A study of Buy Bars
LordHellscream:
Quote from: Gus Smedstad on 2006 March 10, 17:10:45
[Quote
9. Then the BIG question is, should i sell items at cheap or expensive?
I disagree with your conclusion. Rather, I'd say that it makes the most sense to have a lot of lower-price, Average items, and a few high-price, Ridiculously Expensive items. The lower priced stuff will sell with little or no sales intervention. The big-ticket items will require a Dazzle or two to sell, but if the item's ordinary price is high enough that it usually requires sales help to sell, you might as well price it very high since you need Dazzle anyway. The obvious codicil is that you shouldn't have more of these items than you can reasonably handle with your salesmen. You probably can't count on employees for this, only controllable sims.
Good point, but it seems like people are less likely to browse the expensive price item if there are average or cheap items around.
I did an experiment on this, had a store selling 4 plasma tvs, and 3 of them set to average and one of them set to expensive, i sold 4-5 of each of those 3 average ones and only sold the expensive one once
Gus Smedstad:
I think we need better information on how Sims decide what to browse, which is the important thing when considering high-priced items which require sales intervention. The fact that you had 3 average and just 1 expensive item skews your data, and the sample size is pretty small as well. I'm not saying you're wrong, you're probably right, but it would be good to know.
The variables that leap to my mind:
Does price affect browsing?
Does margin (cheap vs. expensive settings) affect browsing?
Does variety matter?
To test these, I can see setting up:
A shop which only carries one kind of item, with some set to "average" and some to "ridiculously expensive." There should be equal numbers of both prices. Do the Sims browse the first group more often than the second?
A shop which carries two kinds of items, with different wholesale prices, but identical retail price because they're set to different markups. Again, you want equal numbers of each.
A shop with a huge variety of items. How often does "can I help you?" fail in the first shop, with just one item type, compared to this shop? This has more random variables in it than the other tests, unfortunately.
Maybe I'll investigate this. I'm kind of reluctant to screw up my current store to do so, though.
- Gus
J. M. Pescado:
Quote from: Gus Smedstad on 2006 March 10, 17:10:45
Yeah, that definitely falls into the category of "exploits." Some people will pursue this anyway, like the Sport of Kings, so it's worth mentioning.
Pssh. The Sport of Kings is not an "exploit". It is OBVIOUSLY far more fun than any mere TV! I've haven't watched TV in YEARS, but KICKING SOMETHING is definitely loads of fun! The fact of the matter is that few things entertain better than physical violence. The Romans knew this. Why shouldn't you?
LordHellscream:
Quote from: Gus Smedstad on 2006 March 10, 17:41:09
I think we need better information on how Sims decide what to browse, which is the important thing when considering high-priced items which require sales intervention. The fact that you had 3 average and just 1 expensive item skews your data, and the sample size is pretty small as well. I'm not saying you're wrong, you're probably right, but it would be good to know.
im not saying im right, im just saying the inconclusive evidence had led me think this way. it is entirely possible that this is just coincident
J. M. Pescado:
Quote from: Gus Smedstad on 2006 March 10, 17:41:09
A shop which carries two kinds of items, with different wholesale prices, but identical retail price because they're set to different markups. Again, you want equal numbers of each.
At the moment, what a shopper chooses to browse is apparently determined at random.The weightings are unknown and buried within some undecipherable LUA thing.
Quote
A shop with a huge variety of items. How often does "can I help you?" fail in the first shop, with just one item type, compared to this shop? This has more random variables in it than the other tests, unfortunately.
Oh, this one's real easy. I can dig that up in the code right now.
Here's how it works: Assuming your victim can afford the object he's going to ask you to show him if you succeed (if he can't, for whatever reason, you fail automatically), here's what happens.
Your target's base mood level is adjusted by +10/+20/+30/+40 for no/bronze/silver/gold sales badge.
If your target's chemistry-and-badge-adjusted mood level is <= -50, you fail. Period.
If your target's chemistry-adjusted STR with you is <= -25, you fail. Period.
If his STR is >= 25,
... and his outgoing score is >= 500, then if his modified mood level is > 8, you pass. Otherwise, you fail.
... and his outgoing score is < 500, then if his modified mood level is > 11, you pass. Otherwise, you fail.
Otherwise, if your target's STR with you (with modifiers) is < 25,
... and his outgoing score is >= 700, then if his modified mood is >= 15, you pass. Otherwise, you fail.
... and his outgoing score is < 700, then if his mood is > 17, you pass. Otherwise, you fail.
And that's all there is to it. Variety is unimportant. It's basically just a mood thing. Some customers are unexplainably surly, due to a borked mood boost. Try checking your lot debugger for "Fix Broken Mood Boosts".
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