Architect Archive
Thread: Pricing Guide
PhazeDistortion wrote:
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.
Exactly.... And if we could experiment the maintenance costs on houses, the market for quick and cheap houses would disappear as well.
Does anyone have a good pricing guide for weapons? I want to start selling some weapons but kinda need to know the fair market value for them. Thanks for any help in advance. ![]()
Resource based pricing is the reason SWG's economy is FUBAR'ed...
People want 100k TODAY! Not 1millionK tomorrow... If you don't understand that statement, then you are part of the problem...
I have seen pricing BELOW the cost of resource harvesting... negative CPU's...
It's amazing really, the DEV's need to straighten it out, because the players truthfully aren't educated enough about economics to straighten it out themselves...
Pricing Guides and standards are a positive step towards straightening it out ourselves...
My contribution is, charge minimum 5 cpu, average 10 cpu, then figure out your max cpu based on demand.
FWIW, I charge 40k for a swoop on advanced planets...30k speederbike, 20k landspeeder...(they sell fyi)
Flynn_Nomad wrote:
Resource based pricing is the reason SWG's economy is FUBAR'ed...
People want 100k TODAY! Not 1millionK tomorrow... If you don't understand that statement, then you are part of the problem...
I have seen pricing BELOW the cost of resource harvesting... negative CPU's...
It's amazing really, the DEV's need to straighten it out, because the players truthfully aren't educated enough about economics to straighten it out themselves...
Pricing Guides and standards are a positive step towards straightening it out ourselves...
My contribution is, charge minimum 5 cpu, average 10 cpu, then figure out your max cpu based on demand.
FWIW, I charge 40k for a swoop on advanced planets...30k speederbike, 20k landspeeder...(they sell fyi)
I agree with you whole heartedly. I will put what has been a good price up for an item. It is fair but also puts some creds in my pocket when all is said and done. Then along comes some noob hologrinder trying to sell his product for at least 1000k less than my price per crate or unit. (price varies with product of course) I look at the price he is charging and what it would do to me to match it and I find that I can not do it without pulling up most of my harvesters and tent just selling on the bazaar *ugh* to try to make this price work out over time. I think it is also the mass influx of hologrinders here that is too blame. A person that can master 20 something professions better have a big pocket but it drives us professionals out of work.
Some use...
DPS
Amount of Power handlers (or sub components)
Total # of resources
Cert based pricing (novice stuff cheaper than higher certs)
All of these are perfectly fine if they work for you.
Really best thing to do is price out several other smiths that are making stuff the same stats as you can, then if you want to compete, charge less and advertise.