Marketplace: Difference between revisions
Update Marketplace: instant-sell UI, price-dip details, 7-day listings, bound items |
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== Price dips == | == Price dips == | ||
Selling a lot of the same item temporarily lowers the store's offer for it. Sales add up over a rolling 24-hour window, and the offer recovers as those sales age out. A few sales barely matter, but dozens of the same item noticeably drop the price. How fast the price falls depends on the item: common goods like ore tolerate large stacks, while valuable gems drop after only a handful of sales. | Selling a lot of the same item temporarily lowers the store's offer for it. Sales add up over a rolling 24-hour window, and the offer recovers as those sales age out. A few sales barely matter, but dozens of the same item noticeably drop the price. How fast the price falls depends on the item: common goods like ore tolerate large stacks, while valuable gems drop after only a handful of sales. See [[Selling]] for why this happens and how to always get the best price. | ||
The dip is tracked per item, so spreading sales across different items avoids it. At very high community-wide volume a much gentler global dip can also apply, but in normal play the effect you will see is from your own selling. When an item's store offer is reduced, your inventory shows what percent of base it is currently paying and nudges you toward the marketplace. | The dip is tracked per item, so spreading sales across different items avoids it. At very high community-wide volume a much gentler global dip can also apply, but in normal play the effect you will see is from your own selling. When an item's store offer is reduced, your inventory shows what percent of base it is currently paying and nudges you toward the marketplace. | ||
Latest revision as of 14:34, 9 July 2026
The Marketplace is where crops, fish, minerals, and everything else you gather turns into gold. There are two ways to sell: an instant sale to the store, or a listing for other players.
Instant sell to the store
Selling to the store is instant, straight from your inventory. Each item row has a Sell 1 shortcut, or you can tap an item to open it and use the quantity stepper (with a Max button) to sell several at once. There is no "sell everything" button, so you always choose what goes.
The store pays 60 percent of an item's base value, scaled up by the item's quality:
| Quality | Multiplier | Example: 400)
|
|---|---|---|
| Regular | x1.0 | 240
|
| Silver | x1.25 | 300
|
| Gold | x1.5 | 360
|
| Pristine | x2.0 | 480
|
The payout is rounded down and is always at least
1. Only a Pristine sale beats an item's base value at the store; everything below that sells under it.
These multipliers are universal: they apply to every item in the game, not just crops. Item infoboxes across the wiki compute their price tables from this one rule.
Price dips
Selling a lot of the same item temporarily lowers the store's offer for it. Sales add up over a rolling 24-hour window, and the offer recovers as those sales age out. A few sales barely matter, but dozens of the same item noticeably drop the price. How fast the price falls depends on the item: common goods like ore tolerate large stacks, while valuable gems drop after only a handful of sales. See Selling for why this happens and how to always get the best price.
The dip is tracked per item, so spreading sales across different items avoids it. At very high community-wide volume a much gentler global dip can also apply, but in normal play the effect you will see is from your own selling. When an item's store offer is reduced, your inventory shows what percent of base it is currently paying and nudges you toward the marketplace.
Player listings
You can also list items for other players to buy. You set the price yourself, listings stay up for 7 days, and the marketplace takes a 5 percent fee from each sale. Rare finds and Pristine goods often fetch far more from players than from the store.
A few special items, such as certain festival rewards, are bound to you and cannot be listed.