A note that I sent to Sony:
The problem with the platinum exploits on macroing tradeskills, as I see it, is this.
The Playing field
* Every recipe is known to exist
* Every component has a vendor buyback and sell price
* Recipes can be manufactured through several layers of subcombines
The Challenge
* Identify all of the vendor sell prices for base components (Those that cannot be manufactured)
* Identify all of the vendor sell prices for intermediate combines
* Identify the manufactured price for intermediate combines
* Identify all of the vendor buyback prices for intermediate combines
* Identify all of the vendor buyback prices for final combines
The Analysis
* Find the intermediate combines where the buyback price is greater than the manufactured cost
* Find the final combines where the buyback price is greated than the manufactured cost using the smaller of the vendor sale price or the manufactured cost for items that are intermediate combines
What the macroers to do after a patch
* Look for price changes
* Update the database
* Rerun the analysis
* Macro it a bunch
The Fix
* Return the price of the base components (medium quality ore, poison vials, etc.) back to their previous levels.
What the player community will end up doing
* Get more frustrated at folks like Yantis who exploit the game for personal advantage
* Make a public database that demonstrates the loop holes and run the QA for you
What I see happened
Some tradeskill developer decided to lower the price on a singular item so that some combines would be cheaper. As a result, he destroyed the entire economy because he did not follow the chain.
For example, sealed poison vials used to cost 6 pp each. Farming the zombie skin and making the sealed poison vial yourself cost you 3-4 pp each (I forget the exact number). Therefore, you could farm the skins, make the vials yourself, and sell them in the Bazaar for 5 pp each to rogues who did not want to work up pottery, that was a good thing.
Then they changed the price of sealed poison vials to 1 gp. Why? Now, it costs more to make the vial yourself than buy it from the vendor.
Same thing happened with the ore.
The solution is to put the prices of the raw components back to where they were. Put the medium quality ore back to 2 pp each. Then the entire plat macro problem is solved.
What I want to know:
Do you have a QA tool that can do the analysis described above to find and eliminate these exploits? Since you already have the database, you don't even have to do the research step.
Recipe
Component A - Vendor Sell Price / Vendor Buy Price
Component B - Vendor Sell Price / Vendor Buy Price
Product C - Cost = Component A + 2 * Component B
Product D - Cost1 = 2 * Product C Cost + Component C
Product D - Cost2 = 2 * Componet A + 4 * component B + Component C
If Product D Buyback > Product D Cost1, then pricing error.
If Product D Buyback > Product D Cost2, then pricing error.
The current round of platinum exploits is being worked from the second equation - making the expensive componets from the cheaper base components and then selling it back.
Vendors sell farmed components. So this equation works just fine for every recipe. You can consider the price of a NO DROP item to be zero for the purposes of this evaluation because you cannot macro recipes that use NO DROP items, because you cannot obtain an unlimited supply of the item.
The fact of the matter is that every item in the game has a vendor buyback price and a vendor sell price. Anyone can do a catalog of prices from the vendor, get the buyback prices, build the database, and RUN THE ANALYSIS. Sony, with the base database to start with, doesn't even have to do the research.
Think of what Allahkhazam has done. For a premium member, every recipe can be broken down to its most basic components. The cheapest manufactured price can easily be calculated with such a breakdown.
The problem with the platinum exploits on macroing tradeskills, as I see it, is this.
The Playing field
* Every recipe is known to exist
* Every component has a vendor buyback and sell price
* Recipes can be manufactured through several layers of subcombines
The Challenge
* Identify all of the vendor sell prices for base components (Those that cannot be manufactured)
* Identify all of the vendor sell prices for intermediate combines
* Identify the manufactured price for intermediate combines
* Identify all of the vendor buyback prices for intermediate combines
* Identify all of the vendor buyback prices for final combines
The Analysis
* Find the intermediate combines where the buyback price is greater than the manufactured cost
* Find the final combines where the buyback price is greated than the manufactured cost using the smaller of the vendor sale price or the manufactured cost for items that are intermediate combines
What the macroers to do after a patch
* Look for price changes
* Update the database
* Rerun the analysis
* Macro it a bunch
The Fix
* Return the price of the base components (medium quality ore, poison vials, etc.) back to their previous levels.
What the player community will end up doing
* Get more frustrated at folks like Yantis who exploit the game for personal advantage
* Make a public database that demonstrates the loop holes and run the QA for you
What I see happened
Some tradeskill developer decided to lower the price on a singular item so that some combines would be cheaper. As a result, he destroyed the entire economy because he did not follow the chain.
For example, sealed poison vials used to cost 6 pp each. Farming the zombie skin and making the sealed poison vial yourself cost you 3-4 pp each (I forget the exact number). Therefore, you could farm the skins, make the vials yourself, and sell them in the Bazaar for 5 pp each to rogues who did not want to work up pottery, that was a good thing.
Then they changed the price of sealed poison vials to 1 gp. Why? Now, it costs more to make the vial yourself than buy it from the vendor.
Same thing happened with the ore.
The solution is to put the prices of the raw components back to where they were. Put the medium quality ore back to 2 pp each. Then the entire plat macro problem is solved.
What I want to know:
Do you have a QA tool that can do the analysis described above to find and eliminate these exploits? Since you already have the database, you don't even have to do the research step.
Recipe
Component A - Vendor Sell Price / Vendor Buy Price
Component B - Vendor Sell Price / Vendor Buy Price
Product C - Cost = Component A + 2 * Component B
Product D - Cost1 = 2 * Product C Cost + Component C
Product D - Cost2 = 2 * Componet A + 4 * component B + Component C
If Product D Buyback > Product D Cost1, then pricing error.
If Product D Buyback > Product D Cost2, then pricing error.
The current round of platinum exploits is being worked from the second equation - making the expensive componets from the cheaper base components and then selling it back.
Vendors sell farmed components. So this equation works just fine for every recipe. You can consider the price of a NO DROP item to be zero for the purposes of this evaluation because you cannot macro recipes that use NO DROP items, because you cannot obtain an unlimited supply of the item.
The fact of the matter is that every item in the game has a vendor buyback price and a vendor sell price. Anyone can do a catalog of prices from the vendor, get the buyback prices, build the database, and RUN THE ANALYSIS. Sony, with the base database to start with, doesn't even have to do the research.
Think of what Allahkhazam has done. For a premium member, every recipe can be broken down to its most basic components. The cheapest manufactured price can easily be calculated with such a breakdown.

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