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  1. Dev Blog 25/04/19

    darksoulshin 说:
    an ADVISE regarding the levitation of the price of the goods purchased:
    phase 1:
    single purchase: The price could be blocked at the value in which it is found by the merchant until the end of the day in which it is bought (100).
    purchase in blocks: Moreover, if one takes the same object in blocks, therefore starting from a certain number fixed by the merchant, the price, from constant and fixed, starts to decrease with a downward trend up to a minimum threshold always fixed by the merchant (maybe 80% of the base price with a matematic function.)
    100 (for 1 weapon) -> 95 (for 2-3) -> 90 (for 4-6) -> ....--> 100 * (%) (for N-1, N)
    let's keep aside the same price increase already present in bannerlord, because nothing has to go to waste, so we'll use it for phase 2.
    phase 2:
    at the end of the day the purchased good is put on sale starting from the maximum value that would have been reached with the bannerlord variable price system in real time (100 -> 106 -> 113 we suppose).
    In addition to the maximum price (113 we suppose) there is an increase in this base price equal to the% discount that they did last time.
    so let's suppose that last time they gave us a 20% discount.
    the price would be:
    113 * (1 + 20/100) = 135.6, which is approximate 136

    maybe 20% off is a lot, because the risk of a merchant would be to sell a little immediately but a lot and not sell in the future because the prices go up too much.

    In this regard, if the economic system over time does not dispose the merchant of this good, a formula can be adopted that shows the price of the good at 113, without the 20% increase,after a certain time.

    for example:

    formula for decreasing the price increase:
    F (t) = 1 / e ^ (t / (G-t))
    G: maximum days for which the surcharge is greater than 0.
    t: time (in days)

    when G-t -> 0, 1 / (G-t) -> infinity and F (t) -> 0

    With 0 <= t <= G

    in general:

    if P is the price of the weapon and 136 with a 20% increase, you have:

    P * (1+ (X / 100) * F (t))
    with P = 113, X = 20 and t = 0 we have the maximum price at the end of the day of the first transaction, ie 136.

    if we set G at 10 days, the price is reduced over time up to 113 on the tenth day.
    This without having taken into account the variation in the price of the weapon due to the basic system (ie the variation of P from 100 to 113 and vice versa).

    if you want a softer descent than the percentage increase you can replace F (t) with
    F (d) = 1 / log (e + (d / G-d))
    with 0<=d<=G
    in short, the mathematical functions to do this are not lacking, it is enough to choose the one that is considered most suitable for the purpose.

    if the variation P is taken into account through the basic price increase system, then the prices will vary even more, but only at the beginning of the day after the transaction.

    Good advice too.

    But in this forum to much people think there will be many shops. devs don't just explain rise of prices like if there are many shops it's a metaphor. they just explain to us that system of buying will not change. it's sad.
    When I was a merchant in Warband and I bought few stacks of iron for example, price became twice higher after 5 irons. It's not realistic and so frustrating because no benefice in fine.
  2. Dev Blog 25/04/19

    Roccoflipside 说:
    zyad137 说:
    okay nice blog  i still do not like the fact that price instantly go higher as soon as you purchase let's say a blacksmith has 3 of the same sword i want to buy all the three swords for me and my two companions why do i have to pay a different price for each one? why don't i take the three swords for 250 denars instead of 300?  at least if you gonna keep it do not say it's realistic because it isn't.


    I agree with you, but the way Callum explained it does kind of make sense. Rather than being at one blacksmith's shop, you've gone to all three blacksmiths in the town and commissioned a sword from each one, as obviously three people working on their own project will yield better results than one man working on three. Since you've visited three different shops with three different owners, they all charge a different price for the work (which is realistic). All of this is abstracted into one screen, as having to go to three different shops in character could get tedious.

    All that being said, now that they've explained it this way I almost feel that this has to be part of the game. For example, you go to the weapon trader screen and get the usual screen, but each item has a number, how many units of that item are for sale from that particular shop. Two arming swords, same stats, for sale from two different shops at two different quantities, say shop 1 has 20 for sale at 100 denars apiece, while shop 2 has 5 for sale at 125 apiece. You could then buy 5 swords from shop 1 at one time, paying the 100 denar price. However, as soon as the transaction occurs, the price change happens, which could cause shop 1's price to then exceed shop 2, meaning if you then wanted to buy one more sword you would want to go to that one.

    But that's just me being nitpicky I think

    Why not simply make sure that prices do not change live as long as you are on the commercial exchange window and the price upgrade could be done only when you leave the merchant ? It would be a lot more logical and realistic and less frustrating while being I do not think it's too hard to implement
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