Difference between revisions of "Talk:Base Price"
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:Why are you so eager to use the same constant for everything? It's far easier to use 0.1 for door locks than going with 0.5 * 0.2. Or 2.75 * 0.2 in the case of necklaces. The numbers are derived from the same constant but it's useful to have the one for favor precalculated. Also this page has been in this state for almost half a year. Your favorite variant is on the page, my favorite is on the page. Just keep it that way. --[[User:Ago|Ago]] 08:43, 25 May 2011 (UTC) | :Why are you so eager to use the same constant for everything? It's far easier to use 0.1 for door locks than going with 0.5 * 0.2. Or 2.75 * 0.2 in the case of necklaces. The numbers are derived from the same constant but it's useful to have the one for favor precalculated. Also this page has been in this state for almost half a year. Your favorite variant is on the page, my favorite is on the page. Just keep it that way. --[[User:Ago|Ago]] 08:43, 25 May 2011 (UTC) | ||
:: I don't care how long its been here. Using one constant for everything creates conformity, and c is the most likely the constant the game uses anyway. I don't expect you to agree so we will see how this plays out. [[User:Joedobo|Joedobo]] 05:56, 26 May 2011 (UTC) | :: I don't care how long its been here. Using one constant for everything creates conformity, and c is the most likely the constant the game uses anyway. I don't expect you to agree so we will see how this plays out. [[User:Joedobo|Joedobo]] 05:56, 26 May 2011 (UTC) | ||
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+ | Having an explanation on where things originated is important for player created formulas. The ''History for constants and formula'' section is based on facts and is informative. [[User:Joedobo|Joedobo]] 02:13, 27 May 2011 (UTC) |
Revision as of 03:13, 27 May 2011
The get price formula is: constant x ql^2 = get price in irons.
This has been around for awhile and the constant factors are nice even numbers, as explained in this thread http://wurmonline.com/forum/index.php?topic=42234.0. I think "[Get Price] = [Base Price](QL/10)^2 " originated by manipulated the favor formula. The problem with this formula is its difficult to explain where it originated from. Since everything we do is player contributed we need solid foundation to prove origins. Its easy to back up the formula I put above. A simple graphing of get prices will show a x^2 relationship like pattern. I believe someone didn't like working with iron units and decided to start manipulating the formula to satisfy that desire.
here are the facts:
- constant x ql^2 = get price in irons.
- 500 irons = 1 favor.
Joedobo 22:16, 8 January 2011 (UTC)
(QL/10)^2 = QL^2 / 100. There's nothing wrong with either formula. Both are correct and the constants and base prices should probably be noted with units. That way it would be pretty clear if the result is in irons, silver or favor.
Instead of starting a war which formula is the right one it's better to make a table which includes the constants for irons, silver and favor. After all they can be derived easily.
Depending on what a player wants to calculate, if he needs an exact number or if he's going to do a rough estimate of the value, different formulas and differently scaled constants are useful:
- Get price (i) = c * QL^2
- Get price (i) = c2 * (QL/10)^2, c2 = c * 100
- Get price (s) = cs * (QL/10)^2, cs = c / 100
- Favor = cf * (QL/10)^2, cf = c / 5
For simplicitiy and because it's probably the way the constants are used in the server I'd use c as the base and derive all other values from c. --Ago 04:29, 9 January 2011 (UTC)
"different formulas and differently scaled constants are useful"(Ago). I disagree, one formula and one constant is far simpler for people to understand. Then we just use some simple conversion to get what unit is needed. Not only is this simpler it helps others gain an understand of how things related to each other. Your way is closer to "use the magic formula", a formula that almost no one will understand.
- favor: (c x ql^2)/500 or c x ql^2 x .002
- Get (c): (c x ql^2)/100
- Get (s): (c x ql^2)/10,000
- Get (g): (c x ql^2)/1,000,000
Joedobo 20:40, 10 January 2011 (UTC)
A formula that almost no one will understand? What's so hard to understand? Everyone who knows a tiny bit of math will be able to understand how each of the formulas relate. People use different scales to make numbers fit to a certain usage. There's a reason why the length of a year is measured in days and not seconds, or why the speed of cars is measured in km/h or mph instead of m/s.
I usually calculate a rough estimate of favor in the head. Using the formula with the tenth of QL usually yields calculations with 6^2 or 4^2 instead of 60^2 or 40^2. The difference between 16 * 0.1 and 1600 * 0.5 * 0.002 is a lot of zeroes that only lead to errors in magnitude.
--Ago 01:18, 11 January 2011 (UTC)
I edited the cf value of the door lock value after testing it. I used a 50ql door lock to test whether the 0.10 value was correct and it wasn't, I noticed it was double the amount I got from the equation. If anybody else sees a problem go ahead and change it back, otherwise I believe it is correct now. --KyleBooze 10:32, 17 March 2011 (UTC)
You're a mag priest? Mag priests seem to get twice the favor for saccing. I just verified the 0.1 with a vyn priest and it's definitly 0.1 which is in line with one favor for 5c get price. --Ago 11:37, 17 March 2011 (UTC)
I removed the BS about copper units because QL has no unit at all. The different constants only reflect different scales. --Ago 23:04, 24 May 2011 (UTC)
- My point is factual and valid. The wiki is great, you can delete and I can put it back :) Joedobo 07:40, 25 May 2011 (UTC)
- Your point is made up. It has nothing to do with copper units. It uses the same scale as copper units, thats true but nevertheless the incentive was not to make it match to copper units. If a unit is wanted it's usually iron or silver. --Ago 08:43, 25 May 2011 (UTC)
- c x Ql^2 = irons. Multiple that by 1c/100i to get coppers. Then, multiply that by 1 favor/ 5 coppers to get favor. If you take all those conversions and combine them down you'll find out that its equal to cf x (QL/10)^2. Joedobo 05:56, 26 May 2011 (UTC)
- I know. I think I've layed that out for you in the forum post a year ago showing that the formulas are equivalent. Since both variants can be transformed to each other none can be "the right one". --Ago 09:04, 26 May 2011 (UTC)
- c x Ql^2 = irons. Multiple that by 1c/100i to get coppers. Then, multiply that by 1 favor/ 5 coppers to get favor. If you take all those conversions and combine them down you'll find out that its equal to cf x (QL/10)^2. Joedobo 05:56, 26 May 2011 (UTC)
- Your point is made up. It has nothing to do with copper units. It uses the same scale as copper units, thats true but nevertheless the incentive was not to make it match to copper units. If a unit is wanted it's usually iron or silver. --Ago 08:43, 25 May 2011 (UTC)
So would this version be acceptable: favor = c * .2(QL/10)^2 ? This would allow us to use the same constant for everything and make the numbers smaller. Joedobo 07:40, 25 May 2011 (UTC)
- Why are you so eager to use the same constant for everything? It's far easier to use 0.1 for door locks than going with 0.5 * 0.2. Or 2.75 * 0.2 in the case of necklaces. The numbers are derived from the same constant but it's useful to have the one for favor precalculated. Also this page has been in this state for almost half a year. Your favorite variant is on the page, my favorite is on the page. Just keep it that way. --Ago 08:43, 25 May 2011 (UTC)
- I don't care how long its been here. Using one constant for everything creates conformity, and c is the most likely the constant the game uses anyway. I don't expect you to agree so we will see how this plays out. Joedobo 05:56, 26 May 2011 (UTC)
Having an explanation on where things originated is important for player created formulas. The History for constants and formula section is based on facts and is informative. Joedobo 02:13, 27 May 2011 (UTC)