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And the pet supplies are affordable again!

  • Thread starter AmethystMoon
  • Start date
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A

AmethystMoon

Guest
Relatively anyways lol

Thanks Devs!
My pets can finally come out and play, and eat, and peeee etc etc
 
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Guest

Guest
<blockquote><hr>

Relatively anyways lol

Thanks Devs!
My pets can finally come out and play, and eat, and peeee etc etc

[/ QUOTE ]
Great! I suppose this means that somehow in the last couple of hours, the game deleted about 10,000 litter boxes???
 
A

AmethystMoon

Guest
The big litter box heist of 2008 will be talked about for years to come.... lol
 
G

Guest

Guest
Just goes to prove that having a reasonable discussion catches the devs attention.
 
I

imported_MattelMichele

Guest
Are you telling me it's safe to finally let my Tiger Isis out to play ~!~
 

MaxCTSO

Sage
Stratics Veteran
Stratics Legend
They really need to do something about the stuff that cost $99,999. Obviously no one is buying those anymore so I'm curious as to why the price isn't going down on them?
 
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Guest

Guest
<blockquote><hr>

The big litter box heist of 2008 will be talked about for years to come.... lol

[/ QUOTE ]ROFLMAO!!!

OMG, but what a crappy topic that would become!
 
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Guest

Guest
Sweet now I can break out my cheetah. The mice are gonna be running scared!!!
 
I

imported_LFancey

Guest
Prices are in fact calculated dynamically and adjusted automatically. In a general sense the more in the world the more they cost and the less in the world the less they cost. Yes there is in fact a formula that does this automatically and we will probably not share the exact formula. It does include a supply/demand curve and population is a factor.

However, never presume that just because it is done dynamically and automatically that we can not also override it manually.

Cheers,

Lee
 
D

dittie

Guest
<blockquote><hr>

Prices are in fact calculated dynamically and adjusted automatically. In a general sense the more in the world the more they cost and the less in the world the less they cost. Yes there is in fact a formula that does this automatically and we will probably not share the exact formula. It does include a supply/demand curve and population is a factor.

However, never presume that just because it is done dynamically and automatically that we can not also override it manually.

Cheers,

Lee

[/ QUOTE ]

Not trying to be a wise ass or something but it seems like you are saying opposite things in your statement.

The law of demand states that, if all other factors remain equal, the higher the price of a good, the less people will demand that good. In other words, the higher the price, the lower the quantity demanded. The amount of a good that buyers purchase at a higher price is less because as the price of a good goes up, so does the opportunity cost of buying that good. As a result, people will naturally avoid buying a product that will force them to forgo the consumption of something else they value more.

So basically it is not possible for prices to be as sky high for some items as they are right now as I cannot imagine there is any demand for them. Except if the demand is being measured by a way which is something I haven't thought about yet.

The problem here is, there is unlimited supply. As far as I know. Maybe that is something that needs to be looked into, limiting the supply for each sim day and making prices go up when the whole stock has been sold out for a day and go down if stock was left. (Similar to Ultima Online's vendors)

I would really love to be filled in with an example of the different factors which are being taken into account in the formula and how the prices are being calculated.
 
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Guest

Guest
<blockquote><hr>

Prices are in fact calculated dynamically and adjusted automatically. In a general sense the more in the world the more they cost and the less in the world the less they cost. Yes there is in fact a formula that does this automatically and we will probably not share the exact formula. It does include a supply/demand curve and population is a factor.

However, never presume that just because it is done dynamically and automatically that we can not also override it manually.

Cheers,

Lee

[/ QUOTE ]

If that is truly the case, then where were all the pet supplies hiding at to make the prices of them skyrocket? And why are chairs, which are numerous throughout the game, so cheap? It tells me that manual override has been being used, a lot. I can see some things that are high priced possibly being stored for future use, like pianos or craft benches, but come on now, who is storing the ATMs?

I really worry about this getting straightened out for the future of the game. New players can not afford to buy a lot, build and furnish a home, and if we want them to stick around, they need to be able to do those things within a reasonable amount of time. Some will head to the ATM, others will head off to a different game. We need to find a way to please both types, and I really think it's possible to do just that.
 
I

imported_remflyer

Guest
Thank you for overriding the automatic calculator.
This will make some new players very happy since owning a pet is a goal for many.

I know the Dev team is very busy at this time but I hope for the future that the team will seriously consider BiteMe's suggestion to introduce some new rares and allow sell back on newly acquired pet crates. New crates could be different objects so old stock could not be sold back. You could change the color of the crates to distinguish them. All current breeds would be available in the new crates plus the new rares. EA would get a percentage of the simoleans for every crate sold back. It would be a great money drain for the game and this mini game of hunting for rares as you know has been an extremely popular pastime for many players.
 
