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Post by PrincessJessi on Nov 26, 2019 9:16:27 GMT -6
either way.. getting the actual values for the fluctuation is the hard part.. essentially what I have ahead of me is.. fast forwarding the game and listing the extreme high and low for each commodity that will be affected by the market (not bales and stuff.. those things would typically be sold to other farmers and not to a market, we are talking about actual crops and products like wool and milk).. I would have to do this for all 3 difficulties and figure out the multiplier so a person who prefers to play on easy will still have that incentive to sell to a person who plays on hard.. essentially we would have a "standard" and a simple conversion for the various difficulties.. I would list the value for all 3 based on the current prices.. so every day I would be putting in the values for all the crops applicable on normal mode, and converting and listing the same value on easy and hard prices..
I hope you are able to follow what I am saying as I am not sure how clear im coming across
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Post by PrincessJessi on Nov 26, 2019 9:25:30 GMT -6
now we move into how to actually get the fluctuations.. each option has its own complexities but once we have a system in place, I don't think it would be too hard to work out.. for idea is I could use the real world fluctuations for these things BUT.. finding them listed in one nice place (im not chasing values all over the interwebs).. but IF I could find an easier way to track the real world market for the stuff we r selling, I could discard the actual values they use and simply use the market percentage gain or loss values.. for example, lets say the market value for beans went up 3.5%.. I could find a way to apply that to our in game prices by either plugging it straight into our numbers for the previous day or if that doesn't cause a good amount of fluctuation, we could use a multiplier so 3.5% change irl would represent say.. 7% for us.. this would allow us to have real world market based on real world values but using the fs economy system for the actual prices
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Post by PrincessJessi on Nov 26, 2019 9:42:28 GMT -6
maybe we are over thinking this.. I mean.. the only reason for doing this is so we can do contract work... y dont I just list my ingame price for applicable stuff each day and setup contracts based on that?
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Post by PrincessJessi on Nov 26, 2019 9:43:29 GMT -6
we could even call my prices "future" prices.. and then implement rules and stuff based on how contracts are handled irl like penalties for not completing said contract?
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Post by PrincessJessi on Nov 26, 2019 9:51:33 GMT -6
and what I could do is create market contracts based on what has good prices for the day.. if the prices are good then the demand is high and those should be the contracts?
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Post by PrincessJessi on Nov 26, 2019 9:53:38 GMT -6
furthermore, if I can figure out the actual multiplier for the difficulties, I can list the price per difficulty so someone playing on easy has as much incentive to accept the contract as someone playing on normal or hard
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Post by PrincessJessi on Nov 26, 2019 9:56:23 GMT -6
I guess no one likes this idea? it really does seem the most logical way to add a touch of realism to our contract work.. and you guys could create your own contracts based on those prices as well.. look at your in game prices as more of a "local" thing and the prices on here represent the global market value
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Post by PrincessJessi on Nov 26, 2019 9:57:40 GMT -6
you could even sell your stuff to the market on here based on the values.. so if the price is way sweeter on here than in your game, you could sell without needing to find a buyer?
throw me a bone guys.. im spit balling myself to death here lololol
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Post by PrincessJessi on Nov 26, 2019 9:58:33 GMT -6
the people likely to create contracts would be using production stuffs to use the crops to create other stuff to sell
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Post by PrincessJessi on Nov 26, 2019 10:18:17 GMT -6
looks like I officially killed this idea im sorry.. I was just trying to come up with something that's actually doable without it being a full time job
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Noraf
Senior Trader
Posts: 162
Preferred Brand: Zetor
Farm Location: Kleihau
Farm Size: Medium
Livestock: yes
Platform: pc
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Post by Noraf on Nov 26, 2019 10:22:32 GMT -6
Give me a few minutes to read through and digest, and I'll give my option again
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Post by OutlawFarms on Nov 26, 2019 11:22:46 GMT -6
i like the idea but i'll be on and off more than normally for the next 3 days so i wont be much of a contributor at this time.
