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The 2.9 update goodies keep coming, and in this article, we'll discuss the new average price display in inventories, banks, and at the end of combat... let's dissect this new feature!

Many players' bank and inventories often look like the secret stashes where squirrels store their winter resources or like the bedroom of a rebellious teen hoodlum: it's a mess!

Even if you, our beloved and forward-looking players, keep a supersized database to try to manage your unruly inventories, we understand your urge to store up resources, hair, legs, wings, eyeballs, roots, noob equipment, shiny rocks, toenails, old used underwear, and other miscellaneous items in the hopes that one day they will finally become useful in some way. AND we know about your secret daydreams that on that glorious day, you will be able to corner the market and net a huge pile of kumarz with which to buy all the shiny baubles your heart desires!

But all of that fiscal wrangling can be time-consuming and costly, especially if you need to open your overstuffed bank to check your stock, then compare those items against the average market price (although this makes the Owls ever so happy).

In the 2.9.0 update, we're adding a little interface feature that will show you the average prices of items in all your sundry inventories (banks, chests, character inventory, mount inventory, etc.) and in most interfaces that display items (item recipes, trade windows, etc.).


To do this, you just need to hover over your items to learn their average price - and, if you hover over a stack of multiple items, you'll also learn the average price of the entire stack.

The average price on each server is updated on a daily basis (approximately once every 24 hours - but this time could increase or decrease based on this function's impact on server performance at the time). The price is calculated from purchases made in the markets and from other players' merchant mode. But please note: the average price is only an assessment - a rough guide to help you generally estimate the value of an item; it's not the Word of God.



In addition to an average price for each item or stack of items, some inventories will be able to show you the total estimated value of the items stored within that container. With this tool, you should be able to get a general idea of whether you're sitting on a potential gold mine of resources just waiting to be changed into precious kamas, or if your banker is a nasty crook who's been billing you ridiculous charges for storing cheap, common-as-dirt items. In either case, this is the perfect opportunity for some restructuring and clean-up!

Inventories that can show your their total estimated value can also take advantage of filters to get more precise readings. For example, you can find out approximately how much your Leathers or your breeding items might be worth.

Now there might be a few out there who are thinking "They've done it again, those twerps... they've oversimplified it! Stop trying to pander to the casuals by dumbing down the game; I like whipping out my Texas Instruments calculator every night and computing the theoretical value of my items to the kama every night before I go to bed! Feeling like a financial wizard made me feel good and now you're about to steal it from me, my only purpose in DOFUS, the last thing that was still making me want to connect to the game after all these updates that have ruined the game's economy."

Please allow us a chance to provide a response to these simmering thoughts of resentment that might be angering some of you, our beloved readers. From our perspective, we assert that displaying these average values is not a substitute for intensive market study, price tracking, or following long-term trends in item demand. Our intention is to help players engage in commerce and buy and sell for fair prices, which is more interesting for the entire community.

Based on our studies, many beginners don't dare to resell or buy certain items because they fear making a bad deal and losing kamas by either buying items for much more than they're worth or selling items far too cheaply. It's unreasonable to demand that players memorize the prices of all the items in the game. As we mentioned above, the average price display is resoundingly not a very precise means of gathering economic information (to really command the market, it's still necessary to check the sellrooms and merchants) and it is absolutely not intended to create a fixed price for selling and buying specific items. We have only added this display to encourage players to start measuring the value of their possessions and get more involved in the economy.

However, you could say that there is one particular type of person the devs are pandering to by adding this average price display... The Server team - made up of the devs who watch over the precious databases that power our game - is thrilled to pieces that they have finally managed to convince the Game Design team to add a feature that will encourage players to sell some of the contents of their banks and inventories.

