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  • How does the system calculate the average of prices

    How does the system calculate the average of prices?

    Player trades and vends or there's a fixed price

    and also, why are there some items that have no value checks

    RISK - A Love Story | The Ruined (Growtopia Film)

    "The future belongs to those who believe in the beauty of their dreams."
    - Eleanor Roosevelt

  • #2
    It would be better to keep it secret because of price manipulators.
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    • #3
      Ephus speaking..

      How to manipulate for example, Kudo's carriage price:

      Take one or two alts, trade the carriage for 10-20wls cheaper several times, and boom!


      Do not do this.

      I don't know if this issue has already been handled.

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      • #4
        Originally posted by HugeLock View Post
        How to manipulate for example, Kudo's carriage price:

        Take one or two alts, trade the carriage for 10-20wls cheaper several times, and boom!


        Do not do this.

        I don't know if this issue has already been handled.
        Same thought man. If the unpopular items have no value checks, about 500 people can just trade an unpopular item with no value check several times for a price that is too less or too high from the average to tell the system that this is the average that should be showing on the Digivends

        RISK - A Love Story | The Ruined (Growtopia Film)

        "The future belongs to those who believe in the beauty of their dreams."
        - Eleanor Roosevelt

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        • #5
          answer answer answer

          RISK - A Love Story | The Ruined (Growtopia Film)

          "The future belongs to those who believe in the beauty of their dreams."
          - Eleanor Roosevelt

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          • #6
            Originally posted by JimIzPro View Post
            answer answer answer
            it worked with trade too. when u trade, it say if u paying overprice or not. wow

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            • #7
              Originally posted by JimIzPro View Post
              How does the system calculate the average of prices?

              Player trades and vends or there's a fixed price

              and also, why are there some items that have no value checks
              I wanted to ask the very same thing.
              ~Chemmie
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              • #8
                We'd really rather not get into specifics on this one in order to reduce the possibility of manipulation. We've done a few things to hedge against it already, but you can never be too careful, y'know?

                Even without knowing how it works behind the scenes, I really hope you all enjoy the update. We've been working on this one for a while! I know it may seem like a small thing, these pricing checks, but believe me, getting all the tracking in place and funneling it correctly was a ton of work!

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                • #9
                  Originally posted by Starkos View Post
                  We'd really rather not get into specifics on this one in order to reduce the possibility of manipulation. We've done a few things to hedge against it already, but you can never be too careful, y'know?

                  Even without knowing how it works behind the scenes, I really hope you all enjoy the update. We've been working on this one for a while! I know it may seem like a small thing, these pricing checks, but believe me, getting all the tracking in place and funneling it correctly was a ton of work!
                  But how come some other items doesn't have a value check, is it intended because of the system?

                  RISK - A Love Story | The Ruined (Growtopia Film)

                  "The future belongs to those who believe in the beauty of their dreams."
                  - Eleanor Roosevelt

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                  • #10
                    Originally posted by JimIzPro View Post
                    But how come some other items doesn't have a value check, is it intended because of the system?
                    There may not be enough data to achieve statistical significance (we don't want the value checks to mislead anyone based on a few outliers). That, or it could be a bug. We're watching things closely, though, so if there's an issue with the displays, we'll be on it!

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                    • #11
                      Originally posted by Starkos View Post
                      There may not be enough data to achieve statistical significance (we don't want the value checks to mislead anyone based on a few outliers). That, or it could be a bug. We're watching things closely, though, so if there's an issue with the displays, we'll be on it!
                      Oh. Did Viju report to you about some items with no value checks on trades but on Digivends there are?

                      RISK - A Love Story | The Ruined (Growtopia Film)

                      "The future belongs to those who believe in the beauty of their dreams."
                      - Eleanor Roosevelt

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                      • #12
                        Originally posted by Starkos View Post

                        Even without knowing how it works behind the scenes, I really hope you all enjoy the update. We've been working on this one for a while! I know it may seem like a small thing, these pricing checks, but believe me, getting all the tracking in place and funneling it correctly was a ton of work!

                        despite not really liking the idea of the digivends, pricing the items is definitely very helpful, +1!!!

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                        • #13
                          Originally posted by JimIzPro View Post
                          How does the system calculate the average of prices?

                          Player trades and vends or there's a fixed price

                          and also, why are there some items that have no value checks
                          Code:
                          std::map<short, float> prices;
                          
                          void OnTrade(int item, int count, int locks)
                          {
                            float price = (float)locks / (float)count;
                            bool isPer = price < 1;
                            if (isPer)
                              prices[item] = (float)(-((float)count / (float)locks) + prices[item]) / 2;
                            else 
                              prices[item] = (float)(price + prices[item]) / 2;
                          }
                          somewhat how I think it works (average so one price does not overwrite another immediately

                          - - - Updated - - -

                          Originally posted by Starkos View Post
                          We'd really rather not get into specifics on this one in order to reduce the possibility of manipulation. We've done a few things to hedge against it already, but you can never be too careful, y'know?

                          Even without knowing how it works behind the scenes, I really hope you all enjoy the update. We've been working on this one for a while! I know it may seem like a small thing, these pricing checks, but believe me, getting all the tracking in place and funneling it correctly was a ton of work!
                          "a while"
                          literally changed the trade function to also calculate prices stored in a std::map *** is wrong with you how's that a while's worth of work

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                          • #14
                            Originally posted by pannenkoek2012 View Post
                            "a while"
                            literally changed the trade function to also calculate prices stored in a std::map *** is wrong with you how's that a while's worth of work
                            the hell is your problem

                            RISK - A Love Story | The Ruined (Growtopia Film)

                            "The future belongs to those who believe in the beauty of their dreams."
                            - Eleanor Roosevelt

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                            • #15
                              I wonder why these eggs are cheap.
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