Pricing.
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25 / M
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Posted 8/10/08 , edited 8/10/08
= \ this is just a moderator reaching out to the community about something that concerns them.

I don't use crunchyland a lot xD I don't have the time. But I do get a lot of reports about items being "over" or "under" priced. I don't know how to handle these a lot of the time due to my lack of experience with crunchyland. What I would like to do is create an objective system of pricing, based on the stats of the items.

So far I haven't been able to find a formula or table system that scales well with level for figuring it all out (If there is something out there for this, I'll lock this).

That's where you guys come in. With usermade designs, what kind of systems can you think of for pricing? Formula, table, excel sheet or whatever. Show me what you got.
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24 / F / Soul Society
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Posted 8/11/08
1st - You should make all the characters balanced >price<>skill<>*Monster skill *> EX: I see a lot of people are dying by monster very rapidly....and some week monsters are week =(
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74 / F
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Posted 8/11/08
a base price should be set for each level of weapon.
the pricing range between levels should be wide enough to accomodate increments or deductions to base price based on following:

each 1 attribute or 2 percentage of item stats for

physical or elemental attack / defense

+ 150 gold for positive value
- 150 gold for negative value

strength & magic bonus

+ 100 gold for positive value
- 100 gold for negative value

vitality bonus

+ 200 gold for positive value
- 200 gold for negative value

hp bonus
+ 50 gold for positive value
- 50 gold for negative value

mana bonus
+ 20 gold for positive value
- 20 gold for negative value


figures given are just examples & can be improved on & it's a simple concept i know.
and oh maybe make the resell price a constant 20% of purchase price for all equippable items,
'cept those with limited uses such as potion, those can be just 5%.
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18 / F / Edmonton, Canada
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Posted 8/11/08

zadesu wrote:

a base price should be set for each level of weapon.
the pricing range between levels should be wide enough to accomodate increments or deductions to base price based on following:

each 1 attribute or 2 percentage of item stats for

physical or elemental attack / defense

+ 150 gold for positive value
- 150 gold for negative value

strength & magic bonus

+ 100 gold for positive value
- 100 gold for negative value

vitality bonus

+ 200 gold for positive value
- 200 gold for negative value

hp bonus
+ 50 gold for positive value
- 50 gold for negative value

mana bonus
+ 20 gold for positive value
- 20 gold for negative value


figures given are just examples & can be improved on & it's a simple concept i know.
and oh maybe make the resell price a constant 20% of purchase price for all equippable items,
'cept those with limited uses such as potion, those can be just 5%.

huh. wat???
4833 cr points
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24 / F / Soul Society
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Posted 8/11/08 , edited 8/11/08

zadesu wrote:

a base price should be set for each level of weapon.
the pricing range between levels should be wide enough to accomodate increments or deductions to base price based on following:

each 1 attribute or 2 percentage of item stats for

physical or elemental attack / defense

+ 150 gold for positive value
- 150 gold for negative value

strength & magic bonus

+ 100 gold for positive value
- 100 gold for negative value

vitality bonus

+ 200 gold for positive value
- 200 gold for negative value

hp bonus
+ 50 gold for positive value
- 50 gold for negative value

mana bonus
+ 20 gold for positive value
- 20 gold for negative value


figures given are just examples & can be improved on & it's a simple concept i know.
and oh maybe make the resell price a constant 20% of purchase price for all equippable items,
'cept those with limited uses such as potion, those can be just 5%.


I like that i love games getting harder =D
5461 cr points
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113 / F / somewhere over th...
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Posted 8/11/08

zadesu wrote:

a base price should be set for each level of weapon.
the pricing range between levels should be wide enough to accomodate increments or deductions to base price based on following:

each 1 attribute or 2 percentage of item stats for

physical or elemental attack / defense

+ 150 gold for positive value
- 150 gold for negative value

strength & magic bonus

+ 100 gold for positive value
- 100 gold for negative value

vitality bonus

+ 200 gold for positive value
- 200 gold for negative value

hp bonus
+ 50 gold for positive value
- 50 gold for negative value

mana bonus
+ 20 gold for positive value
- 20 gold for negative value


figures given are just examples & can be improved on & it's a simple concept i know.
and oh maybe make the resell price a constant 20% of purchase price for all equippable items,
'cept those with limited uses such as potion, those can be just 5%.


.. I think that's too complicated, no offense.

But I agree, items seem to be overpriced and underpriced...
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24 / M / Los Angeles
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Posted 8/12/08

Jorlwind wrote:

= \ this is just a moderator reaching out to the community about something that concerns them.

I don't use crunchyland a lot xD I don't have the time. But I do get a lot of reports about items being "over" or "under" priced. I don't know how to handle these a lot of the time due to my lack of experience with crunchyland. What I would like to do is create an objective system of pricing, based on the stats of the items.

So far I haven't been able to find a formula or table system that scales well with level for figuring it all out (If there is something out there for this, I'll lock this).

That's where you guys come in. With usermade designs, what kind of systems can you think of for pricing? Formula, table, excel sheet or whatever. Show me what you got.


I say we have it like this

something like Damage + Defense + Level = amount


so the price of items would be like



Damage10+Fire Damage10+Water Damage10+Defense10+Level 10= 50
cost would be like 5000, so the better the weapon the more it costs
This would also be easier than repricing items one by one cause you could just say something like price=Dmg+FDmg+WDmg+def+Lvlx1000
Unless its level 10 or lower it would be x100 instead


like a multiplier so it would be automatic

it could be cool to cause it could show you the price when you enter in your item stats like a little javascript on the bottom saying how much it would cost.


I think how much damage an item does should be done by a multiplier by damage also




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