Architect Archive

Thread: Pricing Guide

Quadork
Wed Jul 02, 2003 3:38 pm
#14

I think that 10k is fine for a small house, however medium, large and PA halls should be much much more expensive. Heck, its over 20k in resources for a medium house, you think i'm gonna sell that puppy for 35k? No way!



N PercH N
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Punkrocker6177
Sat Oct 04, 2003 2:16 pm
#15

/bump



Anospa Mnanilk - Freedom Fighter of Corellia

Probably one of the few without a master title ever from the days of yore ( 07-10-2003)

Kettemoor
Jabdon
Fri Dec 05, 2003 12:26 am
#16

just wondering if when you are considering credits per unit you are taking into effect the amount of resources that go into the individual parts (walls, mining units, etc)



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DarthDominator
Fri Dec 05, 2003 12:38 am
#17

___________________________________________________________

medics do not get paid that much and they are really just an offshoot of artisan.
___________________________________________________________

I see Stimpack B's selling for atleast 3k each all over bizaar. Enhancements going for 6k every 10 minutes. What do you mean medics don't make any money.

Dominius
Tatooine/Chilastra




Dominius | Sokha

Who's the more foolish: The fool, or the fool who follows him?
______________________________________________
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Crimson Plains, Corellia & New Crimson, Talus
DreamWatcher
Fri Dec 05, 2003 5:44 am
#18

Saw a person that sold small houses for 3k... That below the belt, 9-10k I can live with but 3k is rip of.





"People can be divided into two classes: winners and whiners. Whiners are people who go around constantly complaining about the unfairnesses of life. Winners are people who figure out how to deal with the unfairnesses of life and get what they want in spite of it all." "Tom Sloper"
Sinnare
Fri Dec 05, 2003 6:04 am
#19

Actually i think you guys really are missing the way people buy in swg.


IMPULSE.


My vendor sells small houses for 12k. A guys 3 houses over sells them for 7. Now i ask myself why are people buying these from me when they can go 3 houses over and save 5k.


Simple i stock mine with 4 pages of furntiture, I also sell meds again 4 pages of stock. People come in for meds walk away witha fully deocrated house. OR they come back cause they know it is well stocked.


So it really doesnt matter what the guy next store sells it for, the only thing that matters is do you offer what the people want, and is your vendor very well stocked at all times. I actually get tells daily thanking me for having such a well stocked vendor. I think that is the key.

Aynianu
Fri Dec 05, 2003 6:10 am
#20

hrm i run 3 vendor's, Doctor / Tailor and Architect.


My Doctor vendor makes FAR more money than either of the others, very high and very consistant.


Tailor, lower but also pretty consistant.


Architect, some days nothing, some days a few sales, very random and some days can be as high as the doctor vender, some days just a couple of peices of furniture. on average i would say the lowest of the three


so forget about medics making less money.


I love architect, but with so many novices making small houses and selling cheap, you really cant get away with selling small houses for 20k, even if you do manage to make a sale, soon as the person who bought the deed, see's other selling the same deed for 5-8k ish shouting in bazaar, they will know you as the architect who ripped them off, and they wont buy from you again.


Zypen
Fri Dec 05, 2003 6:45 am
#21

You will never be able to get a price consolation for out profession.
The main reason for that is, we have to many items we can make that it doesn’t matter what resources I use to make, the item is no better. The fact that a Master Architect can use the best resources available to make every component for a small house and have it be just as good as some one who has Buildings 1 and use the what ever they have on hand.


Another reason is, once you have our items you don’t need to get replacements. Maintenance is used to cover any ware and tare, repair any decay that may happen on a structures. Introducing decay on to buildings and harvesters on top of that isn’t going to be liked by anyone, especially us.


One of the big reason you will never get all architect to adopt a set price is their cost for their minerals are different from architect to architect and server to server. The economics for everyone isn’t the same. Case in point, if architect A get this resources at .5cpu he can make a big profit for selling for less then architect B who pays 3cpu. Dealing with the mass amounts of resources needs to make most of our structures you can see where the line is drawn in the profit scheme.
I been saying since I started posting to this list and my thoughts still haven’t changed on the topic, you shouldn’t base the rates on a flat rate of a CPU. The prices should be progressive depending on what it requires; What skill it takes to make, does it require a special resource, does it require parts from a factory, does the resources I use matter and experimentation make a difference to the final product. Those are the factors that should determent the price, not the CPU.
The reason why we won’t get the same CPU as other crafters do is because of what I have listed.


You may not agree what I have written here, but it’s the true that many of Architect have come to realize, if you can’t accept it or compete with it, I would suggest you get out now and start working on the other crafting professions if that what you wish to be.


Eirn
Master Artisan/Master Architect(for the time being)/Novice Armorsmith

Dayln
Fri Dec 05, 2003 7:52 am
#22

Zypen is correct. I ( and many others ) will never agree to a pricing guide. My pricing has nothing to do with credits per unit.
PhazeDistortion
Fri Dec 05, 2003 11:07 am
#23

To be honest I have no problem with small houses going for 10k. Why? Because they require very few skills to build them, and the stats on the resources used to build them make absolutely no difference because the experimentation doesnt mean diddly.


That being said, fixed CPU pricing is no longer a good solution in the architect field. In times past it was fine because no schematic had any real variability. Stats mattered for nothing. However, with the addition of experimentation on the harvester line, stats do matter on the resources used, and a well made harvester can extract over twice(in some instances) than a poorly made one. Therefore, a well made harvester has much more value than a poorly made one, even though the resource count is exactly the same. Personally, I see this as a welcome addition to the class, because it means that after taking the time to master the profession I can build a better item than someone with just a few skills, and in turn get paid more for it.




Phaze Distortion
Kauri Architect of the Year nominee
Pawlin
Fri Dec 05, 2003 1:00 pm
#24

/bangs-head-on-desk


If you couldn't find any other pricing debates on this forum so that you had to resurrect a 5 month old post then you just weren't looking hard enough. Theres one... oh theres another. 2 over there. Those 5 guys are debating prices too.





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PhazeDistortion
Fri Dec 05, 2003 2:26 pm
#25

BTW, to the original poster, not sure what harvesters you're using, but you really need to upgrade if you can only make 2 small houses a day from 10 harvs, even using personals. If you are having a hard time with only a couple skiills(which is what it sounds like), I would really suggest finding a Master architect to sell walls to instead of trying to sell small houses. You wont make as much per unit(6-9k each wall usually), but you can sell them a lot faster, and most will give you a discount on better harvs if you're making walls for them.




Phaze Distortion
Kauri Architect of the Year nominee
ZenDragonMLS
Fri Dec 05, 2003 2:41 pm
#26

The "original poster" made this post about 4 months ago, which is a "long long time" in this Galaxy.



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