations in the price of items across shops.)
5)Will make the shop systems a little more interesting and dynamic.
Thoughts?
-newPrice = price that is displayed in the shop menu and which is the price at which a single block of that item can be bought/sold for at that instant.newPrice = startingPrice * ( changeFactor ^ (standardStock - currentStock) )
-startingPrice = A fixed (fixed separately for each item, that is) price which is generated at the start of the universe. This would vary from region to region. This is ALSO displayed in the shop menu interface as the "standard price" of that item.
-currentStock = the amount of that specific item available in the shop.
-standardStock = a universal standard number which is different for every item. Its the amount of a specific item at which the price of the item is equal to the startingPrice.
-changeFactor is a number slightly greater than 1.
This would mean that the price of an item would start increasing as its stock decreases, and the price would start dropping as the item stocks increase to an excess.
Q)Isn't startingPrice basically the prices that current release-build shops show?
Well, yes it is.
Q)How will bulk buying and selling work?
Bulk buying will have the same price as buying those many of that item one at a time, with the "price" (i.e, newPrice) being different per single of that item.
Q)Will selling price always be equal to buying price (newPrice) of all items?
Yes. Selling price will increase/decrease along with buying price.
What this will do:
1) Totally buying out an item will become very hard.
2)Will instigate exploration because players will search for shops with better prices.
3)Will make extreme bulk selling less profitable. (As it should be.)
4)Will remove perpetual trading, where a player can earn a fortune simply by completely buying out the items which have a slightly lower price at shop A and selling them to shop B, and do the same thing for every single item. (*here, I refer to a setting in the current game which allows small variations in the price of items across shops.)
5)Will make the shop systems a little more interesting and dynamic.
Thoughts?
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