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Dyanmic Economy


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alongub
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Join Date: Aug 2009
Location: Israel
Old 02-18-2013 , 14:06   Dyanmic Economy
Reply With Quote #1

With the introduction of trading in the next major version, there is one topic that needs to be discussed first - dynamic economy. Right now, prices in the shop are completely static. They never change, unless the admin changes them. The "beautiful" thing in trading and free market is that people always try to sell items for higher prices and buy items for lower prices. This shifts the economy and makes it alive. If prices in the shop are static, this wouldn't ever happen.

That's why we need to think of an alternative, a more dynamic economy for the Store. It is based on one principal: prices in the shop should always change. But according to what? According to their popularity, according to their approximate trading value - I don't know. That's why I created this discussion.

I'd love to get your ideas on this, and eventually develop some kind of a formula or an algorithm for calculating an item's price on the new economy.
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Last edited by alongub; 02-18-2013 at 14:07.
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serpentine
I don't have a problem
Join Date: Feb 2011
Location: Madison, WI
Old 02-18-2013 , 14:34   Re: Dyanmic Economy
Reply With Quote #2

Maybe according to the average price people are trading a particular item for.
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Morell
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Join Date: Jun 2010
Location: World
Old 02-18-2013 , 14:36   Re: Dyanmic Economy
Reply With Quote #3

Depend to demand of the item? More demand, more expensive. That way the people can sell at lower prices.

Last edited by Morell; 02-18-2013 at 14:38.
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Arrow768
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Join Date: Nov 2011
Location: Austria
Old 02-18-2013 , 14:38   Re: Dyanmic Economy
Reply With Quote #4

I would like a popularity based price, this would prevent that too many users have got the same item and make it boring.

$number_equipt --> Number of Players that have the item equipt
$number_max --> The maximum Players that can have the item (players in the store db)
$max_price --> The maximum Price of the item
$min_price --> The minimum Price of the Items

$current_price = $min_price + (($max_price - $min_price)/$number_max) * $number_equipt

This is just a linear function: "y = d + (dy/dx) * x" (d = delta)

I like this solution because its very simple and can still have a big effect

Going to create a more complex calculation and accurate calculation
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Last edited by Arrow768; 02-18-2013 at 14:55.
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alongub
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Join Date: Aug 2009
Location: Israel
Old 02-18-2013 , 14:44   Re: Dyanmic Economy
Reply With Quote #5

Quote:
Originally Posted by Morell View Post
Depend to demand of the item?
But how do you calculate an item's demand?

One idea that I've had is to represent an item's demand as its popularity over time (which is a function). Then, if you compare two items' popularity(time) functions, if item A's popularity(time) is more sloppy than item B's popularity(time), then item A has higher demand than item B.

But how would that help you to calculate the price? Remember, we're dealing with numbers here, so knowing if a demand is "high" or "low" compared to another isn't enough.
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Last edited by alongub; 02-18-2013 at 14:49.
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alongub
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Location: Israel
Old 02-18-2013 , 14:47   Re: Dyanmic Economy
Reply With Quote #6

Quote:
Originally Posted by Arrow768 View Post
I would like a popularity based price, this would prevent that too many users have got the same item and make it boring.

$number_equipt --> Number of Players that have the item equipt
$number_max --> The maximum Players that can have the item (players in the store db)
$max_price --> The maximum Price of the item
$min_price --> The minimum Price of the Items

$current_price = $min_price + (($max_price - $min_price)/$number_max) * $number_equipt

This is just a simple trigonometry: "y = d + (dy/dx) * x" (d = delta)

I like this solution because its very simple and can still have a big effect

Going to create a more complex calculation and accurate calculation
This is a nice solution, the problem is that it isn't affected by trading at all, only by shop.
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zloykif
Member
Join Date: May 2010
Old 02-18-2013 , 14:51   Re: Dyanmic Economy
Reply With Quote #7

variant:
this is not dynamic prices but close.
Every item have static price in shop, but have amount, if players bought all and amount = 0, new supply will be after 48h for example. But players can trade, and sell items on black market, with high or low prices
sorry for bad english
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alongub
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Join Date: Aug 2009
Location: Israel
Old 02-18-2013 , 14:58   Re: Dyanmic Economy
Reply With Quote #8

Quote:
Originally Posted by zloykif View Post
variant:
this is not dynamic prices but close.
Every item have static price in shop, but have amount, if players bought all and amount = 0, new supply will be after 48h for example. But players can trade, and sell items on black market, with high or low prices
sorry for bad english
This is a really good idea, and much simpler than implementing a dynamic economy.

Is the amount of items global or per player?
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Last edited by alongub; 02-18-2013 at 15:02.
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Arrow768
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Join Date: Nov 2011
Location: Austria
Old 02-18-2013 , 15:13   Re: Dyanmic Economy
Reply With Quote #9

I made a little PDF with the two options and some graphs how the function looks like
Its attached below
Attached Files
File Type: pdf Function.pdf (89.5 KB, 129 views)
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zloykif
Member
Join Date: May 2010
Old 02-18-2013 , 15:16   Re: Dyanmic Economy
Reply With Quote #10

Quote:
Is the amount of items global or per player?
in my mind, global ofcourse because players not need more than 1, if items no have expire time
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Last edited by zloykif; 02-18-2013 at 15:20.
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