Pseudo code for Minimum item value
For each (last (top level) ingredient used to craft it):
final price for item += Average sale price of previous item * quanity
End
that's how you could figure out the min value of the upper level item (like a simple cron meal)
For max price you would determine the max price instead of the ingredients used. THIS IS SIMPLE
Since every item would chain upwards, that would mean that it would automatically adjust.
Agree! The "next level" item's price can't remain the same when "inflation" is adjusted by the game to the "first level"!
Inflation follows ALL the prices, up to the top!
Simple Economy, we dont have to be Master in Economics to understand this.....even kindergarden kids can understand this...
Pseudo code for Minimum item value
For each (last (top level) ingredient used to craft it):
final price for item += Average sale price of previous item * quanity
End
that's how you could figure out the min value of the upper level item (like a simple cron meal)
For max price you would determine the max price instead of the ingredients used. THIS IS SIMPLE
Since every item would chain upwards, that would mean that it would automatically adjust.
I suggested them years ago that they should use the materials price limits for crafted items, but nah PA don't care.
Made some typos in my previous post and fixed it. Glad you guys understood what I was getting at despite that.
Max price = max price of previous ingredients in chain
Average price = average price of previous ingredients in chain
Min price = min price of previous ingredients in chain
If no ingredient exists for previous item, then utilize base ingredient set prices. ie: Silver ore, copper ore, logs etc...
Scaling is so easy when it's done this way. I admit, I'm not an economics major but I'm pretty darn sure that this is far, far better than what we have today. Someone with an economics major could team up with a A.I. expert to figure a even better algorithm and juice out those CPU cycles but sometimes it's better to just use the KISS rule (Keep It Simple Stupid).
There is one more problem that you are forgetting: same material can be used to make different end products.
One will be more expensive, the other will be cheaper, and the third will cost more than the cost of the materials. So final product must be much more expensive to make sense of their production.
Crafting is profitable in every mmo, but not in BDO. In BDO eg. whale oil cost more then perfume from whale oil. Also product like perfume don't have proc multipler. Obviously, a multiplier is a profit, but not having a multiplier is a loss. But in my opinion, multiplier is a reward for the fact that we have a sufficiently high level of life skill and cannot be counted as profit.
This is the main reason why I gave up alchemy and the production of high-lvl elixirs. Cost of production versus profit. Too much, for example, oils without a multiplier and we lose profit because of the trace and fruits price.
^ That's true, I forgot some recipes can use different base ingredients so it can get a bit more complicated. Special grade items tend to use less for the end but cost more. The end product could ignore special items for the pricing. For those items that don't require special items but use let's say either deer meat or boar meat, then it gets more interesting. Should boar meat be valued the same as deer? Should they both be combined and averaged? I say they should both be valued the same but whichever is worth more (at the moment) will be considered for the final product. If deer meat is 15,500 and boar meat is selling for 14,900 then the ingredient cost will be 15,500.
Profit multiplier based on mastery level is important for motivation but it needs to be at least to a degree where you don't have to be a Master 3 at cooking for you to make a profit. You should be able to make profit at apprentice 1, you will just make more profit at master 3 or guru 10. Being told to sell your milk because that makes more profit unless you're a Guru 1 or something is pretty demotivating and should NEVER happen.
I'm a bit too tired to think whether or not the scale system would function perfectly with the mastery level or not. It might, but I don't think it needs to be overly complex. They just have to set the raw material prices to something reasonable and let the market take care of the rest if they permit scaling.
I have been watching eggs and milk prices heading lower, it's gonna take some time to reach prices "acceptable" by the players...
With Mastery Guru 27 and I see only 50 recipes with profitable returns and 84 with negative!
This is crazy, they have to do something with the prices, its really discouraging to spend time for cooking this way.
I just stoped cooking everything related with those ingredients, you cant have 134 recipes and only 50 profitable!