by watcher2554 » Thu Nov 29, 2012 12:00 am
Its basicly a free market. Some items can be sold for a set price to the vendors thus establishing a baseline for those items while the price of every other item out there is then goverened by free market principles. Primarily the costs of manufacturing (recipe items, etc...) and supply/demand ratios that most any market seller/buyer use in determining at what prices to offer/buy.
I'm new in Salem, but over time prices will regulate to a stablized average for individual items. I say this as a gamer with a lot of experience in other games of this genre. An example would be from the game 'Wurm Online' where the base currency for any single action (an action being the creation of any 1 item from a single menu selection..i.e digging 1 dirt) is about 10 iron coin. Another Example would be 10 nails as a base currency paid for very low ql items in the game 'Xsyon'.
You get the picture.
So what is really going on is you are wanting to find a common base from which to determin value of items. If you can do this, you don't need an index/price list. The problem comes when determining rareity of foraged/found items. As the game is still in Beta, and populations are still fairly low, the specific details needed to find your common base are very much in flux. So for now, the easiest thing to do would be spend time and read the price lists already posted by the more consistant sellers in "The Trade-Wind" Forum. Its not hard to get a decent gauge of current prices from there..though many items just are not listed. Thats when you have to revert to old fasioned haggling....just ask how much someone wants for the item and you decide to take the offer, decline the offer or make a counter offer of your own.
Don't know if this helped at all or just added to the mess.