We are given to understand that the ultimate decision was made with the assistance of a bet involving a sack of Tofu feathers, a tub of Oilbow Grease, and a shaved Mama Bworkette. Some of the Game Design team members are still walking funny in the aftermath, so please be nice to them if you see them on the beta or on the forums.
By: [lichen], on 29 November 2012
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sushiloves 04 December 2012 - 22:45

(slayemin @ 30 November 2012 20:15) *
3. I keep all of my resources in my bank because they may be useful as crafting materials some day! If I want to level a crafting profession, I have to spend loads and loads of time cross referencing my craftable items against the resources I have available in my bank for crafting said items. This is the number one reason my bank is so large and makes the owls rich! Seeing the average value of an item isn't going to shrink the size of my bank. What would really help is to be able to filter resources in my bank account based off of what I can craft with them. Here's a viable use case scenario I'm envisioning:
3.1 I open up my bank account with a level 90 Jeweler. I have hundreds, if not thousands, of resources of various types which I could potentially use for crafting amulets or rings. I decide that I'd like to filter my bank inventory by craftable components for my current jeweler skill level. A script goes out and figures out which complete jeweler crafts I can make and returns a list of filtered items (rings and amulets). Much like in the updated crafting UI, I double click on the items in the list for which I'd like to craft an item. Then, the script pulls X number of resources of each type to create Y number of items, to perfectly fill my available pods to the max. For example, if I decided that Gobbal Amulets were the new black in the Ankama Fashion show, I'd double click the gobbal amulets item, select how many I wanted to make, and then the necessary crafting materials would be transfered from my bank to make my desired number of amulets (maxed out at either my available pod limit, or available resources limit).

DO WANT.  
dubbel-hubbel 04 December 2012 - 01:25
Me like this new feature!

An off topic question: How much are turquoise dofus now on zato, rosal, solar, for ones with 17 or more crits?
Mishna 03 December 2012 - 16:32

(MoggFantastic @ 30 November 2012 19:32) *
One thing to consider, for all of those laughing about the "average" prices on some items, I'm guessing the average price doesn't take into consideration the stats of the items involved (ie equipment). Thus the selling of exomages will raise said average price, all turqs may have the same average (regardless of their crits), and exos themselves will not be accurately represented by the average.

Just some food for thought, unless of course I am incorrect in my initial assumption, in which case I'm rambling a mute point

I agree. This is my one major concern with the average prices, and its also why the average prices listed in the market for some items are so messed up and usually way higher than they should be.
slayemin 30 November 2012 - 20:15
This will be a good update. This spawns some thoughts in my head though.

1. It would be awesome to see a line graph of the average price of a commodity over time! Like a stock exchange graph. This may be too much of a demand in terms of GUI real-estate though. This is really what keeps us financial wizards up all night!

2. If people are basing the value off of a commodity based off of the current average item value, then I could effectively crash the market to get valuable items for cheap. Suppose for example, that the average price of Crab Eyes are 700 kamas. I want to protect my hoard of kamas but I also want to buy crab eyes in bulk. A 20% savings discount would be wonderful! So, I gather 100 crab eyes and post them on the market for 1 kama and then quickly purchase my item, over and over again. The average value of crab eyes tanks! The next person who sells crab eyes by the bushel will see that the average value is very low, and will sell their bushels around that price range. Then, I come back later and snatch them all up for a delicious discount!
So, the conclusion is that a historical line graph indicating the average price of a commodity over time would give a much better estimation as to the items true value than an average in a tiny slice of time. If someone is intentionally trying to crash the market value of an item, it would be quite obvious by the historical graphs.
(Note: The inverse can be applied as well to raise the value of an item, but that will incur a cost penalty at the markets tax rate. ie, selling a crab eye for 1 million kamas, with 2% tax, and then buying it back, you're final cost to raise the average value is 20k)

3. I keep all of my resources in my bank because they may be useful as crafting materials some day! If I want to level a crafting profession, I have to spend loads and loads of time cross referencing my craftable items against the resources I have available in my bank for crafting said items. This is the number one reason my bank is so large and makes the owls rich! Seeing the average value of an item isn't going to shrink the size of my bank. What would really help is to be able to filter resources in my bank account based off of what I can craft with them. Here's a viable use case scenario I'm envisioning:
3.1 I open up my bank account with a level 90 Jeweler. I have hundreds, if not thousands, of resources of various types which I could potentially use for crafting amulets or rings. I decide that I'd like to filter my bank inventory by craftable components for my current jeweler skill level. A script goes out and figures out which complete jeweler crafts I can make and returns a list of filtered items (rings and amulets). Much like in the updated crafting UI, I double click on the items in the list for which I'd like to craft an item. Then, the script pulls X number of resources of each type to create Y number of items, to perfectly fill my available pods to the max. For example, if I decided that Gobbal Amulets were the new black in the Ankama Fashion show, I'd double click the gobbal amulets item, select how many I wanted to make, and then the necessary crafting materials would be transfered from my bank to make my desired number of amulets (maxed out at either my available pod limit, or available resources limit).
Revil-Nunor 30 November 2012 - 19:36
A 19 turq on beta right now is about 75kk cheaper than the price listed above for the 20 turq is.
MoggFantastic 30 November 2012 - 19:32
One thing to consider, for all of those laughing about the "average" prices on some items, I'm guessing the average price doesn't take into consideration the stats of the items involved (ie equipment). Thus the selling of exomages will raise said average price, all turqs may have the same average (regardless of their crits), and exos themselves will not be accurately represented by the average.

