Architect Archive

Thread: Why Im not sad about leaving architect...

ComicsGuy
Sun Feb 29, 2004 1:53 am
#14

Ah, the age-old argument of Architect pricing. Well, it seems age-old to me.

The problem used to be there was no differentiation between our items. A house was a house was a house. Furniture was furniture. Factories were factories. And before experimentation, a harvester was a harvester.


And even with experimented harvesters, there are still dozens of Architects per server who can make the highest rated ones. So there's still little to differentiateArchitects, except for the ones who keep their vendors well-stocked, and who have access to the cheapest resources to keep their prices down.


Weaponsmiths and Armorsmiths can make better items using special components, like the new loot items or animal resources. Maybe if Architects could addcomponents to increase BER, then we'd see some better pricing.
RotorofCorRng
Sun Feb 29, 2004 7:20 am
#15

Flurry just took a turn down in pricing. I am not a volume seller. I sell 2 or 3 heavies a week with a little shop in the middle of nowhere. My current prices are as follows:


139k Hvy Min

135k All others Hvies except for Water

50k for heavy water


60k for mediums other than mineral/water

25k for med min and water


Houses:


10k small planet

12k small genric


75k med planet

85k med generic


135k all larges


300k guild halls


The biggest guys on our server Abacus/Lipty just made a permanent slash on their prices 130k hvy min 120k other heavies. This means the server is slowing down. I am going to have to cut my prices now. I mine my own stuff, so i am still making a profit, but it looks like in the next couple of months we might be back to 99k for heavy mineral tag.



Rotor - Will cease to exist May 3rd.
StumanKadir
Mon Mar 01, 2004 6:12 am
#16

I used to worry about what people charged, whether they undercut other architects, etc, but I don't anymore - I charge what I charge because it's at a price I (and more importantly my customers) am happy with.


All of my business is repeat business and referrals - and I know that stuff on the vendor will sell - so why should I price gouge others? We have another architect in our city who charges quite a bit for her deeds, and she still makes sales.


I'm still an architect because people have asked me to stay and keep doing it. Plus (and this is the added bonus), I still like doing it .


If I didn't, I probably wouldn't. And you can't get much simpler than that.






Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

ThePhantomPoster
Sun Mar 14, 2004 3:28 pm
#17

I was trying to decide whether to bump this or not cause I was just thinking about it.


Meh, why not.


Jedi-Indrialia
Sun Mar 14, 2004 4:57 pm
#18

Quoting :

As I have said before, the value of a harvester should take into account what a player can get with it.


__________________________________________


If we take that as granted, then the next sentences should be true as well :


Weaponsmiths should charge a lot more for theirwares cause people will be doing missions with them. (lots of $)


Artisans should charge a lot more for vehicules because of the time people will cut travelling with them (shuttle "bypass" and time economy)


Anyone selling ressources would have to know what they will be used for, and with a complex formula, have the prices set so that it's accurate with the profit the last person processing it will be doing...


----------------------------


All that to say : Charging 3/4/5 cpu + a percentage (for the crafting time/ressource gathering time etc) would be ok.



Indralia DirtyTricks, Rebel Colonel
Andromeda City, Corellia, Kauri
Holo's 1.Smuggler 2.Riffleman 3.Chef 4.Architect
Mastered all basics. Didn't open.
I hit the cancel button on 04-10-04 but im still here
Bandola
Mon Mar 15, 2004 4:34 am
#19

I laugh every time I read one of these 'how much do you sell.... for' or 'pricing question on..' threads.


This one is headed differently, but the content comes down to the same thing.


Why ? What does it matter ?


Sell at what you are comfortable to sell at. Why should you care if the guy in the next street sells for half, for double? Who gives a damn how much the resource cost per unit is? or how much return a buyer can get on his investment?


There are no 'rules' for how to price, the only guideline you should need to follow is that your sales cost should be higher than your production cost. You don't have to do that either if you don't want to, maybe you get a kick out of being a philanthropist.


Make up your own price, see if it sells, Can you keep up with demand? Is your stock sitting on the vendor? Do you want to raise/lower your price to see if they move faster/slower? Are you making enough money? Do you have time for other things you would like to do?


Above all are you HAPPY ? That's all that counts, it's a game, if you are not happy then you've got it wrong somehow.







__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Anubios
Mon Mar 15, 2004 8:00 am
#20

I make sure I profit on all my sales and I sell medium minerals for 35k..

A guild m8 PM's me the other day and ask how much for ber 10 minerals.. I say well 25k to a guild m8 and then he informes me that another architect's vendor is selling them for 16k.

