Architect Archive
Thread: My pricing structure and why i do it ^_^
Tempest, this is not a flame, but just a question.. why do you sell the medium gas/flora/chem harvesters for only 20k,and the factories for 40k, dont they take (roughly)the same amount of resources to build? yes they do. Just my suggestion here, but one or the other should be the same. I recommend the medium harvesters be the same as your factories, otherwise your losing money on them... but naturally you can do as you please, just wanted to point that out...
Tempest wrote:
Heavy harvesters 160k
Medium mineral/solar 15k
Medium gas/chem/floral 20k
Small harvesters 1k
Small homes 15k
Medium homes 65k
Large homes 150k
Factorys 40k
PA hall if you can convince me to build it 450k
I am very curious what a developer would have for a pricing scheme on architect items, andwithout considering the current economy to base those prices off of.
..........
I wish I could share the optimism, and the pricing plan of most of these items. Unfortunately, I'm on the Chilastra server on Corellia and I'm lucky if I can sell my stuff for 3cpu, and even then I'm hardly selling anything. With the way vendor costs are, I'm going to be filing for bankruptcy in the near future. Most of the time I find that I'm down to just about nothing for credits so I have to go and sell a medium house for 40K just for the sake of getting some credits to pay for my harvesters.
T'jun L'ukar
I sell structures for 6 credits per resource. If someone provides the resource, I sell it for 2 per resource. Furniture is sold for 8 credits per resource. These prices allow for some failures. I don't sell a lot but have quite a bit of inventory so I can fill orders pretty quickly.
I still mine for most resources and run missions. Pretty much operate solo, have a business partner that helps me out.
aponly,
The furnature market is strange, which I am new to. I am having a hard time deciding on what prices to set, people seem to buy anything for alsmost any price ( there has to be a limit somewhere
.
Hides.... how do you price hides?, on the one had they cost nothing to harvest, on the other hand they take more time and effort to harvest than anything else. I hate buying them but that seems to be the standard practice as scouts get them easier than I do, and besides it promotes a market economy.
Currently I am pricing between 5 - 10 x resrouces and they are still flying off the shelves. I am starting to record what others sell for so I can create some kind of baseline price.
My prices now are almost random, not like me at all.
What i am seeing from all the responses is that the prices i am charging are not that out of line from what other architects expect to be paid for their work ^_^ makes me feel good. I was wondering what caused you all to set your prices like that? Mine i considered based on price of materials (yes i mine most of mine but it still costs about 2.1 credits per unit if i can mine it (see other thread floating around about cost of mining), chance of failure, time spent etc.
with multiple combines comes more risk of failure ^_^ so my prices Rise!