Architect Archive

Thread: My take on the changes

Sevarhin
Mon Oct 13, 2003 2:26 pm
#14

Decay is essential. The change is good, because it allows *some* measure of differentiation... and allows architects to price things in tiers, although I'd like to see the higher rates more heavily dependent on resource quality than they are, as the window for hitting a rate of 10 is too wide. But yes, it will further flood the market with resources. Since I buy all of my resources, I look forward to some lower prices.




Tranquility Shipyards
Vendor wp: -3291 5615 (Tranquility, Naboo)
Founder of Tranquility, Ahazi's first Player City

Sevarhin
Mon Oct 13, 2003 2:44 pm
#15

If someone wants to leave money on the table, that's their business. People started screaming about Dalyn when he was still using smalls to mine and sell low while trolling (intentionally or not) these boards to announce it (to wild success far in excess of the impact of that business model on anyone's business). One person mining their own stuff on their own lots is not enough for anyone with a sound business of their own to worry about.




Tranquility Shipyards
Vendor wp: -3291 5615 (Tranquility, Naboo)
Founder of Tranquility, Ahazi's first Player City

Dayln
Mon Oct 13, 2003 2:49 pm
#16

I bring the topic back up only when people start focusing on the wrong issue, they think that people that sell for less are the issue, we arent.



I did however you change your tune, it is NOT people that will make the economy fail ( unless you call developers people ) but un-balanced game mechanics.



The funny part is I agree with everything you said after the first paragraph and your comment on the last paragraph.



I agree, the game is too easy, which is why I am against making harvesters extract even more, it will add to the decline of the economy.



Missions pay too much, I agree
They should put insurance back!
They should make cloning work as intended, that you revert to the XP you had when cloned.
Cloning should cost more the more Skills you have.
Every craftable item in the game should decay, personally I think things that require pay maintenance should have that pay maintenance increase over time until it cost so much to maintain that it needs to be replaced, but when the player decides too, not just go poof.



I am all for making the game harder than it is, it is WAY too easy now.


Sevarhin
Mon Oct 13, 2003 2:56 pm
#17

I like the idea of decay affecting maintenance rates. Sound suggestion, at least for mechanical items.

I don't think it's logical on housing. I'd rather see improvements drive uptake of new housing (new styles periodically, better item limits, etc).




Tranquility Shipyards
Vendor wp: -3291 5615 (Tranquility, Naboo)
Founder of Tranquility, Ahazi's first Player City

Standahl
Mon Oct 13, 2003 3:24 pm
#18

Dayln,


I have mostly stayed out of the cost/price description. I do have one observation. You seem to want to price based on what your costs are and not on what the item is worth.


While selling your items at just above cost is admirable from an altruistic point of view, I do have to stop short in believing it is good in a business sense.


I was also wondering, have you recalculated your costs based on the new power/maintenance/extraction rates? I read an earlier calculation you did.


Do you ever travel to other planets to get materials? I do and it seems that was left out of your earlier calculations. Granted it can be somewhat variable based on how oftenI check my harvs, but as a minimum 2 trips could be factored in.


As for my pricing, I used to generally quote a price in the 4 or 5 cpu range and never haggle. If they whine (sry, butmostresponses are pure whines about XYZ's price, I just point out that whilethe proverbial XYZis quoting something he doesn't have, I am quoting something I do have. I never quote a price unless I have it available, otherwise I tell them upfront I don't have any available. (Available is have it made or able to make it at my house withen the hour)


If you noticed I said used to, I haven't figured out yet what I will quote under the new rules,


Keep up the good discussions. While I don't necessarily agree with you, the debate is helpful.





Evgenik
living off schematics
Vendor on corellia, 1.6km west of coronet city, on island, -1875 -4460
43+ Functionality Crafting Stations currently stocked along with 14.94 tools and BE pets
TwoHead
Mon Oct 13, 2003 3:31 pm
#19

Personally I am still using the same pricing model that I've used all along. The price of my goods is always based on what the market allows. This change allows for higher pricing, so its not a complicated choice. When it no longer allows such prices then mine will follow suit and become lower.

Thankfully I'm now on my fourth week of absolutely free resources, so even when prices fall again I won't have to worry about falling profits. Heck by that time I may have come up with a formula that actually calculates a profit into my mining operation

Tued, Master Builder and King of Spain
Dayln
Mon Oct 13, 2003 3:55 pm
#20

Actually I don’t base my price on the cost of the extraction of resources, I figure my profit by that, but not my price. ( although I understand that I have given that impression )



I base my price on something much more sinister, I keep a close eye on the going rate for things on my server and set my price 10% to 20% below that price. Sometimes that is less than 3cpu ( like small houses ) sometimes that is over 4cpu ( for PA halls )



As long as my price nets me a good profit compared to my extraction rates then I don’t worry about the value of a resource ion the open market.



I do notice that most people on this board believe that all resources will sell for 3cpu, well I can tell you now they will not on my server. Bulk resources that I use making structures generally sell for much less than that.
But I don’t really concern myself with that, I am not a resource dealer, I am a structure dealer.



As long as I keep a solid profit margin and give my customers a better value for their credits than my competition ( as an average, not singly ) I don’t have anything to worry about.



As Two head has said other models may work for Architects also, and that is good for them, I wont complain about that. I can also tell you that mine works for me, and realize the most money In the least amount of time is NOT my goal.



My goal is long term business in a declining market and to do that means that I have to have a solid name out there, someone that people can come too and know they are getting a good value.

Dayln
Mon Oct 13, 2003 3:56 pm
#21

I am sorry I didnt answer all your question.


Yes I factor trips, and re-deeding costs, even delivery costs ( I often deliver )


But those costs are facterd in later as overhead.

Dayln
Tue Oct 14, 2003 12:48 am
#22

I actually am against higher extraction rates, I thought 7 should be high end for heavies and non-experimented machines should have been nerfed.



And I am one of the dubbed "undercutters" which I translate as "savvy businessmen".


For an "undercutter" my bank account is sure growing fast and there is no shortage of sales, I can hardly keep up.

Rheet
Tue Oct 14, 2003 12:58 am
#23

He doesn't charge more because how smart would that be. I mean luxury cars only marginally take more resources to make then a medium, but they charge alot more. Imean how dumb would that be to charge more for something better. SHeesh, how "Savvy" would that be to actually charge for the value of a product. Say like the weaponsmiths and armorsmiths.


They sure are dumb. People pay "x" amount for stuff and instead of making more money I think I will make less on each sale and charge less. Even when there really is no one pressuring me to charge less. I can't keep my vendor full so instead of charging more to take advantage of the demand I think I will lower my price, cause gosh darn, if my vendors are full, I am sure they won't go to the next cheapest person and buy from them, or the guy up from them.



I mean, Dayln is such a savant.

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