Architect Archive
Thread: Man, i thought you guys were kidding about those hologrinders....
Frenzi wrote:
Ouch thats bad.
We have someone on Radiant selling BER13's for 100k each and has tons on the vendor, but I still charge 120k. Need to work out the prices on water and gas? ones as they are cheaper and more expensive respectively but im finally starting to settle down with my prices.
For the Heavy Gas it should not be too difficult to calculate the right price, if you are charging 120k for a heavy min, then the gas should run at about 20k over that because of the HQ metals used (over 7k), if you assume HQ metals value is 2-3 cpu over grind then this seems about right, so 140k for gas.
For the water, as it is really only strctural modules rather than walls that is the diff I would normally say 20k discount, but you will probably find that between 90-100k is the appropriate price range, for me they sell quite slowly (at 125k on Bria) so I would suggest you start at 100k, but be prepared to see very slow sales on these or drop to 90k if you feel happier with that.
Of course prices vary from server to server, but I feel these should be appropriate price levels based on the info you have given. It is always worth a trip to a couple of other deed vendors nearby to compare prices, but don't travel the galaxy, it just isn't worth it, if buyers are prepared to travel from planet to planet to get the cheapest price then frankly I wouldn't care about getting their business anyway, they will always be able to find somebody cheaper than you.
Hope that helps a bit.
Message Edited by Bandola on 05-26-2004 02:54 AM
BoberFett wrote:
It really is insane. People btch and moan about paying 150K for a heavy harvester which has the potential to earn them millions upon millions of credits. But tell them that a set of armor costs 500K and they want to buy 3 sets.
We have the same contrast even between architect products.
We can sell them a +43-44 crafting station for 40-50k which is about 50 cpu yet has no proven benefit and people rave about how great we are. Or ya can make a master level chest which is nice to look at and sell it for 10 cpu and nobody bats an eye. We can slap together paintings that don't even require special materials and sell those for 25-100 cpu and everyone wants one.
But if ya try to sell a medium house that they can live in for more than 75k or 3.75 cpu then people start calling ya "crazy" or "greedy".
i agree hologrinders ruined alot and plus the brainless lowcutters.
i saw swoops for 6k on bazaar (8k resources needed)
gungan head statues 500cr at bazaar (3k resources needed)
houses, factories and all such very cheap even pictures for 4k each
its rediculous and for the one sale products without decay every such sale hurts our market.
we architects never get real payment cpu like other classes and we also dont have decay (which i am happy for in many parts),
but that some idiots even lure down the value of the 1 time sales is silly and we suffer, that guys move on and get other profession after they bored but they leave behind big woundsin our borked economy.
for houses i bear for 5cpu at least, then a medium would be 100k and a large like 200k which is totally reasonable and fair.
people buy it one time only and get 25 to 30k payment per mission on dantooine, so why the heck some need to sel to cheap. money is in the hands of fighters, its rips in very fast and we have to work way harder to earn such money.
i simply cant understand such idiot who sell to low without thinking
EnFERn0 wrote:
Bleh!
If that was bad, look at what just popped up on my server:
http://forums.station.sony.com/swg/board/message?board.id=sunrunner_trade&message.id=48730
You think THAT is bad, look at this one on Bria, (post by DrummDude1) of course I can only hope it is not true:
http://forums.station.sony.com/swg/board/message?board.id=bria_trade&message.id=131120
Sevardos wrote:
Well, my Bria experiment is almost ready. I'm finishing up on the last of the walls and took me awhile to save up / missions for the 6M in resources - yes, I bought most of them.
I will be selling Heavies for 6.5 cpu - give or take. Which will take a Mineral to about 179K which I believe is a VERY fair (if not still too cheap) price for what you have to go through and time involved to make one. Making about 100+ heavies and we'll see if they sell. I was speaking with an Armoursmith who said that the complexity of making a heavy sounded about the same for Composite armour - but his selling cpu is obviously much much higher.
Big gamble? yup. Will I lower my prices if they don't sell? Hell no - I'm going to be stubborn. However, my shop is at a good location and I will make sure my vendors are always stocked.
Sev, I am also planning to incraese my prices rather than drop them to get closer to the lower priced guys, so you have my full support. I will be posting on the Bria Trade Forum when I do this, probably in about a weeks time. Who knows, if a few more do the same we may be able to do something about the current status (although probably not). I don't care about people lower priced, the value in archs like us would be immediate availability, 1 days delay in getting those harvesters works out to just short of 20k in lost opportunity. It will be great to know that I will not be alone in higher priced goods ![]()
Good Luck to you, take comfort in the fact that you will not be alone.
Pawlin wrote:
What do materials cost on your server?
