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Old 07-04-2007, 07:15 AM   #4
Kylotan
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Join Date: Jun 2003
Location: Nottingham, UK
Home MUD: Abattoir (Smaug)
Home MUD: ex-Jellybean (Smaug)
Home MUD: ex-Dark Chambers (Merc)
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Re: Supply and Demand

What are you going to do about rapid price inflation in the main/busiest cities due to high demand - and the effect on the newbies who are stationed there by necessity and who can't travel half-way across the continent to find a better price?

I don't see the point of attempting this to be honest. Supply and demand are entirely arbitrary and depend on the context-dependent needs of the consumer and producer. Those needs are weighed against the worth of available resources. So you need to understand a player's needs (how important is a healing potion to the 'average' player? ) and their resources (how much gold do they have? or tradeable assets? or time?) I don't think you have anywhere near enough quantifiable data to generate any worthwhile predictions from it. Usually this works the other way around; you set up the system to increase prices for items in demand and vice versa, and then you can measure the curve by observing buyer behaviour.
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