Edit: Only after posting this I realized this should have been titled Undercutting reduction due to laziness/ignorance...
So I've seen a few similar ideas and will be honest that I haven't hunted the board very hard to see if this has already been posted but these were just some of my personal thoughts. (Also, people that are all about click efficiency will probably hate this.)
Here's what I'd like to see:
- When selecting an item for sale, a simple check would be run for:
a. A seperation of the following HQ/NQ stats:i. How quickly items are selling.ii. The average sale history price.iii. The average cost of items currently for sale.iv. How many items are currently for sale.- Based on calculations made, the user is presented the following options:
a. Gil Priorityi. Price would be set at or slightly above market value depending on how quickly the item sells (demand) and the current quantity of items for sale.ii. Players would have no input on this price.iii. If it has been over 4 days since the last sale and there are less than 2 of the items for sale the player is prompted to input a custom price.b. Sale Speed Priorityi. Price would be set at or slightly below market value with the goal being the item is sold within 24 hours.ii. Players would have no input on this price.iii. If there are many of the item for sale and it has been over 24 hours since the last sale the player is warned the item does not sell quickly and is prompted to enter a custom price.c. Custom Pricei. Players can enter their own price but the suggested price in the entry field is an average of the 5 most recent sales and the current items up for sale.ii. If a player enters an extremely low price in comparison to the price history and the items currently for sale (i.e. 25% below the number derives from 2.c.i.) the player is given a confirmation button to click OK/Cancel that they are aware they are selling the item well under value. The additional click becomes a negative deterrent to severe price cutting