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Dyanmic Economy


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alongub
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Old 02-18-2013 , 15:26   Re: Dyanmic Economy
Reply With Quote #11

Quote:
Originally Posted by Arrow768 View Post
I made a little PDF with the two options and some graphs how the function looks like
Its attached below
Nice. but since we also have one-time items, we shouldn't base the algorithm on equipt-now or equipt-max.
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alongub
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Old 02-18-2013 , 15:27   Re: Dyanmic Economy
Reply With Quote #12

Quote:
Originally Posted by zloykif View Post
in my mind, global ofcourse because players not need more than 1, if items no have expire time
If we go for your solution, I think we should implement those two options and let server owners choose (global or player basis, refill or not, refill time).
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Arrow768
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Old 02-18-2013 , 15:33   Re: Dyanmic Economy
Reply With Quote #13

Quote:
Originally Posted by zloykif View Post
this is not dynamic prices but close.
Its a nice idea, but its missing the dynamics, if you have 500 items in the database, how often do you think the item amount in stock is reduced to 0 ?

With some improvements it can be a good idea


I made a little PDF with two options I have found and some graphs how the function looks like.
Its attached below

This might be improved by using y^x functions. (They would increase the change in the middle)

equipt_max --> maximum times a item can be equipt
bought_max --> maximum times a item can be bought
->This two vars can be either get from the current people on the server or by all people in the database
->The effect is bigger when using the people that are connected to the server
max_price --> the maximum price of the item
min_price --> the min price of the item

It could be futher improved by
  • Using y^x functions (it would make the change on the ends more realistic)
  • adding a random number that is generated every day
  • by implementing for example the Dow Jones
  • adding the serverload

I love the idea of implementing the Dow Jones, because it would add some "real-world-effect" to it.
It might require a lot of coding (when doing it entirely in SourcePawn) but It could also be web based (For example the WebPanel could get the data every 10 min and write it to the database)

Maybe it is possible to create a json file for it, where the user is able to choose from avilable variables and enter the effect the variable should have

For Example
Code:
player_equipt_server_rate => 0,5
player_equipt_global_rate => 0,2
dow_index => 0,2
player_bought_server_rate => 1,0
player_bought_gloabal_rate => 0,7
this would generate something like this:

$current_price = $price + 0,5*$player_equipt_server_rate + 0,2*$player_equipt_global_rate ...
if ($current_price > $max_price) => $current_price = $max_price
if ($current_price < $min_price) => $current_price = $min_price
Attached Files
File Type: pdf Function.pdf (89.5 KB, 74 views)
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zloykif
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Join Date: May 2010
Old 02-18-2013 , 15:53   Re: Dyanmic Economy
Reply With Quote #14

Quote:
if you have 500 items in the database, how often do you think the item amount in stock is reduced to 0 ?
500 items, what you mean? for example
hat1 1amount
hat2 1amount
_____
player buy item
hat1 0amount start timer, after 48h +1(or more)amount
hat2 1amount unchanged

btw if player refund, amount of this item in shop +1 (optional, turn off for more deficit =D)
also in description we can add supply timer for every item, or global timer, once per 48h all items with amount 0 got supply

main idea, if amounts items 0, traders can sell items with price higher then shop price, and if item not popular players can sell lower then shop
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Last edited by zloykif; 02-18-2013 at 16:08.
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vodka00
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Join Date: Jun 2012
Location: Los Angeles
Old 02-18-2013 , 16:16   Re: Dyanmic Economy
Reply With Quote #15

Damn, I knew I should have taken a few economy classes in school.
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Arrow768
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Join Date: Nov 2011
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Old 02-18-2013 , 16:26   Re: Dyanmic Economy
Reply With Quote #16

Quote:
Originally Posted by zloykif View Post
500 items, what you mean?
Hat Green
Hat Orange
Hat ...
= 3 Items

If there are 10 pieces of every item in stock, it would take ages until they are bought to 0
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zloykif
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Join Date: May 2010
Old 02-18-2013 , 16:40   Re: Dyanmic Economy
Reply With Quote #17

1 item in stock by default, problem solved) and supply only if 0 items in stock
if you mean, you have 500 items and shop never be empty, this is true ofcourse. If all gonna play with different items, why not? But on practice, there popular items and not so popular, popular items will be hard to buy in shop and here market helps
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Last edited by zloykif; 02-18-2013 at 16:45.
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shadowdragon
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Join Date: Dec 2012
Old 03-23-2013 , 08:27   Re: Dyanmic Economy
Reply With Quote #18

this has a little of economy not quite what your talking about but maybe a ebay type of system so players can add there item to some S-Trade page or something and all items are displayed there and players can enter there own amount of what the item cost with chat then when someone buys it there money gets sent to them. as you already have a gift part for credits i don't imagine this would be that hard to do.
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