baseline value of items in a RPG
the game: Caveman 3.0
fpsrpg/person sim hybrid
paleolithic setting
emphasis on realism
seamless, open world, sandbox, survival
so i'm trying to balance the trade value of items in the game.
for resources you gather, i started with value = time required to gather 1 unit.
but this doesn't reflect supply (resource scarcity) or demand (resource usefulness), just the time cost of gathering.
so then i was thinking value = demand / supply + gather cost.
or perhaps value = demand / supply * gather cost
unless i can come with some formula, i'm left with trying to assign arbitrary values that seem to make sense, which is a rather touchy-feeley way to muddle through.
even with something like demand / supply * gather cost, i'm still left with assigning numbers for supply and demand somehow, perhaps by assigning values on a scale of 1 to 10, for example.
FYI, right now i'm only concerned with determining base price of items, not modeling variable supply and demand or economic systems. a base price for items is required first. and i'd like a method of assigning pries which is a little less haphazard than "ok, a dagger is 20 gold, so a sword is, uh...100. yeah - sounds ok to me".
so its a matter of how much is a unit of wood, stone, nuts, fruit, grains, veggies, meat, hide, bones, tendon reeds, vines, water, etc worth? or a tool you can find such as a one hand hammer stone, a grinding slab, a throwing rock, a sling stone, etc?
once i have prices for raw materials, hopefully i can use those as a basis for the cost of manufactured goods.
surely there must be a better option than just making up numbers that seem to make sense. making up numbers tends to require a lot of play testing and tweaking.