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Post by PrincessJessi on Nov 26, 2019 11:26:51 GMT -6
ok thanks to some awesome help on giants forum, I have the multiplier values for the difficulties! the only question is.. do I push forward with my idea? I know its simpler than you guys wanted but its the only feasible way I can see to do this from my end at this point
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Noraf
Senior Trader
Posts: 162
Preferred Brand: Zetor
Farm Location: Kleihau
Farm Size: Medium
Livestock: yes
Platform: pc
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Post by Noraf on Nov 26, 2019 11:27:32 GMT -6
I think we might be overthinking it at the moment, yes. I'm not sure how we're going to get this working where it won't overload staff, and it needs to still be easy enough to be usable, playable and fun for us all.
I think we need to back up a little, and see if we can boil it down quite a bit in scope, start small scale
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Post by PrincessJessi on Nov 26, 2019 12:08:32 GMT -6
ok but what of the various difficulties? doing it this way may be a bit more complicated for me but it would open the door for people playing on various difficulties to do business with each other.. as it stands, if im playing on hard, im not going to buy beans at over 2x my market value from someone on easy.. and we cant very well force people to play on a certain difficulty.. so that kind of leaves us struck on the contracts and commodities idea.. y do you think I sell bales so cheap from the dealership? its hard to come up with a fair price for everyone involved without a common market value and appropriate difficulty multipliers
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Post by PrincessJessi on Nov 26, 2019 13:55:29 GMT -6
I am gonna go on a limb and say that people who would really struggle that much with using a calculator to multiply something by 1.666 or .555 probably aren't using this forum
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Post by OutlawFarms on Nov 26, 2019 14:46:27 GMT -6
i'm lost now
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Post by drmattymd on Nov 27, 2019 6:08:02 GMT -6
Im still with ya, just had a busy day yesterday and couldnt keep up.. lol
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Post by PrincessJessi on Dec 15, 2019 18:46:30 GMT -6
this idea isnt dead.. I think I might have something worked out
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Post by PrincessJessi on Dec 15, 2019 21:36:04 GMT -6
what do you guys think of this? I put a fair amount of work into this.. I will update it once a week (likely on the weekend).. I already have the prices documented for the next 5 weeks.. for the future, red means price drop and green means price goes up.. normal is my base.. the others are based on multipliers.. I used a shortened multiplier from what the game uses.. I only went 1 digit past the decimal where the game goes 5.. I did this for simplification for all those who wish to roleplay this.. if normal is x 1 then easy is x 1.6 and hard is x .5 I have some good ideas based on the feedback from all of you on how I want to use this for our roleplay but I just wanted to talk about this first.
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Post by tylercheesey on Dec 16, 2019 6:53:24 GMT -6
looks like I officially killed this idea im sorry.. I was just trying to come up with something that's actually doable without it being a full time job . No you didn't kill it, I like your ideas, maybe do a D&D roll of the dice type thing to give markets totally random fluctuations?? Just my opinion. I really like the idea but agree if it gets too complex it will simply become too much work for you. Correct me if I'm wrong but you started this for fun not for work and you do all this for free
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Post by PrincessJessi on Dec 16, 2019 7:02:12 GMT -6
no you are right.. but there is where my plan comes in.. ive got 5 weeks already listed on the same sheet, just below what I took the screenshot of.. once a week, I can simply move the previous week down and put the new week and future up (I am so behind the times.. I just learned last night that there is stuff like what I would find in MS Word on google as apps.. I am on cloud nine right now trying to figure out neat ways to make this work for me on here)
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Post by PrincessJessi on Dec 16, 2019 7:13:30 GMT -6
one of the best things about this system is.. If I get under a time crunch and cant actually fire up the game and use the actual prices for the week, me or my wife can always just plug in numbers to get through the week..
one thing the market will serve for is setting up contracts for crops and what have you.. the other thing will be a quota for crops.. we will have a market cap for each one.. once we hit that cap, the market for that particular good will crash for the week.. I was thinking a million for most crops but idk if that will be high enough as I know we have at least a few large scale farmers who might be selling hundreds of thousands of liters at once..
Also, idk if wool or cotton or even milk should be involved in this.. irl they go to their own markets, not related to a crop market (I think).. so I would love to hear what you all think of this part as well?
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