G

Guest

Guest
<blockquote><hr>

...never presume that just because it is done dynamically and automatically that we can not also override it manually.


[/ QUOTE ]
I never have. In fact, I have long been convinced you do.
Never presume that just because it is done dynamically and automatically that it is done correctly.

"Prices are in fact calculated dynamically ", if this refers to an algorithm that calculates the prices - it is poorly done - all you have to do is examine the wide swing of the results.
Price swings of 300%,400%, and 500% tell me either the concept or the math is flawed.

However, it makes perfect sense if it is done manually.
 
I

imported_DutchAmerica

Guest
Tis all my fault I think. I was working on my store inventory over the weekend. I really didn't want to sell my everfeeders yet and needed inventory room so I set them out for sale at $9infinite. I had a few visitor's that must have been shell shocked because they didn't say anything but land and leave. I didn't realize it till I had looked at 'room chat' and seen that they had entered and left.

It would be nice if we 'mass' price items instead of having to set and then price every single item.

And instead of us having to place crazy priced on items we don't wish to actually sell, it would be nice to place it and mark it "Reserved" that we could set it out and not worry about it aging on us or being bought. And it would be there and available for the person requesting it even if your roomies have the store open for you.

But it would save 'regular' players not understanding what store owners are doing?
 
I

imported_remflyer

Guest
I fear we are getting off topic here but to answer your post I was at a Community Pub meeting many moons ago when players asked for the ability to mass price objects. We were told at that time that they intended to put that ability into our game. I hope it comes sooner rather than later because I am getting serious repetitive stress injury to my index finger when I have to reprice stock.

I like your idea of putting "Reserved" on objects we wish to put out but do not want to sell yet. Putting an insanely high price on an object works but it does give a bad impression to many players who do not understand what the store owners are doing.
 
I

imported_DutchAmerica

Guest
You know what would be nice too is 'flex' pricing.

Be able to click a specific item....and specify it to be priced per the 'average' overall sale prices in the city.

Exp: Click on "flex" pricing on the 'pink flamingo' lawn ornament you just put on display. Say a guest stops in and waves his clicker over the ornament. The price displayed would be the 'average' price based on prices set throughout the city. So the flaming could be $10 Simowhatevers now and later on in the day it could be $8 Simwhatevers or $15 depending on the market. But that way, store owners wouldn't have to keep changing their prices on objects either.

Personally, I myself attempt to stay within the price ranges that other stores set. I don't want to be offering my flamingos for sale at 1K when everyone else is selling them for $500. Some like me would participate in 'flex' pricing, others wouldn't. BUt it's kind of a nice option.

Think a 'stockmarket' was kinda talked about i earlier too but I'm referring to the mechanics of pricing items itself.
 
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Guest

Guest
<blockquote><hr>

However, never presume that just because it is done dynamically and automatically that we can not also override it manually.

[/ QUOTE ] Thank you for the official word, and you worded it so well
 
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Guest

Guest
Thank you for lowering the prices, but still they are too high. Gold pet food dish cost almost 2k. It will almost 4 hours of game playing at max players with max skills to be able to buy one pet dish. I am sorry I don't think that is affordable.

P.S. of couse u can change anything in game.
 
G

Guest

Guest
<blockquote><hr>

Thank you for lowering the prices, but still they are too high. Gold pet food dish cost almost 2k. It will almost 4 hours of game playing at max players with max skills to be able to buy one pet dish. I am sorry I don't think that is affordable.

[/ QUOTE ]It's a gold pet food dish! It's a luxury item! If you can't afford it, get the cheaper plastic dishes!

I think Ferarris are way too expensive; but if I were to take to the streets protesting and insisting they be priced the same as Yugos, I'd be committed!
 
G

Guest

Guest
<blockquote><hr>

<blockquote><hr>

Thank you for lowering the prices, but still they are too high. Gold pet food dish cost almost 2k. It will almost 4 hours of game playing at max players with max skills to be able to buy one pet dish. I am sorry I don't think that is affordable.

[/ QUOTE ]It's a gold pet food dish! It's a luxury item! If you can't afford it, get the cheaper plastic dishes!

I think Ferarris are way too expensive; but if I were to take to the streets protesting and insisting they be priced the same as Yugos, I'd be committed!

[/ QUOTE ]
At 495$ apiece, even the plastic bowls are luxury items.
 
