What is the enhancement in mind? How should it look and feel? A system to add some intelligence to the number of items being queued, rather than an arbitrary number.
Please provide any additional information below. The queueing system should reference previous sales or crafting history (probably the easier one to manage) - to intelligently increase or decrease the number of items being queued for crafting.
ITEM-A is requested for queuing 5 are held in inventory and 10 are added to the craft queue, the system recognises this as a fast seller and calculates a potential sale of 20 for the week - instead of queueing the original 10, it in fact adds 15.
ITEM-B is requested for queuing 5 are held in inventory and 10 are added to the craft queue, the system recognises this as a poor seller and recognises it is highly unlikely the current stock of 5 will sell before next week (or configurable crafting frequency) - instead of crafting a further 10 the item is removed from the queue.
I thought I was going to implement this using your choice of BeanCounter or MySales. Unfortunately MySales doesn't keep track of how many items are in the stack sold on the AH, so I will have to make this only work with BeanCounter or it will be based on crafting.
Eitherway works good, I have auctioneer installed so its no biggee enabling this as well.
Is it possible you could parse emails returned from the auction house? Count Failed auctions and successful auctions and keep track of the "score".
How do you think failed auctions should affect the score? If I have 5 successful auctions and 2 failed auctions, how many should I queue?
My thinking is that it doesn't matter that 2 failed, I had 5 successful auctions and I have 2 items left, so I should queue 3 and hopefully sell all five next week. If there is a clear definition of how it should work, even if I don't use it I will probably add it as an option.
I just remember that there is another alternative to BeanCounter called "NutCounter":
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