If they cost more than 1.5-2 cpu for grind metal and ore then 80k is pretty low. If ore runs 3 cpu then you're loosing money.
Do people really pay this much for materials?
I just did some checking and assuming the SWGCraft harvester calculator is working okay mining from a 60% concentration costs 0.2 cpu...
Now i know there are other costs involved in production & sale of any item, factory time, vendor maint, house maint, and also that our own time, but in terms of pure cost per unit of resources things can be sold dirt cheap.
Now i'm not saying they should be, pricing should be set to whatever the market can bear, but in terms of making a loss if you harvest your own materials a 40k unit product costs you 8k to make so anything above that can be considered a profit.
But using the cost of extraction to base prices on is a flawed pricing model, the VALUE of those resources is the price that they can be bought and sold at, if you sell at less than that then you should be in the resource business instead.
lisasdarren wrote:
Pawlin wrote:
What do materials cost on your server?
If they cost more than 1.5-2 cpu for grind metal and ore then 80k is pretty low. If ore runs 3 cpu then you're loosing money.
Do people really pay this much for materials?
I just did some checking and assuming the SWGCraft harvester calculator is working okay mining from a 60% concentration costs 0.2 cpu...
Now i know there are other costs involved in production & sale of any item, factory time, vendor maint, house maint, and also that our own time, but in terms of pure cost per unit of resources things can be sold dirt cheap.
Now i'm not saying they should be, pricing should be set to whatever the market can bear, but in terms of making a loss if you harvest your own materials a 40k unit product costs you 8k to make so anything above that can be considered a profit.
I'm at a bit of a loss on what your point here is.
lisasdarren wrote:
Pawlin wrote:
What do materials cost on your server?
If they cost more than 1.5-2 cpu for grind metal and ore then 80k is pretty low. If ore runs 3 cpu then you're loosing money.
Do people really pay this much for materials?
I just did some checking and assuming the SWGCraft harvester calculator is working okay mining from a 60% concentration costs 0.2 cpu...
Now i know there are other costs involved in production & sale of any item, factory time, vendor maint, house maint, and also that our own time, but in terms of pure cost per unit of resources things can be sold dirt cheap.
Now i'm not saying they should be, pricing should be set to whatever the market can bear, but in terms of making a loss if you harvest your own materials a 40k unit product costs you 8k to make so anything above that can be considered a profit.
Bandola wrote:
But using the cost of extraction to base prices on is a flawed pricing model, the VALUE of those resources is the price that they can be bought and sold at, if you sell at less than that then you should be in the resource business instead.
Why? What if you don't want to be, you can make more money turning metal into guns than you can turning it into buildings. Does this mean all architects should become weaponsmiths?
Profit is the credits you have left from selling an item after taking account of the costs of manufacturing it. The fact that you could make more profit by using those same resources in a different way is not relevant.
lisasdarren wrote:
Bandola wrote:
But using the cost of extraction to base prices on is a flawed pricing model, the VALUE of those resources is the price that they can be bought and sold at, if you sell at less than that then you should be in the resource business instead.
Why? What if you don't want to be, you can make more money turning metal into guns than you can turning it into buildings. Does this mean all architects should become weaponsmiths?
Profit is the credits you have left from selling an item after taking account of the costs of manufacturing it. The fact that you could make more profit by using those same resources in a different way is not relevant.
Nope, architects should be architects - and should price their products based on the assumption you need to BUY your resources and NOT based on farming resources from lot swaps.
Still don't know what your point is. "... Profits is the credits you have left over ... "(ummm... by the way, do you really think people didn't know this??) - however, they also should be able to make a reasonable profit and that is generally based on cpu. Where else but in this gaming economy does it make sense that you can buy a house cheaper than a weapon.
lisasdarren wrote:
Bandola wrote:
But using the cost of extraction to base prices on is a flawed pricing model, the VALUE of those resources is the price that they can be bought and sold at, if you sell at less than that then you should be in the resource business instead.
Why? What if you don't want to be, you can make more money turning metal into guns than you can turning it into buildings. Does this mean all architects should become weaponsmiths?
Profit is the credits you have left from selling an item after taking account of the costs of manufacturing it. The fact that you could make more profit by using those same resources in a different way is not relevant.
Then we just have to agree to differ, but please bear in mind that when you use the extraction cost as your basis for pricing you are 'queering the pitch' for all other architects by setting a 'bargain basement' price for architect goods on your server. You could sell at the same price as everybody else and still make as much overall profit quite easily, you could then get away with selling only half the volume you do today for the same credits in the bank at the end of it, plus you would have half your resources left.
But hey, don't let me tell you how to run your business. I'm just grateful that you are not on my server screwing up the economy for me, there are enough others doing that already.