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Customers will have varied reactions to the prices you choose for various items. Finding the balance between profit and customer satisfaction is key.

Base Value

Each item has a [Base Value]. [Base Value] can be calculated by the price listed on Le Retailer divided by 4.5.

  • Low popularity decrease the [Base Value] itself to 75%. This affect the price listed on Le Retailer.
  • High popularity increase the upper bound of Perfect Sell by 25%. The [Base Value] remains unchanged.
  • Calculated price is rounded up.
  • New Game + use the same [Base Value] but the price is adjusted by multiplying with 5.6 then minus 1.

Customer Reactions (Browsing & Pricing)

Customer Reactions

Depending on the price that you've set for your item, you'll get a reaction from customer's which will indicate how 'worth it' they think it is. If you're charging too much, they'll likely avoid the sale and leave with a bad impression; if you're too low, they'll snap up the bargain eagerly, but in doing so you've missed out on some profit.

  • Cheap Sell: Cheap - You're losing money, but your customers love the savings.
    • Less than [Perfect Sell].
  • Perfect Sell: Perfect - The balance between profit and customer satisfaction.
    • [Base Value] ±10%.
  • Expensive: Expensive - Your customers will buy it, but they won't be happy. The item's popularity will decrease.
    • More than [Perfect Sell] and ≤ [Perfect Sell] + [Base Value]×5%.
  • Overpriced: Overpriced - Your customers won't pay this much for the item and will continue browsing. If the same customer browses 2 overpriced items in a row, they will leave the shop without buying anything.
    • More than [Expensive] and ≤ [Base Value]×200%.
  • Very Overpriced: Angry face - There's no way you should be charging that much for the item. Your store's reputation will likely suffer as customers will think it's really expensive.
    • More than [Overpriced].

The Checkout (Transaction)

To successfully receive money for an item, your character needs to be behind the counter while a customer is in front of it; they'll place the item they're wanting to buy on the counter and wait for you to conduct the transaction. Simply press the appropriate button on your controller when prompted to sell the item.

  • If successful, the customer will pay the amount (+ tips) and leave the store.
  • If left to wait for too long, they'll only pay half of one item's price and leave the store with the entire stack. They essentially leave the money on the counter for you, as you weren't there.
    • Example: If the customer picks up a stack of 10 glass lenses at 125 each (1250 total purchase price) and you fail to conduct the transaction, they'll pay you 62 gold and leave with all 10 glass lenses. You will also not note their reaction in your notebook.

See also

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