Community Project - Economy Worksheet

Discussion in 'Crafting & Gathering' started by enderandrew, Aug 3, 2015.

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  1. enderandrew

    enderandrew Legend of the Hearth

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    I'm at work so the starting example values I put in here are probably wrong, but it is a proof of concept that people can put in with correct values.

    I'm asking the SotA community to enter in the values of raw and crafted goods. For any crafted good, the formula I'm using for the minimum value it should have is the value of the combined components plus 10%.

    For example, an Animal Hide has a value of 10, and a Curing Salt has a value of 2. The recipe calls for 4 Animal Hides and 1 Curing Salt, but produces 2 Leather. So an individual piece of Leather uses 2 Animal Hides and half of a Curing Salt. It should be =((10*2)+(2/2))*1.1

    With the sheet the formula can link to the values of the other items, so as each item is updated it will affect everything else. So now you can put in the expected value of a Yard of Leather since we have an expected value of a single piece of Leather. From that we can find the expected minimum values for a Leather Helm of Dodge, and so on and so forth.

    For this document the value is what you see in your inventory. Vendors will pay fluctuating amounts based on how many they have in stock, etc.

    https://docs.google.com/spreadsheets/d/1Y7W8KZarVJmQVXGi3Ae_YS1TTZUkYNqbSy2a11qnoYA/edit?usp=sharing

    Edit: BTW, you can't sort the data because it breaks the formulas and references. Please just put in entries in alphabetical order manually or I'll sort it manually later. But I've got a decent start of a proof of concept to show where we need adjustments on crafting and base values.
     
    Last edited: Aug 4, 2015
  2. Kara Brae

    Kara Brae Avatar

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    Sounds like fun, as a POC certainly interesting.
     
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  3. enderandrew

    enderandrew Legend of the Hearth

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    If only I could:

    select
    item_name
    ,value​
    from
    sota_items​
    where
    item_type in ('Gathered Resource', 'Crafted Item')​
    order by
    item_name​
     
  4. Katrina Bekers

    Katrina Bekers Localization Team

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    Very nice initiative.

    But... With dynamic buy/sell prices, it could be a very difficult effort, to get it right...
     
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  5. Sindariya

    Sindariya Avatar

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    I'm wondering where you get th e+10%? Is the minimum value for the player market? Because stated more than once that refined products are less or similar worth as their components.
     
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  6. Roper Docholiday

    Roper Docholiday Avatar

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    i have borrowed the document i like the concept behind the idea, certain game values are wrong. however i think we can clean this process up a lot. by no means do i want to take up this project or take over just think i can clean the way we look at the problem. we should limit the initial look to the values of the items that are put into something to set the standard value. also if one has paid attention the weight values are wrong as well and not consistent. for an example when you take 4 items reduce it to 1 their should be a weight reduction.
     
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  7. enderandrew

    enderandrew Legend of the Hearth

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    What game values are wrong?

    The left column should all be correct values of what you see for value in your inventory.

    Everyone is welcome to contribute data as they see fit.
    I'm only focusing on the "base" value you see in your inventory. Dynamic pricing all is based off that initial value to begin with.
    The 10% is just me saying that if someone is a skilled crafter they could be adding value through the crafting process itself. If you're not adding at least 10% of value with successful crafting, then what is the point?
     
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  8. Katrina Bekers

    Katrina Bekers Localization Team

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    Makes sense. I stand corrected.
     
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  9. Sindariya

    Sindariya Avatar

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    So you only try to get values for the player market, not the real prices ingame.
     
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  10. Roper Docholiday

    Roper Docholiday Avatar

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    let me reprharse i think the sheet could be cleaned up and more user friendly where i dont agree everything crafted shoudl gain 10 percent but i do belive it should at least make money. some things take longer to make and some things u make cause u need alot of something those things should not get high gold reward
     
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  11. enderandrew

    enderandrew Legend of the Hearth

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    Two players can agree on any price and that can fluctuate wildly, but this can give you an idea of how much it is costing you to craft the item, and thusly the price shouldn't dip below that.
     
