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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.

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    \$\begingroup\$ There isn't a universally good ratio because this is going to depend heavily on the specifics of your game, which the items can appear, how often they drop or appear in shops or how easy they are to craft, how easy it is to sell things (needing to go back to town often because your inventory is full of vendor trash, or useful items for that matter, is usually a bad thing) and also how much you specifically want players to interact with the shop versus the crafting system and how you want them to feel when a good item drops. You need to playtest, basically. \$\endgroup\$ – Bernhard Barker Aug 30 at 15:51
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    \$\begingroup\$ This depends a lot on how you define words like "good" or "reasonable" in your game. It looks to me though like you gave a decent starting point in trying a 2:1 ratio, and a good metric for success you can use to empirically evaluate how that ratio works in your game: "The offer should...tempt the player to buy the item instead of farming". So, playtest with your ratio, and observe how much players buy versus craft. If they're crafting more than you want, lower your ratio. If they're not crafting enough, increase your ratio. \$\endgroup\$ – DMGregory Aug 30 at 16:20