Architect Archive
Thread: Have to raise price on Heavies, fail to much on Experimentation.
Im only getting about 1 out of 3 13BER heavies. The rest wind up being 12's. I had been selling 13's at 150K and 12's at 125K. Its not worth for me to make them anymore at this price. I think I will need to charge 200K for 13BER and 150K for 12's. If people dont want to buy them then screw it. I have heard of people selling 13BER's for 100K and below, I just dont get it, how can you sell them for so cheap and make any money what so ever ??
Slomi - Mayor Aegis
What i suggest to you all is this: Shut down operations and throw as many harvestors as you can on any new ore. Buy as much needed uber steel as you can, well, steel that's 900+ in Heat, Shock and Unit Toughnes (there is a current steel like this on my server). Basically dedicate 1 week to harvesting as much resources as you can. When you reach the end of your week's harvest and resource perchase, make all the nessesary subs componets, experimemted mining units and so forth. For each kind of harvestors (or whatever is most popular) you make a schemtic for it experimented at the max BER, which is 13 i believe. What this does is basically whenever you get an order, you have a schemtic made based on all the materials you harvested for the week and you can move on any order you recieve within minutes instead of hours. This is not a easy as i just described, this venture is expensive but it is highly benificial. What would you better like to have? Fail on maybe one or 2 harvs to get a great BER 13 schemetic that's ensure you a good result when you get an order? Or fail 2 or 3 times on each harvestor you must make, thus causing you to raise prices on your loss of resources. I did this plan this week and it has been highly benificial. I was able to move on any harvetsor order and have them ready within 30 minutes to an hour, all crafting done by factories. I made one schem for every medium harv and heavy harv and simply threw in the required resources into the factory to craft when i get an order. It makes you have less of a headache and calms your failure woes. Plus a break from crafting for a week to harvest resources aint that bad. It was a great relief for me until i re-opened my shop and the flood gates came in. But i was able to make 20 harvestors, out of which 3 or 4 failed durring the process of getting the schem right. Heck of a lot better than the headache causing alternitive. Just an alternate suggestion.
I made more than 50 with a schematic, sold them all for 100k each.
That's lots of money and lots of happy customers (they come back!). All that matters is getting alot of good (not uber) steel, 900-920 UT upper 800s or 900 heat and shock.
Also, the medium minerals go for 27k easy, and per resource that is a lot of profit.
Treat yourself well. You're an architect. You deserve it.
To the orginal poster:
You should not feel bad about selling at these prices, think of the harvesters made pre-patch. They were BER 7! , ouch. We had to get rid of our BER 7 harvesters for the new and improved ones to stay in the market, thus pushing up our prices. People demand the best, well they are sure as heck going to pay for the best. I would hope they would expect nothing less. Architects selling the heavies that are only working with say, 4-6 lots for harvestersshould only be ashamed to sell lower than 150K for these monstocities.
To anyone who doesn't agree with the original poster:
Refer to orginal poster paragraph.
That 10 or 11 that he just made, he's going to have to trash. Who is going to pay the extra maintenance and power on a BER 10 heavy when then can get a BER 10 medium?
So, YES..it DOES cost him more if he's experimenting and failing.
Yea when people only buy 13's and half the ones I create are lower than that I'm certainly going to charge more for them.
Before experimentation didn't matter so they were all the same and had a set price, now your pretty much saying make that standard price the 13 rate price and if you want you can lower it for the 11's and 12's.
Tendral wrote:
doesn't cost me a dime more to make a 13 rate than a 10 rate.
your not looking at it from all angles Tendral, if your making only one in 3 (that seems my average just like others here) at base 13, then your correct it doesnt cost you a penny more to make the 13, but the fact is you got two base 10's now which who will buy when you can get base 10 mediums? The two base 10 extractors you will be taking advantage of anyone who pays more for that than a medium 10. Which leaves the option of selling your two bad result heavies for less than a medium, or just destroy them / give them for free, so if your making 3 heavies, and selling one for normal price and 2 unsellable, then surely you 'are' loosing money overall, i used to sell heavies for 135k, pre-patch, now i plan to sell them at 200k, but ONLY when i start making them with my factory, if i made them now i would charge either 135k and say 'you pay in advance and i give you whatever result i get, 10-13' or 300k for a base 13