Architect Archive

Thread: Why do people continue to complain on pricing?

Taragin
Fri Jul 25, 2003 8:34 pm
#14

The problem isn't going to get fixed until the Architech out there selling just to make a quick buck start charging more.


I am not an Architech but think houses should sell for alot more than they do. I bought a medium Generic that cost me 45K. I thought I got a great deal to I was trying to get pricing on a large. One guy offered me a large for 110K and when I asked how much was a medium, he told me 35K.


You guys aren't charging to much at 15-20K for a small. Hell I think they should be like 50K but the problem is that people are selling them below resource cost cash they managed to harvest resources for free and even 10K is a good profit on free.


Free resource Harvesting you ask. Well my roommate is an Artisian and while he is sleeping or at work his Character is out Macroing resources. He has been playing a week and it already a Master Artisian and has about god knows how many thousands of various resources. With this being the case, sure he could sell those resources on the bazaar at 3c per but that takes time as fewer people can actually use resources as wants a house.


So the Architech out there macros freeresources. H gets enough resources to build several houses, now he can either sell the resouces and wait up to 7 days for it to sell on the bazaar at 3c a resource or he can build a small house, get exp and then sell the small house for 6K and make an easy 6K profit.


Well that is a powergamer for you I guess.


Taragin

B0SS304
Sat Jul 26, 2003 12:30 am
#15

Feel free to label sony. I remember complaining to my RL friends in the game about harvestors when I was at Eng 3 trying to figure them out. I believe that sony didn't provide any data about the elite professions so we could have "fun" exploring them (didn't have much "fun" there). However, my point is, do we need every 10th post to be about prices, the amount of resources it takes to make buildings, or critical failures. It is the amount of complaining, rather than the complaining itself. Sorry, if I didn't make that clear, totally my fault.



[insert overblown/gaudy sig here]
Kroz
Sat Jul 26, 2003 6:09 am
#16

my crafting partner is an architech so i try to keep surrent on at least several profession boards as we are each other's business partners and deal negotiators when the other isn't signed on. i am personally an armorsmith, master artisan, and partial mid-skilled tailor so i'm am pretty up to date on how many of the crafting professions are doing. heck, i'm even a pistoleer and a creature handler just so that i have the ability to go into hunting or PvP with my friends and make a worth while contribution.


any order that we get in for one of her products is priced at 5cr per resource used, period. sure we harvest our own resouces, we hand sample when we need a break, but we also psend alot of money in the bazaar buying up what we are short on or stock piling potentially scare resouces. with resource shifts and things like houses needing "similiar" units, having half of you low grade or different can pose a problem in construction.


she and i started playing the game to have fun, to work together and see how far we could get without a PA. when we take orders we charge at 5r per resource, that helps cover time, effort, cost for resouces bought off teh bazaar at anywhere from 3-7 cr per unit.


more people to the people selling medium houses at 60-70k, but that is putting you at at a 3 or 4 cr per resouces used to construct that house, WITHOUT failure. even failing on a structure module or a turbine generator can easily put you at selling that item for a loss.


at least once i night she asks me if she should lower her prices to meet the pressures of the customer andi tell her "stick to your guns". time after time events prove that lowering prices for one customer does nothing good for your long term profession.


sure, charging 105k for a medium house might be more then some people, but we have superb customer relations, a central location, very fast service when resources allow and more then one contact concerning orders placed. our prices weed out the people who want to be more thrifty but we have many many many repeat customers for her products alone, which lead to armor customer for me, and vise versa.


my point, stick to your pricing, hold your ground, be professional and the results will come. above all, enjoy your role and play the game for youself first. if you are not having fun, don't play, your time is worth more then playing something that you are not enjoying.


Zanthus
Sat Jul 26, 2003 7:32 am
#17

I started selling my houses for 14k about a day after someone with a spam macro had starting shouting they were selling for 12k.


My first customer said to me, "But the going rate is 12k" I explained about the resource shifts and how the ore for his house would take a long time to recoup. So he says ok, let me go do one more mission and you have a deal. So, standing 50 meters from the person who was selling for 12k, I made 14k because I was fair and honest, and any fighter class knows they can make 4k every 5-10 minutes. It takes them less time to get 15k than for me to run to my bank, gather the need resources from there and craft the stupid house. That customer has come back to me to buy furniture, and a second house for one of his friends.


So I raised my prices to 15k, just to get a little extra for my time. By the end of the week, the person spamming town was selling at 15k too. Give it a week or two, talk to your competitors, and everything will work out. Also, don't publicly undercut your competition. Talk to them first and see why they charge so much...they may have a good reason...if you publicly undercut them you will only start a price war. Someone undercut me on a droid that I was probably selling too high but didn't have any idea on prices. However I do know about houses, so I then undercut them on their main product. However, if they would have talked to me first, I would have probably lowered my prices to match the market.



The other problem with small houses is that ppl will trade them in at some point...meaning that used houses will most likely sell for 10k or less.

SilenceAM
Sat Jul 26, 2003 7:52 am
#18

Yes, once you tell them "Well yeah, I'm selling them at 10k each. That's only 3 credits per resource, which is less than what they sell for on the open market." they usually understand. I did, however, get into it with a master Armorsmith the other day... he was charging 250k for a suit of composite armor and looking for a large house. I told him 170k (the going rate on my server) and heseemed to think the price was rediculously high. I told him it was a good thing I wasn't price gouging people selling things for 10-12 credits per resource like he was or he'd be spending 400k instead. Then he had the gaul to tell me "well it only costs you 10k to make it". Sure... maybe 10k, if you count all the maintenance fees for all the harvesters that have to run for 2-3 days straight to get enough resources to make one.


