Expand beyond sniping to full gold-making utility

Resolved 💬 3 comments Opened Dec 18, 2025 by jrobcodes Closed Feb 12, 2026

Problem

Currently Goblinomics is essentially a sniping utility - it identifies market arbitrage opportunities (buy underpriced items, sell at predicted higher price). While useful, this only serves one gold-making strategy and requires capital + market timing.

Many players make gold through gathering, crafting, and farming - activities where the current recommendation system provides little value.

Vision

Transform Goblinomics into a comprehensive gold-making utility that supports multiple playstyles:

Proposed Modes

| Mode | Description | Key Feature |
|------|-------------|-------------|
| Gathered Materials | Items from Herbalism/Mining/Skinning have 0 cost basis | "Sell now" when AH price is good vs historical |
| Crafting Profit | Calculate profit margins for craftable items | Factor material costs (gathered=0 or market price) |
| Farming Guide | "What should I farm?" based on current prices | Gold/hour estimates, trending materials |
| Inventory Advisor | Hold vs sell now for items you already have | Price trend analysis for timing |
| Market Flipping | Current system - buy low, sell high | Arbitrage opportunities (existing) |

Price Predictions Integration

Price predictions should influence all modes, not just flipping:

  • Crafting: "Wait 1 day to buy materials X, Y, Z - predicted to drop 15%. Craft item A then for maximum profit margin."
  • Gathered Materials: "Hold your Mycobloom - price predicted to rise 20% before reset"
  • Farming: "Farm Bismuth today - price is 30% above weekly average and predicted stable"
  • Inventory: "Sell your Enchanting mats now - predicted oversupply incoming"

Implementation Phases

Phase 1: Gathered Materials Mode

  • [ ] Identify gathering profession outputs (herbs, ore, leather, cloth)
  • [ ] Flag bag items as "gathered" when from gathering professions
  • [ ] Assume 0 cost basis for gathered items
  • [ ] Recommend selling when: AH price > vendor price + AH cut + threshold
  • [ ] Show in recommendations: "Sell [Mycobloom] x47 - 12g profit vs vendor"
  • [ ] Optional: incorporate price predictions for hold/sell timing

Phase 2: Crafting Profit Calculator

  • [ ] Calculate material costs for known recipes
  • [ ] Support mixed cost basis (gathered=0, purchased=tracked, unknown=market)
  • [ ] Show profit margin per craft
  • [ ] Rank craftable items by profit margin
  • [ ] Integrate predictions: "Craft tomorrow - material costs predicted to drop"

Phase 3: Inventory Advisor

  • [ ] Analyze all sellable items in bags/bank
  • [ ] Compare current price vs historical average
  • [ ] Integrate price predictions for timing
  • [ ] Unified "what should I do with my stuff" view

Phase 4: Farming Recommendations

  • [ ] Track gold/hour for farmable materials
  • [ ] Surface "what's hot right now" based on prices
  • [ ] Consider prediction trends

User Insight

"As it stands I think all we have is a snipe utility and I want a more full-fledged money making utility"
"Gathered materials should have cost basis of 0 so anything higher than vendor price is good"

Technical Notes

  • Already have: bag scanning, profession detection, price predictions, AH data
  • Need: item source classification (gathered vs purchased vs crafted), profit calculation engine
  • Gathered item database could use profession skillLineIDs to map outputs

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