Generate fewer refill special deals above market price#2418
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Tested this and the average price across all special deals goes from 98.527 rupees to 89.846 on the default 0–300 betavariate price distribution (sample size: 16384 seeds), so I'd say that confirms it's working. |
Does that "lowest available price" refer to vanilla prices or to whatever was assigned by the rando as the lowest price across all repeatable purchases? |
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Repeatable purchases are the vanilla items already in the game. Changing the actual store item prices isn't something rando normally does. Some stores have different prices for them in vanilla, this code has decided the lowest of these values is the one to use for checking special deal prices against. Not looking at the code too hard, I think this means for special deal refills the average price will trend downwards because if the first randomly rolled price is above the market price it will be re-rolled and the lower value used (even if it is still above the market price) |
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Oh really? I thought Shopsanity would randomize repeatable purchase prices too, not just special deals and placement. I see. |
This adds a new check when placing items where if the item is placed in a special deal location and that location's price is at or above the item's market price, the price is rerolled once and the lower of the two values is used.
The idea is to counterbalance the limited usefulness of refill special deals (due to being one-time purchases), and to help reduce rupee farming a bit. It's done on a random basis rather than always picking a price below market for the following reasons:
The “market price” of an item is defined as follows:
Closes #1987.
Testing
This has not yet been tested. A good way to test this might be to useSee #2418 (comment).ootrstatsto categorize item prices and compare the price distributions on Dev and this branch.