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  1. #1

    Default Calculated NPC Prices

    An item's NPC price can be calculated based on the item's selling rate. Note that the price of elemental items, grinded items, and biomaterials can not be calculated in this way.
    NPC's cannot recognize elemental percents nor grind status.
    Biomaterials have their NPC offers capped at 10.
    Casino weapons, pm grolls, and Melton's Frying Pan have their NPC offers capped at 100.
    Calculated Kubara weapon prices are half the normal weapon prices.

    The Selling Rates of items to NPCs: http://psupedia.info/Meseta#Item_Meseta_values

    Calculated NPC Prices for consumable items:

    Spoiler!


    Calculated NPC Prices for lineshields:

    Spoiler!


    Calculated NPC Prices for weapons:

    Spoiler!


    Calculated NPC Prices for non-biomaterial synthesis materials:

    Elemental Photon:

    Spoiler!


    Chemical:
    7★ Omega Acid 3500

    Grinder Material:
    10★ Grinder base S 2000

    Food:

    Spoiler!


    Metal:

    Spoiler!


    Ore:

    Spoiler!


    Hard material:

    Spoiler!


    An alloy of several different metals. Makes thin, strong blades. :

    Spoiler!


    A gemstone. :

    Spoiler!


    A gemstone. Durable and works well with Im-photons. :

    Spoiler!


    A gemstone. Durable and works well with El-photons. :

    Spoiler!


    Wood:

    Spoiler!


    There are exceptions for some items:
    Spoiler!
    Last edited by Zoamel_Gustav; Dec 4, 2008 at 06:46 AM. Reason: updating

  2. #2

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    A nice reference for our current version. ;]
    However, AoI is said to have better reselling prices to NPCs. All these would change instantly, rendering this list out-of-date very quickly.
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  3. #3

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    On 2007-10-09 18:20, Dhylec wrote:
    A nice reference for our current version. ;]
    However, AoI is said to have better reselling prices to NPCs. All these would change instantly, rendering this list out-of-date very quickly.
    The current version has a weapon reselling rate of 15%. AoI has a weapon reselling rate of 20%, I believe. The actual NPC prices do not change, the NPCs are just willing to pay a higher percentage of the NPC price. This list will not be out of date. If NPC prices did not change, then the calculated NPC prices will not change either.

  4. #4
    #1 XBOX 360 TA MAG TEAM WildArms2's Avatar
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    this has no merit at all cause the NPC doesn't sell them soo why do you care at what price they would sell them IF they did sell them??? things that cannont be bought have no set value and change with the times based on supply and demand

  5. #5

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    On 2007-10-10 19:10, WildArms2 wrote:
    this has no merit at all cause the NPC doesn't sell them soo why do you care at what price they would sell them IF they did sell them??? things that cannont be bought have no set value and change with the times based on supply and demand
    The short answer is that this is factual in game data. How anyone interprets or uses this data is up to them. Knowledge is never without merit. People do care.

    The long answer is this: Items that can not be bought do have set values. The value of an item is the sum of the resources required to obtain that item. These resources are measurable and adjusted for game balance. There is an objective set range of values. These values are the same for everyone at any time.

    Everyone starts with the same character creation. The same missions and shops are availible to everyone. The drop rates and npc prices are the same for everyone. This is all calculatable data. For drop rates to be balanced, the intended value of the item must be known. The amount of resources required to obtain the meseta to buy an item form a shop is balance by the amount of resources required to hunt that same item form a drop.

    Consider the damage formula. Given stat data (race/type/equip), the game is programed with the most and least damage any attack will do. The actual damage will vary between these numbers due to a random number generator but can never exceed these limits.

    Now consider an ecomnomic formula. Given item data (drop rates, synth rates, intended use), the game is programed with the most and least resale cost of an item. The actual resale price will vary due to player demand, but can never exceed these limits. These limits are the NPC sale and buying prices which are price ceilings and price floors.

    Almost every item in the game is either made form npc items, scaled from npc items or interacts with npc items. Therefore their value is based on the value of npc items. All items are based the same formulas with the same data. Being sold or not sold in a NPC shop doesn't change this. NPC shops don't prove the value of an item. They mearly reinforce the intended value of an item. An item doesn't need to be sold by npcs to have a set value.

  6. #6
    #1 XBOX 360 TA MAG TEAM WildArms2's Avatar
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    AN item does indeed need to be sold at the NPC to have a set value because if its not it is in limited suppy. NPC have infinate supply of items thus making the value of those items where as non NPC items are unique and rare, their prices can range from anywhere between 1 meseta to 99 million.

    WHAT if i went out and purchased all the elemental photons in the game and there were none for sale at all...if you wanted to make a weapon or armor you would have to pay the price that i set on those items, or go find the photons yourself in game. NOW sure you can go find 10 photons in an hours maybe 2 but if you wanted to make 100 weapons and would need 10,000 photons there is no way your going to farm for all those phtons as it would take several months maybe even a year to aquire. You are now forced to buy them from others and if the NPC doesnt sell them then you must reley on your fellow player. IF one person own them all, Monopolizes the market then they can sell them for ANY price they want and it is justified becuase the only other alternative is farming for the yourself which takes far too long. You already see this today with photons players buy them up for resale or staorage or usage and the prices steadly rise as more money is brought into the game the prices on them increases over time.

  7. #7

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    the chart above (thanks ZG) is a guide to what the in game price is based on as mentioned in previous posts.

    the problem is as you stated wildarms2, is the player shops price items wayyyyy above the intended value. yes when people have great demand for an item (like feathers for the 1up cup) yes increase the price to a limit that people will pay or you will be able to sell it for, but keep in mind the true value of these items in relation to the intended use.

    if people priced items in shops fairly (i am not whining, you will see) then we wouldnt see all of these people selling ebon for 8 and 15 K and so on. also if these figures were known to the mass population who sadly DONT KNOW WHERE TO BUY BOARDS OR SYNTH ITEMS!!!!!!!!!! then the player shops would be forced into lowering the crazy high prices alot of them seem to have.

    once again thanks for the conversion Zoamel_Gustav, i have been knocking about this same idea with friends this past week and you saved my head some maths hehehe
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  8. #8

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    I don't get how one can honestly think that an item has to be sold BY NPC to have a value, when the NPC will buy most ANYTHING FROM you for a set price. It's all right in front of you, people. Excellent idea, ZG.
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  9. #9

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    Im sure this will change since the search option will help out and price ranges will be known. Then there will be no more over pricing. If one person lowers something greatly then everyone else will have to come down some. There will no longer be a unknown value or a estimation. There really be a set value.

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