Difference between revisions of "Talk:Base Price"
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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. --[[User:KyleBooze|KyleBooze]] 10:32, 17 March 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. --[[User:KyleBooze|KyleBooze]] 10:32, 17 March 2011 (UTC) | ||
− | You're a mag priest? Mag priests seem to get twice the favor for saccing. | + | 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. --[[User:Ago|Ago]] 11:37, 17 March 2011 (UTC) |
Revision as of 12:37, 17 March 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)