void Posted August 22, 2013 Posted August 22, 2013 Consider this. For example, a base of the unusual pricing would be 1 bud. Now you take that bud, and let's say we're pricing a nuts KE. There'll be a few attributes contributing to the price, which of course would still be left to the community to figure out, so I doubt this would be much easier than what we're using to make price lines now. All hats would have attributes of demand for the hat itself, the effect, and special attributes that can change from hat to hat, such as things like the hat being all-class, or if the item is a misc instead of the hat, or if the effect matches the hat theme. So now we take our first attribute, the demand, and we'll multiply the bud by a 0 to 5 scale, whereas hats that have demand like crazy would be closer to a 5, or cancer hats like the coupe would be like a 0.8 to a 1. Our KE would probably rank in at about a 4.5. Next we'll take our effect, the N&B, which we'll go from about a 0-5. N&B will only score about a 0.5, giving the KE (after multiplying) about a 2.25.There is another factor though, being that it is all class and that it goes pretty well with a lot of loadouts, that bumps up the price about 40%. After all the math work, you'll get about 3 buds in total, which is quite a good priceline for the hat. If you end up trying to use a system like this, there's almost always going to be some exceptions, like for example, as you can see a burning team captain, just widely known and forever wanted. This is just using examples, so it's not perfect, but I think it's a somewhat good way to find out baseline prices.
ThatOtherChigga #Mack Posted August 22, 2013 Posted August 22, 2013 so your forumla results in random pricing?
Karam Posted August 22, 2013 Posted August 22, 2013 yay, best formula 2013, please create a new site only for unusuals, i will be the first one to join it
void Posted August 22, 2013 Author Posted August 22, 2013 so your forumla results in random pricing? No, you start out with a bud, and using scaling, multiply to find your price. You have to estimate a little, but that's how pricing starts out anyway.
MC22 Posted August 22, 2013 Posted August 22, 2013 then we'd just divide the number we find by a bud. BF TC is now 105.7 so what
Woifi The Viking Posted August 22, 2013 Posted August 22, 2013 Your formula are based on things like tier lists then, which are just a guideline and differ on every hat. There is no perfect formula to price anything.
BQE Posted August 23, 2013 Posted August 23, 2013 I have the best formula. Look at recent trades. [T1 + T2 + T3....+ Tn]/n = the price.
jjjon123 Posted August 23, 2013 Posted August 23, 2013 flies on sniper hearts on medic confetti/logo on low tier hats such as coupe on mongolian are just as cancer as steaming but confetti/logo on nice hats like anger or el jefe are WAYYY higher than steaming/weather
AwesomeMcCoolName Posted August 23, 2013 Posted August 23, 2013 Wl there is some some some merit to iust set flat prices based on the average. The problem with a range is people feel they need to get between the the range. Also, usually when someone asks for a pc you tell them a flat value ish (I. E. 4.5ish rather than 4-4.5)
The G What ™ Posted August 29, 2013 Posted August 29, 2013 Back in the day all unpriced unusuals had an automatic price assigned to them similar to the way you have described. There was a recent thread criticizing this decision somewhere, as most of them turned out to be inaccurate and it led to yet more criticism of backpack and "price manipulation." Long story short, it's a good idea that doesn't work in practice. The current system isn't perfect but is the best we have.
AwesomeMcCoolName Posted August 29, 2013 Posted August 29, 2013 Back in the day all unpriced unusuals had an automatic price assigned to them similar to the way you have described. There was a recent thread criticizing this decision somewhere, as most of them turned out to be inaccurate and it led to yet more criticism of backpack and "price manipulation." Long story short, it's a good idea that doesn't work in practice. The current system isn't perfect but is the best we have. The only flaw of the current system is that it requires a larger userbase than backpack.tf has. (Plus, currency changes end up affecting prices, which is only an issue because there are so many unusuals that need to be priced, its impossible to go back and update any old suggestions as soon as they need updating.
sG Voodoo Posted August 29, 2013 Posted August 29, 2013 Don't forget the rarity multiplier. Hat's always drop value as more of them drop.
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