However, the usual shop is supplanted by real-money-tied auction.ġ) everything is sold and bought which will be bad for retentionĢ) there seems to be no intervention from developers to influence the market this or that wayģ) and as (1), the (2) is really convoluted as it would be pretty easy to kill this or that game mode by undercutting its rewards (like free for all now) It's done in quite a lackluster way with 2-2-3s all the way around. I'm a bit surprised by the craft structure at all.Ĭraft is for all intents and purposes a usual shop, just with a variety of currencies. I believe, that there is both conscious market play and just serial naive undercutting of the existing price, not taking into account the craft costs. With exponential time costs on learning a new level it made supply scarce, prices scaled differently on each sector and there was quite a buck to make by trading salvage between markets. In EVE back in the day when salvage was introduced (2007, IIRC) there were two weeks when salvage skill had the 5th level of industry in prerequisites instead of 3rd later. Price manipulation on an immature market is a very funny thing. While the amount of offers on blue items is higher than purple (as expected), orange and purple do not really differ.īy the way, where are people getting M015 "Vulcan" for sale? I didn't find any recipe for it in the current build. Yeah, I just bought the game on Friday, so I didn't want to jump to the conclusions. The first suggestion is corroborated by the low number of buy orders for microchips.Īll in all it looks like a case of dontdoitathomitis. * either that entering a bot-populated PvP is significantly more convenient than waiting for a PvE team * either the requirements for orange items crafting are not enough to consume the surplus of microchips from PS 4000+ PvP or it is not in much demand, It's also interesting to note, that while the market isn't populous enough for correct price discovery, that copper is twice as valuable as microchips, suggesting that: It's fascinating, and one can only guess how players have got themselves into this money-losing scheme, because there's no way out without a reset (which is coming, fortunately). While the cost of craft of essential prerequisites (LMG, 76mm cannon and shotgun) is outrageous, even with buying the stuff (as it drops) the overall crafting cost corresponds to prices on essentials about 2.5 times lower than at the moment. The price on essentials is kept up high by the scarcity (not many players sell scrap and other things) and demand (by crafters). The losses on each step aren't that big and therefore are hidden. We've got an interesting case of multi-level dumping. Your twin wheel (usual, non-ST) calculation is way off, for obvious reasons, but that's the only issue I've found.Īlso, by using your data and comparing it to my ballpark estimates - I've been able to test my hypotheses. I made a much more coarse tool for my own needs and I'm cross-checking things. Please feel free to leave a comment here or contact us on twitter: or įor more information and some screenshots visit the official forum thread: We hope you like it and see it as a first step for a community project. The plan is to extend this site with filters, item descriptions and much more. Zicore and I were working the last days to bring a website online to provide out of game market data and graphs. Changed chart zoom buttons to make them more usefulĪlso I want to point out that this project is open source:.The website is now available at as well as via the old domain. As you expand each item the crafting costs and the profit is calculated on the fly based on whats currently expanded.īesides from that, we renamed the website to "Crossout DB". To calculate the crafting cost simply click on the "+"- icon in the upper left corner of the item page. This way you can easily see what profit you're going to make when crafting an item and selling it. With this update you will be able to calculate the crafting cost of each item.
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