G

Guest

Guest
That is so funny, luxury item, it is the higher needs it supplies not the color. It is not real gold u know.

I so hope you are kidding about being a luxury item. I am sure when we can cc pet items someone will make a really cute dog bowls that will be special.
 
B

B Rain

Guest
Also, I will be very happy if we can stack the same item and price them once.
Maybe like each item can be stacked up to 10 or so.

Not only we can save a lot of space, we also can prevent carpal tunnel syndrome
 
G

Guest

Guest
<blockquote><hr>

Prices are in fact calculated dynamically and adjusted automatically. In a general sense the more in the world the more they cost and the less in the world the less they cost. ...
Cheers,
Lee

[/ QUOTE ]

Thank you for this information, there were so many misconceptions about it.
And thanks for seeing our concerns and fixing it in a good way.
 
G

Guest

Guest
<blockquote><hr>

Tis all my fault I think. I was working on my store inventory over the weekend. I really didn't want to sell my everfeeders yet and needed inventory room so I set them out for sale at $9infinite.

[/ QUOTE ]

The dynamic price doesn't care how much you charge for your items in the store, it's how many petfeeders (or whatever item) you have (or the world collectively has).
 
G

Guest

Guest
Great now the players can afford pet supplies, but i guess they themselves will be using them since the pet prices are still astronomical.
 
G

Guest

Guest
<blockquote><hr>

<blockquote><hr>

<blockquote><hr>

Thank you for lowering the prices, but still they are too high. Gold pet food dish cost almost 2k. It will almost 4 hours of game playing at max players with max skills to be able to buy one pet dish. I am sorry I don't think that is affordable.

[/ QUOTE ]It's a gold pet food dish! It's a luxury item! If you can't afford it, get the cheaper plastic dishes!

I think Ferarris are way too expensive; but if I were to take to the streets protesting and insisting they be priced the same as Yugos, I'd be committed!

[/ QUOTE ]
At 495$ apiece, even the plastic bowls are luxury items.

[/ QUOTE ]

Even at worse case payouts, that's what......a green cycle worth of objects? Pets themselves are 'luxury' items when it comes right down to it as it isn't something that is essential to gameplay like other objects in the game are....to the extent that they are since every player in the game could remain homeless if they wanted to from now on with the lots in existence to skill and make money at. Not being able to achieve all of one's goals in the first 6 months they are in the game is not a bad thing.....those that see it as such would probably not have been around for the 'long haul' anyway, IMO. Getting bored because you've done everything already can lead to quitting just as fast as getting frustrated because you can't have the size 8 fully furnished with top of the line greening items inside the time that a single purchased gametime code runs out, if you stop and think about it. Neither extreme is very good and I think from what I'm experiencing that there is a healty balance of it. It's still possible to make decent money in the game, its just that the ways that it can be done vary, which takes some getting used to but it also adds a challenge aspect to it and makes it necessary to strategize. This game is no longer a 'gimme' game of pixelated "playing house" like it was a year ago. When I want that kind of game I can play TS2 and 'motherlode' and 'kaching' till the world looks level....TSO being that kind of game is almost what killed it, and it staying that way for so long is what has lead to the mass sqawking from the rooftops about having to work for things again, IMO.

It is my hope that in the next weeks/months/up-to-a-year more and more people will remember less vividly what the 'lap of luxury' was like and start to get used to the new world and new way of doing things, and figure out how to make the new structure work to their advantage. If that does happen I think we'll see alot less controversy and drama on the boards, alot less 'us vs. them' mentality between posting cliques, and alot less drama in general here and in-game, which uniformally should improve EVERYBODY's gameplay.
 
I

imported_DutchAmerica

Guest
<blockquote><hr>

Great now the players can afford pet supplies, but i guess they themselves will be using them since the pet prices are still astronomical.


[/ QUOTE ]

Now that would be cool....be able to share your pet's food?

Guess it would be kinda like real collage kids eating ramen noodles breakfast lunch and dinner?


I have to wonder about 'pet supplies' though. Other than bringing the pets and everfeeders, (or maybe the luxury kitty condo or dog house) what average players actually used inventory space to bring food bowls, beds and baths with them from production cities?

I know I didn't.

But owning pets really is a 'luxury' that should come after main necessities are taken care of.

In the old cities, it was common to see newbies run off and buy pets within moments of creation leaving them with a few or no simoleans to survive on. In the production cities, that was ok because someone had a money house open and paying big 'payouts' to jammers. Or someone could afford to hand them some money.

Those days are gone and players need to be more keen about their budgets. Otherwise shuck game play to the wind and just buy simoleans.
 
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