Just some food for thought, unless of course I am incorrect in my initial assumption, in which case I'm rambling a mute point
Mishna 30 November 2012 - 17:40

(quickben @ 30 November 2012 03:04) *
"...let's disect this new feature!"

Texas Instruments makes spellcheckers as well.

Can give one pause to realize that the success of our game resides under the watchful (?) eye of those laking the most basik of communication skils. Might be a good idea to have such postings checked by someone who avers English to be a first language. Then again, it says a great deal about folks who are not the slightest bit embarrassed over such continuing flubs; therefore, it is what it is, and shall remain so until someone in upper management coughs up a lung.

Come on! Dofus communiqués don't usually have that many typos. For that matter they are usually more correct than your average English newspaper. The other day I was reading a New York Times and was really surprised by how many grammar errors and spelling mistakes I found in just one section. The point is grammar nazi's and word aficionados can find mistakes everywhere. But you have to cut people some slack or you just come across sounding like a jerk.
[Izmar] 30 November 2012 - 10:22

(Revil-Nunor @ 29 November 2012 18:41) *
I do have one question that doesn't seem to be answered, altho this is a very informative post. What about calculating the prices of items that have never been sold on a server, or are only very rarely sold? Will you add a default price for those or use other servers to set a baseline?

I don't want to sound like a perfectionist, but I would like to see something better than "Unavailable".


I will ask the devs if this is possible, but I would wager that there are many items that aren't sold on a daily basis across every server, and the devs have stated a reluctance to create default prices for any items so the "unavailable" may be unavoidable.
[Izmar] 30 November 2012 - 10:20

(quickben @ 30 November 2012 03:04) *
"...let's disect this new feature!"

Texas Instruments makes spellcheckers as well.

Can give one pause to realize that the success of our game resides under the watchful (?) eye of those laking the most basik of communication skils. Might be a good idea to have such postings checked by someone who avers English to be a first language. Then again, it says a great deal about folks who are not the slightest bit embarrassed over such continuing flubs; therefore, it is what it is, and shall remain so until someone in upper management coughs up a lung.

Ahem.

The majority of article texts posted on the website are checked by an English native: me (an American born and raised). I'm acting as part-time translator, author, editor, and publisher for 80% of the text on the website. I will readily admit that I'm not perfect (sometimes I think that spending so much time thinking in French has degraded my English to a certain degree), but I must also confess to a tiny amount of wry amusement about being systematically upbraided for the occasional finger-slip by someone who thinks I "lack" "basic" communication "skills." ^^''

I assure you, I am embarrassed by these flubs (my mother was an English teacher) and I will happily correct them the moment I can. All I ask is that you please keep in mind that I'm writing literally thousands of words of articles and texts each day - most of them quite urgently. Many of the CCM tools don't have a spellchecker, and they are also cantankerous and prone to eating texts at an alarming rate which in turn necessitates frantic last-minute flailing (amusing for the onlooker, but less so for me). I generally try to run all our texts through a checker before posting, but even then, mistakes do happen. I don't like it, I try to avoid it, but in the end I still make errors, and for that, I do apologize.

Still, I would be thrilled to death if I could have a little more help here on the English community side and therefore more time for proofreading, so if you know of anyone who would be interested in becoming my intern, please have them apply!
Giga-Biga-Bowser 30 November 2012 - 09:40

(Alyss-Sin @ 30 November 2012 06:40) *
I know that on Rosal before I moved the average price (by word of mouth) was approx. 200mk for a Vulbis. This was years ago however so I'd say 150mk is not fake.
It was 300mk back when you left and it's 300mk right now...

(Yes, I was around when you were talking about leaving Rosal on the forums)