Talk:Base Price

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Revision as of 05:29, 9 January 2011 by Ago (talk | contribs)
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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:

  1. constant x ql^2 = get price in irons.
  2. 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:

  1. Get price (i) = c * QL^2
  2. Get price (i) = c2 * (QL/10)^2, c2 = c * 100
  3. Get price (s) = cs * (QL/10)^2, cs = c / 100
  4. 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)