I just told him to buy them as i was never is a month of sundays ever going to go that low.....

Now I'm on Chimaera server and I'm kinda in a dead period atm except for the odd large order my vendor isn't selling much..

Yet ppl moan at prices.. for items that will litrally last for ever with a little up-keep, yet would not grumble about pating 2 mill for a kryat pistol that will last them alot less.

I'm personnaly at a crossroads as to wether I stick with architect or quit and move on to something else.

Oh maybe the new candles will convince me ¬_¬



================================================
*** Anubios Oune -- Echo7 -- Elder Architect/Doctor/TKM - Chimeara ***
*** Egnaro Eciuj -- -bbb- - Level 64 - Medic - Farstar ***

Nakorthebluerider
Mon Mar 15, 2004 8:15 am
#21

I am the number 1 architect on Radiant, hands down (20 million credits in sales this past weekend). I charge 155k for all heavies expect the Water, which is 70k. Medium Minerals go for 29k on my vendor, but as much as 39k elsewhere. Architects may undercut each other but my advice to you is go big or go home. I have 5 factories that run constantly and I can barely keep up with keeping my 2 vendors of architect stuff stocked. My furniture sells out within a few hours of me stocking it, even though I try to have at least 4 of everything, and much more of the popular stuff.

I guess what I am saying here is suck it up, and undercut them back. It wont be long and you will be the only guy left selling and you can raise prices right back up.
Niklesnitz
Mon Mar 15, 2004 8:24 am
#22






RotorofCorRng wrote:

Flurry just took a turn down in pricing. I am not a volume seller. I sell 2 or 3 heavies a week with a little shop in the middle of nowhere. My current prices are as follows:


139k Hvy Min

135k All others Hvies except for Water

50k for heavy water


60k for mediums other than mineral/water

25k for med min and water


Houses:


10k small planet

12k small genric


75k med planet

85k med generic


135k all larges


300k guild halls


The biggest guys on our server Abacus/Lipty just made a permanent slash on their prices 130k hvy min 120k other heavies. This means the server is slowing down. I am going to have to cut my prices now. I mine my own stuff, so i am still making a profit, but it looks like in the next couple of months we might be back to 99k for heavy mineral tag.





Yes, I signal this move by Abacus as they aren't selling their 50+ per day anymore. Not only did they slash prices, but are now reducing their prices sometimes by up to 25% to compete with other architects. All in the name of "value" to the customer. In actuality they need to pay for their huge lot server trade of over 240 heavy harvesters.


Ah well, didn't mean to rant about that.


I have charged 130k for all heavies and fusions from the start of the new experimentation patch and have not changed that. It is just like the original poster of this thread said, its value to the customer, not what was put into the harvester. So, why do people charge less for water, gas...etc than a mineral? It still pulls in the same amount of resources on the same exact % spot. I know the resources to make these are lower, but its not like it pulls in less resources, so it is of the same value to the customer.I charge 16k for a small house. House is small and cheap, people can generally part with 16k no problem. A small house should have the biggest profit margin (of houses).Because of its lower resourcecost, it shouldbe easier to mark up, I do not know why people sell these for a loss.


I do fear that harvester saturation is presently occuring on our server. I am not solely in it for the money, but it is a goal of mine to amass a fortune over my time crafting in this game. But I also enjoy making these things and selling them to people and make a lot of friends by doing so.




Holosim - Master Architect of Flurry
Emee
- Gunslinger of Flurry


Come see the market of New Freeport, Naboo - Flurry

Just a Hop, Skip and a Jump from the Shuttleport


GogoDodo
Mon Mar 15, 2004 11:32 am
#23






Bandola wrote:

Sell at what you are comfortable to sell at. Why should you care if the guy in the next street sells for half, for double? Who gives a damn how much the resource cost per unit is? or how much return a buyer can get on his investment?


Above all are you HAPPY ? That's all that counts, it's a game, if you are not happy then you've got it wrong somehow.





Ahhh so true. I mine my own resources (which i also sell at a flat rate, regardless of quality) and charge a flat 3 cpu for all structures i make. Why? its a nice comfortable number, plus i know exactly how much every item i can make costs me. I tack on 10% assembly/experimentation fee and thats my wholesale price for repeat customers and bulk orders, add another 10% and thats my retail rate, or the rate i put them for up on my vendors. Yes i'm not the cheapest, but i'm by far not the most expensive. People like it cause they know they are getting a discount (if repeat or bulk) but also cause i can explain why a wall module costs 10k. If people understand why something costs a certain amount, they can accept it better.


I've got over 200 million credits, so i must be doing something right.


G



Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
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