#Auction House sale prices/events

1 messages · Page 1 of 1 (latest)

tropic otter
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Not sure if this is really a "bug", but is there a particular threshold that allows items to be sold in the Auction House, vs never getting sold?

With all the prices being the same (a previous suggestion about that), it seems like a multiplier on the item value/price. When I listed an item "below" the price other sims were charging for the same thing, it sold. When listing at or above, they seem to sit for a while.

This makes it feel like there's a magic number to trigger a sale happening - unique to each items value. To me that means having to click through all the vendors to research item prices, and price under value to have them sell - or just list everything at flat amounts hoping for the best.

I'd imagine the AH would work a bit more randomly and dynamically, where things don't end up selling that should, and some things sell for more than they should - but knowing the relative value of items is difficult at the moment.

I'm... not even sure what I'm suggesting with this one, but the felling I have with the AH is that each item has a hard-coded number I have to research to sell.

Perhaps if the AH interface listed items instead of vendors, then looking for things to buy and researching prices to sell at would be a lot easier and more intuitive; if the Sims were buying & selling more frequently with activity and countdowns on auctions, etc would be a whole lot more fun I'd think?

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Or, vendor stalls where the characters have to stand in the Bazaar with items for sale in their bag, and folks just have to go around to each one to buy stuff and you have to sit there to sell stuff lol.

This approach seems more vanilla WoW days with the AH more passive, which likely fits better in the single-player approach

storm pawn
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There's a hard coded number for the moment, it's right around 5x what a vendor will offer you for an item.

There's also a basic simulation running in the background that adds money to the "economy" for any simplayer not in port azure to simulate farming, based on that players level.

Each simplayer has access to a share of this total economy again depending on his level.

To sell an item, you need to have it priced appropriately and also there needs to be enough money in the economy to support the simplayer who is buying it.

Previously you could list xp potions for millions and they'd just auto sell, the economy simulation has fixed that.

The end goal is to have an acceptable range of sale, and being above it will diminish your chances to sell, while being below it would increase your chances.

Each simplayer also has a "greed" variable that will affect how they set their pricing as well.

TLDR: definitely a work in progress

tropic otter
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Nice - ok that's definitely further along towards a solid implementation than I gave it credit for lol

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Thoughts on the by-item listing UI vs vendor UI?

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I find myself clicking through lots & lots of sims repeatedly (kinda hard on steamdeck to target the small UI elements - the touchpad improvements have helped) to find items.

When hovering over an item to read the description, sometimes it goes back to the "right click mouse to view" detail (different bug note) - and when doing so, will shoot my scroll position back up to my own back for whatever reason

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So I've spent quite a bit of time scrolling through people to find items instead of scrolling through items to find good prices, which feels backwards - though one could argue it's two legit different AH styles and is perfectly fine, just some UI weaks to make. Not sure : )

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Thanks!

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Though, I'm guessing that economy logic happens when the player logs out of the game or is active during it - no when "sleeping" the game via Steam Deck?

I'm getting a growing suspicion that the offline passive Sim activity isn't happening as much for me because I keep sleeping the Steam Deck instead of logging out - due to the complexity of forming a party on the Steam Deck. Simpler to sleep it and resume with my active party where I'm still hunting

storm pawn
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I will probably keep it by simplayer and yeah, the passive simulation is done on app start when it loads simplayer saves and looks at how long it's been since you've seen them

tropic otter
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But each time you do an update, it's worth it to update & test it, so that's when I actually exit and go through the 5-10~ minute effort to form a new party