Thistle (thistle_chaser) wrote,

  • Mood:

*mumble* (FFXI-grumble)

Since I had no time this morning to do my "usual morning FFXI stuff" (checking the backlog of who looked at my bazaar overnight, checking the AH for things that sold and restocking as needed), I logged on at lunchtime instead of watching an anime ep. I ran and ran and ran and ran across Windy (agreeing with Button the whole time: That darned city is too big! Even using the mog house shortcut!), getting to the dock where the fishing guild is about 9 AM in-game time. Good! I knew the hours were like 3 AM to 5 PM, so it should be open! I ran up to the counter and talked to the NPC... stupid shop was closed! It was a holiday day! Grumble.

While having the stores closed for holidays and during some hours of the day is annoying, I accept it. It's IC. It makes sense. HOWEVER: Why, oh why, do the fricking NPC clerks still stand there? How hard would it be to put something in the code that makes them vanish when the shop is closed? One single if-then statement? (Must be already existing attribute: is_shop_open 1=yes, 0=no / Should the NPC be visible? If is_shop_open=1, yes, otherwise no.) The game is so realistic, why don't they make the clerks vanish! Grrr. (I hope I got the general idea of the code bit right, it's been four years since I touched real code.)

I passed the fishing "test" over lunchtime. (NPC: Catch one of these fish! Me: Oh, you mean these fish I have ten stacks of? That I can catch two stacks of in an hour? Here! Have a million of them!) Also, these salmon sell way, way, way better in Windy than either of the two cities! I had stacks that were two weeks old and kept being sent back from the AH time and time again, but in Windy they sell right away! Keen. Not handy, but keen. (I should get a second mule here, then it'd be handy!)

I was looking at a new craft this morning. Leatherworking. See, I read that you could make the fishing clothing yourself, and I paid so much for mine, so I figured it would be a profitable thing to learn. It looks like an odd craft though: There were three pages of level 0 things to make! Level zero! How odd. Some of them I'd skip for cost, but a few of them were made with items I get now by killing things...

That's become a semi-goal of mine: Instead of selling the drops, I'd like to be able to use as close to everything as possible. I haven't done the research to back this up yet, but I think that something which has been crafted must sell more than for something in the raw state... PLUS leatherworking uses mostly earth crystals. Earth crystals! So cheap and easy to get!

*sigh* Why are there almost three hours left of work? I have so much I want to do! :)

Note for non-players:

The in-game economy works much like a real world one does. Prices raise and lower based on supply and demand. In the Auction House (AH), you can see a list of the latest prices for things, and set your price based on that.

Joe is looking for X item. He goes to the AH and bids 100 gil for it.
The AH looks at how many of X are in stock (let's say 4 in this case). If all the prices are the same (and 100 or under), the AH will give the oldest one to Joe. *However* (this is the important part), if the prices are different, Joe gets the lowest one which his bid satisfies.

So if Jill sets her X as 100 gil, Mike sets his X as 101, Bob sets his X as 99, and Debbie sets her X as 90 gil, it would be Debbie's X that Joe won (and he'd pay the amount he bid, 100 gil, for it). Even though she set her price as 90, she'd walk away with 100.

However, don't forget that all the latest prices paid are displayed; by setting your price lower than everyone else's, you'll make the sale but could drive down the price of the product. This means you have to be smart!

Depending on the price, reasonable people bid in 10's, 25's, 50's, etc. If the average price of something is 100, it wouldn't be unreasonable to bid 80 and see if you get it. If that fails, try bidding 90. If that fails, oh well! You'll probably get it for 100. That's a reasonable way of doing it. (A single gil is not worth much of anything, if you bid 80, 81, 82, then 83 and got it at 83 instead of bidding 80 then 90, you'll gain 7 gil (worthless), but have spent a whole lot of time doing this.) So as a seller, you can take advantage of that: If the average price of something is 100, I tend to set my price as 91. This will mean that someone bidding 90 won't get it and will likely go to 100 next, *plus* I'll have my item sold way before everyone who set their price as the average (100). (And the price the bidder paid, 100 gil, would be what was displayed -- no harm to the economy and no giving away your trick!)

There are other factors you can and should look at, such as the number of items which are available and how fast they sell (I often lower my prices further based on those), but knowing how the AH decides which item a bidder gets is your best bit of knowledge in the beginning.
  • Post a new comment


    Anonymous comments are disabled in this journal

    default userpic

    Your reply will be screened

    Your IP address will be recorded