Architect Archive

Thread: Only we can fix the Architect profit margin

maddhacker
Tue Jul 29, 2003 9:40 am
#14

Oh i'm sticking with it, actually just revised what was in my vendor to make it all 7cr per unit.


i'd rather not sell it for anything less.




Nuts'nBolts
Master Armorsmith, Eclipse

Lady'Laura
Poor Noob, Ahazi
BaronTagge
Tue Jul 29, 2003 9:48 am
#15

I subscribe to the 5 credits per resource price as a base. Sometimes is more or less, but I stick with that as a guide. Those ultra cheap guys won't be around forever, because there is no way to realistically collect all the resources for that long to sustain those operations. I once thought factories would be able to churn out houses, but at 4-20k worth of ore, and with the ore resources shifting around, its near impossible to be able to even factory produce much.


Basically, let the cheap guys do what they want. They'll be out of stock in no time and you will have some legit customers knocking on your door soon enough. We just have to realize that we can't force a sale. If a client has time and wants to wait, then they'll get the benefit.


I support the 5 credit per resource initiative


Karynth - Sunrunner

Laruther
Tue Jul 29, 2003 10:25 am
#16

I simply set up a nice reply message and all my headaches are gone. Here it is


I am sorry but due to the architect economy i am no longer building structures but if you wish to by furniture ask me for a waypoint.


Then i get the question whats wrong with the economy. This is where i use message number2. here it is.


it is more profitable for me to sell the resources than to build any structures.If you are willing to pay 6 credits a resource after looking at the resources needed at www.swgcraft.com and will cover any failures and time spent i will gladly make it for you.


Needless to say i have been making and selling furniture for a while now and i am loving every minute of it.for furniture i price at 4cr a resource and 7 for hide and 8 for wooly. I have not priced the master items yet due to not haveing the resources. But i am thinking of a good mark up for these.




Owner and operater of Laruther Corp Furnishings
Located on the Starsider server just West of Theed on Naboo
To place an order or get a price list and waypoint email Laruther
Sedryn
Wed Jul 30, 2003 12:03 am
#17

Yes I too have been selling TONS of furniture.. Making a boat load of cash. people will pay 3k for something that takes 300 metal to make..



|I'I||I'I||I'I||I'I||I'I||I'I||I'I||I'I|
.:Zen Starstrider Spaceways:.
|I'I||I'I||I'I||I'I||I'I||I'I||I'I||I'I|
kailusdog
Wed Jul 30, 2003 12:04 am
#18

It funny that you mention making more money selling resources. I was in Moenia on Bloodfin server on Sunday night trying to sell houses. I had some guy named "Temple" giving me grief that I was charging "25%" more than "everybody else" and there was no way I could sell houses. I was asking 55k for a medium. So I whined about there being no resources and costs for them. He turns and says, "I've got 1000 steel on the bazaar for 5/unit", why not buy that so you can make more houses.


What????? You think 5/unit isn't ripping achitects off? You think I can buy resources for 5k a unit and build a house for 55k? Your nuts!!! I proceeded to tell him he was the one ripping people off and I made more selling resources myself.


He said I couldn't make money because my prices were too high. What a nut case. Be sure to mark everything up you get a chance to sell to "TEMPLE" on Bloodfin.


I'm all over this pricing Scheme. By the time people start to buy again, I'll have a good stockpile of resources.


Kailus-Bloodfin-Kaadara


5252 - 6035

AncusMarcius
Wed Jul 30, 2003 12:12 am
#19

Supply and Demand...the one law that rings true in all forms of business, in game or out. Now supply and demand have many contributing factors to establish a well balanced economic system. In the interest of keeping such a monstrous topic simple I have narrowed these factors to 5 items.

1. The creation of money
2. The destruction of money
3. Money Supply
4. Resource Scarcity
5. Time value of money and labor

The creation of money:

Currently money is created in gane by:
1. new players arriving with 250 creds or so each
2. missions ranging from 200 creds to 6000 on Dantoine
3. Killing of NPC's and select creatures

If there are other ways please in game e-mail Ancus.
_______________________________________________
Destruction of Money

The destruction of money occurs as follows:
1. purchasing items or training from NPC's
2. building and equipment maintenance and operating fees
3. loss through uninsured death if body never revisited

If there is any missing items in game email to Ancus.

________________________________________________
The Money Supply

This is based on the above two items plus an ever increasing population base. It is obvious that the method of creation far out strips the method of destruction. The inevitable consequence is inflation and the eventual collapse of the economy. Currently there does not seem to be a properly functioning money supply regulatory mechanism. A currency has value precisely because it is limited and trusted as a median of exchange.
___________________________________________
Resource Scarcity

There has been a lot written on this subject already. Granted resources must exist in enough quantity to allow for a continuous fllow of products in game. Granted with an ever increasing population there is an ever increasing demand for resources. However there must be a limit to the amount of resources in game at anyone time. This very concept is what balances the number of architects to that of gun fighters. Scarce resources will dictate that there is room for x number of architects and x number of bio-engineers in the game at anyone time.

