I'm developing a single player game containing gathering and crafting where I'm still struggling to find base values for the prices of gathered resources and crafted items. (But this is part of Constructing a game stock market)
Since it's a single player game and just one in-game market that offers items, I do not want to use dynamic pricing, I'm looking for a reasonable ratio between the buying and selling price. I was not able to find any hints on how to determine a good starting point.
Is for example 2:1 a reasonable ratio between the buying and the selling price for the player?
Things to consider:
- Of course the buying price has to be higher than the selling price or otherwise players could just make fortune by buying and selling the same item.
- Only some randomly chosen items will be available to buy in a certain time period and rarer items will be seen less often in the shop to buy.
- The offer should be reasonable enough to tempt the player to buy the item instead of farming the ingredients and craft the item for themselves.
Updated the question to fit the constraints.