Anyway... I think part of the problem is that non-roleplayers see absolutelyzero value in owning a house. It doesn't heal them automatically likea camp does, they have no use or skill to own a vendor, and their bank vault holds everything they own, so why have a house? I think it would be a much different story if there was a wider variety of things to decorate your house with, ala UO... especially things found from creatures. What adventurer wouldn't want theskull of a Krayt Dragon or Kimogilla adorning the floor, or the head of a rancor mounted on the wall?


Of course... houses are luxury items. I think it's partially up to us architects to put our foot down and charge for them as such. If the adventurers don't want to pay 400k for a house, then they don't need to... but the price alone would eventually make them sought after as status symbols by those very same people that say houses are worthless.

ReturnOfTheArchitect
Sat Jul 26, 2003 9:41 am
#19

Isaid this on another thread but I think the following would be an excellent idea..



A lot of people are using small houses as a way to power level their architects. Thats fine, its a good decision for them because they can make a large item that takes a lot of resources and gives a good deal of xp. Mostly they are interested in leveling as quickly as possible at this point, so they try to sell really low just to keep things moving along (make enough money to keep harvesters in action).


The new "practice" option, if it were given a decent incentive, say 25 - 35% rather than 5% would attract a lot of the people who are simply trying to get to master architect as quickly as possible. They would produce no items along the way, thus the market doesn't become saturated with houses and such, and those who are still selling for profit are able to demand a more reasonable price on their goods.


Everyone is a winner.

mrbleemo
Sat Jul 26, 2003 4:34 pm
#20

It's getting worse i have had a few days where there were some guys selling at 7k per small. they actualy started brandishing me as a rip off merchant. Even when i explained aloud in a cantina how much it costs for the resources and how much i could make from resources alone, the guy thought he was selling at the correct price. I'm getting pretty sick i have to say, tak about a vicious circle. We'll be lucky if we can buy units at 3 credits per, but if we sell at less then that, they are still not happy.



NEB




NEB
Kitus
Sat Jul 26, 2003 4:51 pm
#21

Im sorry i know this is a newb question, but how much is that standard cost on a guild hall? and whats best practice as to providing the arcitech with resources, IE none, some , quite a bit.


Thanks




Kitus - ....that....guy
hi mom
Almighty wielder of n00biesville slugger
Daynn
Sat Jul 26, 2003 4:55 pm
#22

Why do people complain? Because that is what people do.


I'm selling near your prices with no troubly whatsoever. If people give me lip about my prices, I just smile and tell them to look for someone willing to sell it cheaper. Sorry if this is a little blunt, but I don't need everyone's business. My prices are fair. So are yours.


People will complain no matter what you do, so don't let that change your direction.






Dainn Valstead - The Resistance
Master Architect (Retired)
Master Weaponsmith
Starsider
Visit my shop on Naboo: Pirate's Cove 4125 -5000 (sw of Moenia)
Gytheran
Sat Jul 26, 2003 7:57 pm
#23

so a small house requres 3380 resources... How much are you paying for resources? I was harvesting copper from a site that was 54% and I was receiving 250 power/hr. After calculating raw material costs... .6 credits per unit of material. Now mind you... this is a low concentration of the material, so the cost is actually higher than you would normally see. So at the rate of .6 credits/unit. That small house cost you 2,033 credits to make... minus time and effort. Charging 15k for a small house is rediculous. period. Once the market is flooded, theprices will go down...just like weapons did.



Wa'ton Kindred Teh Banned
MagusAlbertus
Sat Jul 26, 2003 8:15 pm
#24

20k


120k


240k


... i'm rich and alwase have work. i sgest you all adopt these prices, you will sell.

Marbacca
Sat Jul 26, 2003 9:09 pm
#25

I wish I could adopt that price list! But there are simply too many other architects on Eclipse with cheaper prices.



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Paweh
Sat Jul 26, 2003 9:16 pm
#26

If you're willing to sit there for 13.52 hours hand sampling resources, be my guest. I prefer to use harvestors, which require money and power to keep running. On the same resource concentration, a personal harvestor would collect 108 resources every hour. Double that for a medium installation. Even more for a large installation (does anyone have statistics for this?).


Personal harvestors take 600 power and 720 credits per day. Medium take 1200 and 1440 credits per day. Power generators cost 1440 credits per day regardless. For those of us that use them, these costs factor in to our final product cost.


I presently have5 personal harvestors and1 medium installation harvesting a 57% Ore deposit. That's798 Ore every hour, but it also costs me 210 creditsand175 power every hour, which right now costs me about 39 credits. Using these calculations, I can get the resources I need in 4 and 1/4 hours, which ends up costing me 1058.25 credits. However, there's two things to consider: 1) I bought a Solar Power Plant as soon as I was able to afford it. Otherwise, I'd have to try to cover it with two Wind Generators (output rate of 2 at 100%), which would also knock out another lot, plus they each cost the same upkeep as a Solar Generator (output rate of 5 at 100%). 2) The mining installation also saves time, since it takes up the same number of lots as a personal harvestor, butdoubles the output amount, maintenance costs, and power costs.


Additionally, every time I want to move a harvestor (due to a resource change), I have to have two days worth of credits in the maintenance budget and lose whatever power is currently in it!


Finally: In order to build a house, you have to build 12 subcomponents first. If any single one of thesefail, you lose resources. Since 10 of them require200 Ore each... Once those arefinished, it's still possible to fail on the house itself, in which case you lose all 3388 resources.




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Paaweh

Elder Musician, Elder Merchant of Radiant
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