I agree the resource allocation algorithm applied in game is fundementally flawed. a sweeping resource shift is impracticle. With this form of resource management the economy will collapse for it is impossible to establish profitable and stable business.

Resources should be depleted over time causing the miners to mine for another non depleted resource on that same spot or pickup and move. In the real worl untapped resource dont move they remain until depleted.

_______________________________________
Time Value of Money and Labor

Jobs, jobs jobs...I thought this was supposed to be a game! We've managed to recreate an environment where we get home from work and goto work. Amazing - we dont even get paid! Enough digression - Of course each characters time spent on any task, be it mining, crafting or running a factory, is worth credits (money). This is a basic concept as we all have some sort of a real world job. The other probably less understood is the concept of time valued of money. This is essential for a successful in game economy. It ecco's through many of the threads on this site. If I cant make a profit for all this work then I am going to put my money somehwere else! The time spent in one proffession or on producing one item has a cost in time elsewhere. Since time is money, the time spent on one endevor costs you the amount in money you could have earned in another endevor. the trick is to find and maximize the most profit realization for your time. In order for this to self regulate the economic unverse of SWG the above five items must be functing properly.

This last concept will be what regulates the number of people in each profession. There must be a limit and a natural regulatory agent in the economic environment.

________________________________________________

Conclusion

This is not ment to solve any problems at this time. This article does not go indepth nor does it offer solutions. It is an economic analysis that reveals what I feel are the key areas to focus on in order to bring about a stable SWG economic environemnt. I will gather comments and suggestions and eventually formulate a few suggestions the devs can use if they wish.

Sincerely,
Ancus Marcius a hubble and struggling businessman.
Izzienne
Wed Jul 30, 2003 12:15 am
#20

Just a quick note. As a non-architect, I have been amazed at some of the house prices going around. People sell ridiculously cheap. Why? I don't know. The first couple days I played, I saw someone advertising small tattooine houses, 20k. I was talking to a friend on the phone, told him "wow, house is already for sale and only 20k!". To me that sounded really cheap. After all my level 5 newbie destroy missions were paying 1k or so, I could easily buy a house in just a few hours. Honestly I would not expect that, and I don't know why people do. In the last game with houses I played (UO) they were very expensive. Even a boat was expensive. Houses should be something you save up for, a long time if it's a big one. Not something you can go run 2 hours of easy missions and buy. I hope it makes more sense soon.

kailusdog
Wed Jul 30, 2003 12:23 am
#21

You noted inflation should be the result of this senario?


Why are prices dropping like rocks?

AncusMarcius
Wed Jul 30, 2003 12:25 am
#22

Supply and Demand...the one law that rings true in all forms of business, in game or out. Now supply and demand have many contributing factors to establish a well balanced economic system. In the interest of keeping such a monstrous topic simple I have narrowed these factors to 5 items.

1. The creation of money
2. The destruction of money
3. Money Supply
4. Resource Scarcity
5. Time value of money and labor

The creation of money:

Currently money is created in gane by:
1. new players arriving with 250 creds or so each
2. missions ranging from 200 creds to 6000 on Dantoine
3. Killing of NPC's and select creatures

If there are other ways please in game e-mail Ancus.
_______________________________________________
Destruction of Money

The destruction of money occurs as follows:
1. purchasing items or training from NPC's
2. building and equipment maintenance and operating fees
3. loss through uninsured death if body never revisited
4. bizzar and vendor fees

If there is any missing items in game email to Ancus.

________________________________________________
The Money Supply

This is based on the above two items plus an ever increasing population base. It is obvious that the method of creation far out strips the method of destruction. The inevitable consequence is inflation and the eventual collapse of the economy. Currently there does not seem to be a properly functioning money supply regulatory mechanism. A currency has value precisely because it is limited and trusted as a median of exchange.
___________________________________________
Resource Scarcity

There has been a lot written on this subject already. Granted resources must exist in enough quantity to allow for a continuous fllow of products in game. Granted with an ever increasing population there is an ever increasing demand for resources. However there must be a limit to the amount of resources in game at anyone time. This very concept is what balances the number of architects to that of gun fighters. Scarce resources will dictate that there is room for x number of architects and x number of bio-engineers in the game at anyone time.

I agree the resource allocation algorithm applied in game is fundementally flawed. a sweeping resource shift is impracticle. With this form of resource management the economy will collapse for it is impossible to establish profitable and stable business.

Resources should be depleted over time causing the miners to mine for another non depleted resource on that same spot or pickup and move. In the real worl untapped resource dont move they remain until depleted.