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  12. enderandrew

    enderandrew Legend of the Hearth

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    Bump for great justice!
     
  13. Winfield

    Winfield Legend of the Hearth

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    Can this all be done in an online data base with a user interface?

    • Recipe Interface
      • Enter refined or produced item name
      • Select components and their quantities (gathered / refined items)
      • (( this becomes a recipe database at this point ))
      • (( would also like this to work backwards ... select a produced item, set a quantity, have it list the ingredients with quantities ))
      • (( perhaps enter several items to be created, like 2 tables, 15 chairs, 20 plates, and then have it list a bill of ingredients needed ))
    • Raw Value Interface
      • Select component
      • Enter value
      • (( this becomes a commodities price survey at this point ))
    • Goods Price Calculator
      • Select item
      • Calculates the value of the item based on Raw Values and Recipe
      • (( perhaps leave out labor cost factor, e.g., 10% and let use decide that manually ))
      • (( perhaps add a profit factor, e.g., 25% to help the user see what profit can be made beyond raw materials' cost ))
    Any programmers out there have ideas? Easy, hard, etc.?

    It seems the database schema could consist of two lists.
    • ItemList -- enter all items -- gathered, refined, produced
      • ItemName [text field]
      • HowObtained [choice field : gathered, refined, produced, purchased]
      • ItemType [choice field: agriculture, field dressing, fishing, foraging, forestry, mining, butchery, milling, smelting, tanning, textiles, alchemy, blacksmithing, carpentry, cooking, tailoring]
      • Cost [number] (( if gathered or purchased, put in the cost it would be in NPC vendor I guess. If refined or produced, don't enter a cost as that is calculated by processing the RecipeList ))
    • RecipeList
      • ItemName [Lookup to ItemList:ItemName]
      • IngredientName [Lookup to ItemList:ItemName]
      • IngredientQuantity [number field]
      • (( ItemList:ItemName to RecipeList:ItemName is a One to Many relationship -- add a new entry into RecipeList for each ingredient needed -- then filter the list to get the Recipe of items needed to make the ItemList:ItemName ))
    Calculations would be done in JavaScript on the client using data arrays and loops. jQuery can help to make visualizations, tables, charts, etc.

    Ideas?
     
  14. enderandrew

    enderandrew Legend of the Hearth

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    I would *love* to see this.
     
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  15. Sara Dreygon

    Sara Dreygon Avatar

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    Still a great idea enderandrew! Especially when R23 hits and "hopefully" includes a huge influx of new recipes from the framework that Jeff Mills has been working on.

    While this won't be perfect, it'll be a great resource to use for trades.
     
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  16. caioketo2

    caioketo2 Avatar

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    Great idea, as a developer, I think I could build some sort of database/interface for it.
    But not really sure about time I need for it, but I could start something..
     
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  17. caioketo2

    caioketo2 Avatar

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    I started using parse.com as it would be a lot faster to develop it, already created the database classes..
    If there is any other developer willing to help ask me and I add in the parse project.
    Here is the link for now: http://sotarecipes.parseapp.com/

    EDIT:
    As I'm not too good in web design, if there is someone wants to help building the interface with or without jquery, it would help a lot =D
     
    Last edited: Oct 22, 2015
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  18. enderandrew

    enderandrew Legend of the Hearth

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    I wanted this to both be a resource for players, but also the devs. We need to call out areas where you currently lose tons of money by crafting items because the crafted goods have less value than the base resources. Meanwhile a handful of items (like Bark Bread) are extremely profitable.

    I think the devs need to change base values on many of these items.
     
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  19. Violation Clauth

    Violation Clauth Avatar

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    An online database of the items already exists within sotawiki. Recipes and values of items is there as well... maybe just query the wiki? ;)
     
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  20. Dorham Isycle

    Dorham Isycle Avatar

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    Those values in the wiki are wrong, only the recipes are right. The values change far too much for that to stay current.

    My next spreadsheet should have the correct values & does exactly what this is trying to do. All items with correct values & what NPC will pay for finished product also displayed profit amount.
     
    Last edited: Oct 22, 2015
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