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Selling
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'''Selling''' to the town store is the quickest way to turn goods into gold. The store gently lowers its offer when you sell a large amount of the '''same item''' in one day, so this page explains why that happens and how to always get the best price. == Why store prices can dip == StepHarvest has a shared, player-run economy. The town store buys your goods, and if it always paid the same no matter how much you sold, it would become a bottomless source of gold. That sounds good at first, but it quietly breaks the game for everyone: * '''Gold loses its meaning.''' If coins pour in without limit, prices and rewards across town stop mattering. * '''One item takes over.''' If dumping the single most profitable thing were always best, there would be no reason to grow or gather anything else. * '''The player market dies.''' Why trade with other players if the store is an endless buyer? So the store gently lowers its offer when you sell a large amount of the same item in one day. This keeps the store useful for everyday selling, nudges big surpluses toward other outlets, and stops any single item from becoming a money printer. It is built so normal, everyday selling never feels it. == The short version == * The dip is based on '''how many''' of an item you sell in a day, not how much gold you make. * You can sell a good number of each item every day at full price before any dip starts. * The dip is a percentage, so pricier goods drop by more gold per sale while cheap ones barely move. Same rate, bigger numbers. * It is '''temporary'''. Prices recover over the following day as your recent sales fade. * Selling one at a time or all at once earns exactly the same. No tricks. * The store is only one outlet. The [[Marketplace|player market]] and the Hearthfire Cookpot are there for your surplus too. == What it applies to == Store-price decay is not just for crops. It covers the everyday goods you produce or gather in bulk. Rare finds, tools, keepsakes, and things you do not churn out in quantity are not affected, so an occasional valuable item is never dragged down by it. == How selling works == Every item has a full store price, set by its value and its quality (a {{Quality|pristine}} item is worth far more than a {{Quality|regular}} one). Each day, the first several of any single item you sell go for that full price. That daily allowance is '''shared across qualities''' of the same item, so selling {{Quality|regular}} and {{Quality|pristine}} cauliflower both count toward the same pool. Once you pass the allowance, each additional one you sell that day nudges the store's offer on the next one down by a small step. Sell a lot in one sitting and the price keeps easing down. Stop, or spread your selling out, and it climbs back to full over the next day. New players get an even gentler version of this for their first month, so there is room to find your feet. Once in a while, if the whole server floods the market with one item at the same time, that item's store price softens for everyone for a bit. In normal play you will not notice this. == Example: Pristine cauliflower == A {{Quality|pristine}} [[Cauliflower]] sells for {{Gold|210}} at full price. Selling a big batch in one day looks like this: {| class="wikitable" ! Cauliflower sold that day !! Price of the next one |- | 1st through 8th || {{Gold|210}} (full) |- | 9th || {{Gold|203}} |- | 10th || {{Gold|196}} |- | 12th || {{Gold|185}} |- | 15th || {{Gold|170}} |- | 20th || {{Gold|150}} |} A {{Quality|regular}} cauliflower follows the same pattern, but since it starts at {{Gold|105}}, each step is about half the gold, which is why cheaper goods feel like they hardly change. By the next day the price is back near {{Gold|210}}. == What to do about it == * '''Spread your selling across different items.''' Each item has its own daily full-price allowance, so a mix of goods all sells at full price, while a big pile of one crop is what starts the dip. A varied farm is the simplest fix. * '''List big surpluses on the [[Marketplace|player market]].''' It has no daily dip, and other players will often pay more than the store. One thing to keep in mind: the player market is still growing and items are gaining new uses all the time, so a few items may not have strong demand there just yet. If something is not moving, that is fine, you have the options below. * '''In no rush? Sell a little at a time.''' If you are sitting on a surplus the market is not buying, just sell it to the store across several days. Staying inside the daily full-price allowance means you get top price for all of it. It only takes a bit of patience. * '''Turn extras into buffs at the Hearthfire Cookpot.''' Instead of selling, deposit spare goods into the Cookpot in the Workshop to brew temporary [[Crafting|buffs]]. It is a great home for surplus you do not need the gold for, and it ignores store prices entirely. * '''Let prices rest.''' The dip is temporary and climbs back toward full over the next day, so if you notice it dropping, just come back tomorrow. * '''Splitting by quality will not help.''' {{Quality|regular}} and {{Quality|pristine}} of the same crop share one allowance. Do still save your best quality for the [[Marketplace|player market]], where it is worth the most. '''New here?''' You get an even gentler version for your first month, so do not worry about it while you settle in. == See also == * [[Marketplace]]: the player market, and how item quality sets the sell price. * [[Crafting]]: brewing surplus goods into buffs. [[Category:Economy]]
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