_______________________________________
Time Value of Money and Labor

Jobs, jobs jobs...I thought this was supposed to be a game! We've managed to recreate an environment where we get home from work and goto work. Amazing - we dont even get paid! Enough digression - Of course each characters time spent on any task, be it mining, crafting or running a factory, is worth credits (money). This is a basic concept as we all have some sort of a real world job. The other probably less understood is the concept of time valued of money. This is essential for a successful in game economy. It ecco's through many of the threads on this site. If I cant make a profit for all this work then I am going to put my money somehwere else! The time spent in one proffession or on producing one item has a cost in time elsewhere. Since time is money, the time spent on one endevor costs you the amount in money you could have earned in another endevor. the trick is to find and maximize the most profit realization for your time. In order for this to self regulate the economic unverse of SWG the above five items must be functing properly.

This last concept will be what regulates the number of people in each profession. There must be a limit and a natural regulatory agent in the economic environment.

________________________________________________

Conclusion

This is not ment to solve any problems at this time. This article does not go indepth nor does it offer solutions. It is an economic analysis that reveals what I feel are the key areas to focus on in order to bring about a stable SWG economic environemnt. I will gather comments and suggestions and eventually formulate a few suggestions the devs can use if they wish.

Sincerely,
Ancus Marcius a hubble and struggling businessman.
Vasser
Fri Aug 01, 2003 2:41 pm
#23

Yeah on Radiant the FF guild is now selling:


Small 8k


Medium 40k


Large 100k


They're doing this to get recognized on the server and sent out a massive email to everyone and anyone. They're crying cause DROW is all over Daeric and FF is based in Nashal (which I reside). So for the solo architect such as myself I'll buy from them what I can to stock up then I'm shutting down the business. I'll sell what I have in inventory for "reasonable prices" and move on. (And no I'm not crying, I'm just giving in and feel it's not necessary to waste anymore time in this class till the Devs do something quick...because each house sold is sand fallen out of the hour glass)


I'm fed up with the total dumbasses this class has attracted (most of them) and the lack of longevity in the class because Sony is too busy with other "more important" issues.


Fix the class and I'll be back. Good luck to all of you. And the dumbass statement was meant for PA architects for the most part since they're the ones killing the class.




~Vasser Kindreadth~
--- Master Artisan / Master Architect / Novice Pistoleer/ Millionaire w/o a D A M N thing to spend it on---
Radiant - Talus - Nashal
Visit Our Community We Have It All
Head West out of Nashal along the south side of the River. 1500m and you are there!
AliMok
Fri Aug 01, 2003 5:16 pm
#24

I'm confused why people keep posting about archi prices. You can rant/rave, discuss, vote, whatever on these boards and it will have ZERO effect on what happens in the game. Half the Archi's out there probably don't even read these boards. I fail to understand the point of these.
gaelichero
Fri Aug 01, 2003 6:17 pm
#25

The point is jealousy. Weaponcrafters get 50X and better per resource for good weapons, Architects get ripped because they have to work harder mine smarter to make less.


Many architects think they should be getting 5cr per resource per build, but as long as there are architects leveling and needing the xp and willing to break even on main and fuel costs, it ain't going to happen.


I know many architects that simply just gave up on building heavy equipment and simply sell furniture .. where it is easy to get 10cr and above per item.


My recommendation for architects is simply build the heavy equipment for yourself, mine good resources and sell it for extroidinary profit.


Peeps will buy 20k low grade ore for 60k plus. You simply can't beat that.


One thing for sure, structure prices will continue to fall until. What needs to be done is wear and tear on structures so that they simply have to be replaced after so many hours of use. Then allow actual durability and efficiency really work for structures so that superior products can be made ... then and only then will we be able to charge premium for structures.


If you want to sell in the heavy equipment market you have to approach it carefully. First mine all the needed materials to build 20-30 heavy mining installation, then run em through a factory. Then you can sell at 80k each and make a killing. You will simply out do the architect struggling daily to put out 1 heavy harvester and try and sell it for 140k.

Hatton
Fri Aug 01, 2003 8:39 pm
#26

This is my pricing list and i have a week waiting time and i can crank PA halls out in 2 days.....


Small Home 20k


Medium Home 80k


Large Home 150k


Medium Mineral 20k


Solar 18k


Chem/Gas/Moisture mediums 45k


All heavys 175k


Factories 45k


PA halls 400k


Furniture i price at 10cr per unit , with hide it goes up more and i sell alot with this pricing plan and the more Master Architects emerge the more leveled pricing will be. I go with how much i can buy resources for , if i get at 2cr per or less my prices reflect this...if i get them at 3cr per my prices reflect this..i will never pay 4cr per on any resource...on hide sure.



This has worked for and i get constant referrals from old customers...and i have over 3 million credits. So im doing something right.





Hatton Groghen
Master Architect
Naboo , Theed -5251 , 3235
For all your Housing and Installations needs.(TM)
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