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| Rising of Blocktropolis --- Economy simulator. |
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| DrenDran:
--- Quote from: Mr. Wallet on July 31, 2011, 05:07:39 PM ---There's several flaws in your model: First, you were only measuring stocked stores. The actual typical price is how much was recently PURCHASED. The real price of a good is the highest price of stores that are getting SOLD OUT despite being regularly restocked. Consider the following car prices: CAR PRICES AND MONTHLY SALES: 12 cars at $10,000 (sold) 37 cars at $12,000 (sold) 900 cars at $14,000 (sold) 11,200 cars at $16,000 (200 sold) 28,039 cars at $18,000 (3 sold) This does not make the price of cars $17,000. The mean price is about $14,400. The second flaw is that you can actually track which stores are doing business. Maybe they just sold out every day before you came on. I could count any number of more flaws depending on how strict I want to be in judging your due diligence and your lack of transparency in your data gathering methods, your statistical model, and your confidence levels. The only global system I tracked was sales for a good over the lifetime of the game, as well as the average price of a good over the lifetime of a game. I never cared to track shorter-term price fluctuations since it wasn't important to why I wanted the data, but I easily could have. One thing I can say with absolute confidence, however, is that your prices were usually way off, both in what I inferred from the global stats and my own personal experience. --- End quote --- I first get the avarage price of a lot that's selling, if it's selling. And then, if it's selling, add the amount it's selling times the price to a variable. Then I devide the variable by how many were sold of it's kind. --- Quote from: Colten on July 31, 2011, 05:09:26 PM ---I have yet to see this up, I think youre trying to run too many projects at once :o --- End quote --- True, but it WAS up before. |
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