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Posted By: dineshGiven Nine's gentle sidetracking above, I'm providing a link to my thoughts on pricing:http://forums.norganna.org/discussion/5084/treatise-on-pricing/
Posted By: MikkAlso consider e.g. the "snatch" evaluator which SHOULD be configurable to only buy a specific amount of things (except that last bit was never fully implemented).
Stddevs got added mostly because we know that some evaluators can predict very accurately what the chance is of making X amount of cash off an item (DE mats is a shining example). This could be presented to the user, or filtered on by the using app.
Posted By: RockSlicelet AucClassic die
Posted By: Kinesia
Potentially, yes, the value of Netherweave is always a percentage of the cost of bandages or netherweave bracers, but in reality for most craft items it is totally dependant on what you have access to in terms of materials immediately and doesn't make sense as a stat when divorced from the contents of the current snapshot and your bags and bank.
Posted By: MikkWe did start out by thinking "evaluators should be simple", i.e. only accepting an itemlink and returning a value. And that is indeed enough for the really simple evaluators.
But then we started playing "what-if" scenarios:
[ul]- Counts got added because of snatch.
- Bid/buy got added because evaluators can currently be configured to bid or buy separately. This COULD be configured in the using app, but keep in mind that we'll have several apps using the evaluators, and duplicating these settings (on a per-evaluator basis) in all apps is just unnecessary work for the user.
- We split the value into two: 1. the projected sell price and 2. the max to buy for:
- The projected sell price is interesting to the user
- The max buy ("valuation") depends on several things internal to the evaluator, e.g. what is the relisting cost? What markdown% should we use? These are all configurable on a per-evaluator basis today.
- Stddevs got added mostly because we know that some evaluators can predict very accurately what the chance is of making X amount of cash off an item (DE mats is a shining example). This could be presented to the user, or filtered on by the using app.
[/ul]
Posted By: KinesiaThe thing is that in terms of mats you only know they are there at the instant you are scanning, even then you might not be able to buy them fast enough.
So as soon as you step away from the auction house you can no longer rely on it's "inventory" being there at all.
So it makes sense as an evaluator to buy things on the spot, but it doesn't make sense to include that data in a tooltip Stat because it's already obsolete.
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