Architect Archive
Thread: Architects Suggested fair Pricing Sheme
I do my own resource gathering, I do not buy resources ... I will accept them in trade at a 2c/unit conversion. I sell everything I make for 2.5c - 3.0c/unit except for PA Halls and Master Furnature. Those are 4/Unit.
And I do a rather brisk business, especially in the furnature department.
Wow, this so ties into what I have been talking about. Please refer to my main thread:
http://forums.station.sony.com/swg/board?board.id=architect&message.id=13681
No offense intended but imho an awful lot of this sounds like whining.
I'll continue to sell for whatever fair market prices I can get..... I'm haven't been selling much of anything other than furniture lately but it's been good to me so far.
Here's my read;
If it should get to the point where I can sell the resources for more than the finished product I will gladly do that..... WHO ELSE IS GOING TO BUY THE RESOURCES other than architects? LOL sooner or later the prices will adjust because they have to consider the price they paid in purchasing the resource.
I'd like to get some more info on those 20K missions in 20 minutes..... lately I've had the misfortune of having to wait an average between 6-9 minutes for a shuttle, bad timing =( lol..... I would feel lucky if I were to complete 2 missions in 30 minutes and that would only bring me a profit of just over 2K. I don't like doing delivery missions unless I'm strapped for credits but maybe I'm doing something wrong so please help with some clues.
Drueric wrote:
All Small Harvesters2500 -5000 credits
...
Furniture I Items2 credits per rec flat rate
Why wouldya charge 10 cr/ res for small harvestors that anyone with Engr 3 can make and only 2 cr/res for furniture that requires Novice Architect to make? Both items take about 10 seconds to make. With that pricing scheme why would anyone ever want to make Furniture 1 items?
I can understand this if the supply/demand for these items on a certain server / planet / city dictates such pricing but if you're just working on general baseline pricesthen I don't understand this pricing strategy.
Pawlin
As I said in my origianl post.. "all things considered.." to reply to the above post, Yes any engineer can make small harvesters, therefore you wouldnt sell very many of them anywayceSame with guildhalls, considering that eventually you will never get anyone to buy one and they never go away. Everythign we make is indestructable, execpt when the owner destroys it on purpose. Therefore everything we make is invaluable. more valuable then the resources it takes, more valuable because of the time we spend to gather and make these structures, more valuable because they never rot.I agree that medium mineral should probably cost a bit less and the med chemical and gas should probably be a bit more. In case you people dont know... other crafting classes get away with selling their items at 25cr / resource(or more), and their products decay.(consumers are ignorant)Taking that into consideration, and the frequency you actually sell the higher end items, you really are asking a more than fair price for you time and resources.
With the amount of resources used to make say.... a medium house, a weaponsmith could make probably a million credits with the same amount, and again, their products decay. Ours dont.
Now you gotta understand, the prices I listed are basically AT COST. They are not the suggested retail price you sell for.
How much profit does someone expect to get?
10%, 20%, 30%, 40%?
I would say on the lower end items such as furniture it should be the higher profit percentage, 40%, but I'm thinking the structures should be about 20%.
What do you think?
I think the pricing ought to be based like so (keep in mind this is my opinion... i dont propose it for all of you... for that thre would need to be rational discussion which at present is impossible on this board)
Base expenditure formula... before i even START crafting.. i could sell my ore for 3 credits per ore. minimum.period.this is unarguable.. log on my server and ill show you. (you can actually get up to 10 forgood quality). Sodontquate what it costs to run your machines daily etc etc etc... bottom line is.. its less than 3 or they would be charging more for ore..
Okso you have a baseline of 3 credits per ore.. anything lower and you are selling for less than the ore is worth. Now you have to ask yourself... whatsmy time worth? To a master... your time is prolly worth more than a novice who is looking for anyway to build up EXP.. as a novice the hardest thing is getting enough or to level up (and face it.. for architect your levellign is reliant upon the oreyou find.. if you had unlimited ore (cough dupers) you can master the trade overnight.)
Ok so... your time.. lets be conservative.. if it takes me 20 minutes to make a medium house from scratch.. i could run 20k in missions in that time (this is changning.. i know)..
so we are at 3/ore and 20k lump sum... now the skills... my skill is worth something..? isnt it? The lowballers dont feel it is.The time spent gathering.. the time spent running around looking for ore etc etc.. lots of variables. The overhead of maintaining ore for special projects...
For the record.. id say 5/ore is NOT unreasonable on large resource items. The price of furniture is set by demand.. it does not rot... that adds to its value... what would you pay for a car in real life that NEVER EVER DECAYSED ONE BIT and was as powerful in ten years as the day you bought it... was unscratchable and if you got into a collision the repai left it with ZERO noticeable difference. I bet youd pay more. Theres my 2 cents. Commence saying im a price gouger..
I would like to point one thing out to all of my fellow architects.
Harvesters are a investment. Unlike houses which are overhead, and furniture which is a decoration.
Yes, I know harvesters have huge maint and power cost, yet even at low 25% efficiency on both the power generator and the harvestor itself and selling at the standard price of 3cr per resource the owner is making 50% profit.
Now take into consideration the fact that the majority of the harvs out ther are running at over 70%, you can see that the owner is making an ungodly profit. And dont even get me started on the resource prices on the bazaar at 5-8cr per.
Dont get me wrong, it is your right to sell at whatever price you feel is appropriate.
But in my opinion Harvesters should be the most expensive item in the game, as they are the most profitable item in the game for the owner.
Also if you take into consideration that each player only has ten lots, most customers will only buy ten harvestors of each size ever as long as they play the game. yet they will continue to churn a profit long after 90% of us architects go bankrupt.
So I ask you to think about your future and your customers future when setting your prices.
LET THE FLAMES BEGIN!!!
Roach of tatoonine
Drueric wrote:
Yes any engineer can make small harvesters, therefore you wouldnt sell very many of them anyway...
OK.
But then why charge so little for Furniture I? Surely 2cr/res is below the cost of the raw materials.
Seems to me that dumping houses below cost is annoying to a lot of people so why would it be OK to dump furniture below cost?
It seems to me that your argument was that we should all start charging "fair" prices even if it meant hitting an initial sales slump because it would be for the good of all architects if we set up a baseline pricing system that would benefit us all. (correct me if I misread your intention). Dumping furniture I below cost doesn't help architects one bit and asa novice architect that can't make anything better, that seems to hurt me most...
Pawlin
This is pretty accurate and I've listed the prices I've been selling at below for quite some time. I do pretty well at these prices but with all the folks out there willing to sell below cost, it can make it tough.
Building
Small House: 3,388 units= 10,672 credits
Medium House: 18,350 units = 57,802 credits
Large House: 37,584 units = 118,389 credits
Personal Harvesters: 250 units = 787 credits
Mineral Mining Installation: 3,607 units = 11,362 credits
Heavy Mineral Mining Installation:33,045 units = 104,091 credits
Guild Hall: 58,452 units = 184,123 credits
I sell for