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Re: New item price formula

Posted: Mon Apr 19, 2021 2:59 pm
by Zuji
Big support for Flashlight's, just unsure how to implement this because some people probably have 5m which would be worth considerably more in the new formula

Re: New item price formula

Posted: Mon Apr 19, 2021 4:00 pm
by Flashlight237
Zuji wrote:
Mon Apr 19, 2021 2:59 pm
Big support for Flashlight's, just unsure how to implement this because some people probably have 5m which would be worth considerably more in the new formula
Spawn rates were made slower, meaning less money would be earned. I would think the new formulas I've made would help balance things out.

Re: New item price formula

Posted: Mon Apr 19, 2021 6:07 pm
by Zuji
Agreed, big support

Re: New item price formula

Posted: Mon Apr 19, 2021 6:36 pm
by coolboynum1
bruh.support

Re: New item price formula

Posted: Mon Apr 26, 2021 2:51 am
by Zuji
bump cuz needed

Re: New item price formula

Posted: Mon Apr 26, 2021 10:10 am
by Flashlight237
Bumping up my formulas for visibility reasons:

Equipment Price: (5*defense^2.5+5*strength^2.5+5*magic^2.5+5*archery^2.5+5*artillery^2.5+(5*dexterity^2.5))*w

Dexterity=Whipmaster attack stat; w=warrior modifier (1 for other gear; 0.7 for warrior gear)

Weapon Price: 5*weapon power^2.5*h*r

h=handedness modifier (1 for one-handed weapons, 0.85 for flails and whips, 0.7 for two-handed weapons); r=rate of fire modifier (25/rate of fire)

Re: New item price formula

Posted: Mon Apr 26, 2021 1:56 pm
by Insomnia
Support

Re: New item price formula

Posted: Tue Apr 27, 2021 5:57 pm
by Savage0
Ya know, I just wanna be able to purchase new equipment without needing to farm for 48 hours/getting really lucky, but NNnnnNNNNooOOooOoo!
So support. (doubt ill be able to purchase anything anyways if this goes through .... im too lazy.)

Re: New item price formula

Posted: Tue Apr 27, 2021 6:45 pm
by GeraltOfRivia
I'm gonna go with simple example: if prices will be lowered by half, you will get half of current money from the drops, cash from mobs will remain the same( i guess so), so in total that won't be as effective as it sounds. I would rather stick with changing lvl req. for sets(make it higher), slightly increase of drop rate and make less amount of new sets for similar lvls( f.e. next one for lvl around 65, then around 85-90 etc.) and of course wait for new stronger mobs with a lot better drops. Also if you look at the economy we have two sides of it-some ppl say everything is too expensive, some say they don't know what to do with money. First group-c'mon don't expect you gonna be rich at low lvl, you wanna buy something-farm for it, don't be too lazy. As for second group-you can always buy emes, switch class etc.

Re: New item price formula

Posted: Tue Apr 27, 2021 7:15 pm
by Jakub34
GeraltOfRivia wrote:
Tue Apr 27, 2021 6:45 pm
I'm gonna go with simple example: if prices will be lowered by half, you will get half of current money from the drops, cash from mobs will remain the same( i guess so), so in total that won't be as effective as it sounds. I would rather stick with changing lvl req. for sets(make it higher), slightly increase of drop rate and make less amount of new sets for similar lvls( f.e. next one for lvl around 65, then around 85-90 etc.) and of course wait for new stronger mobs with a lot better drops. Also if you look at the economy we have two sides of it-some ppl say everything is too expensive, some say they don't know what to do with money. First group-c'mon don't expect you gonna be rich at low lvl, you wanna buy something-farm for it, don't be too lazy. As for second group-you can always buy emes, switch class etc.

The effects are a lot greater than you think they might be. You have to remember that that the formula grows exponentially, so the smaller the value, the smaller the change. Everything is not going to change at the same rate, as some will see a bigger drop, and some will see little to no drop.

Let's just use the current formula as defense^3 + strength^3 and compare it to a formula of say defense^2.5 + strength ^2.5. Our item that we are buying gives 100 defense and 20 strength, and the item that we are selling has 30 defense and 10 strength

Item Cost Current: 1,008,000
Item Cost New: 101,788

Ratio: ~9.90x decrease

Item Sell Current: 28,000 * 0.3 = 8400 (11,200 gunpoint)
Item sell New: 5,245 * 0.3 = 1574 (2098 gunpoint)

Ratio: ~5.33x decrease

So as you can see, the cost of the item nearly dropped by x10 the original amount, meanwhile the item we wanted to sell only decreased by x5.33 the original amount. If you divide the two, 9.90 / 5.33 then you will see that you need about x1.86 less of that item to afford the item you were trying to buy. Just to break that down, here is what it looks like. We will use gunpoint values.

1,008,000 / 11,200 = 90 items to afford the item
101,788 / 2,098 = 49 items to afford the item

90 / 49 = 1.83x less items needed

Also, as you said, the coins from enemies themselves will stay the same, which means you would be getting "more" per kill. If you're killing an enemy that gives 100 coins, then you would have to kill it 10080 times just to buy a piece of armor. With the price change, that value moves down to 1018, which is a MASSIVE difference.

As for the rest, yeah, there are some sets that are pretty cluttered. Makes no sense to have multiple sets for one area, especially when said area does not scale in difficulty that much.