Architect Archive

Thread: Pricing Guide

SmedleyLlama
Sat Dec 06, 2003 1:14 am
#27






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.



DragonShadow
Mon Jan 05, 2004 11:26 am
#28

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.




*** Raki of Wanderhome ***
*** Bulzi of Bria ***
mokai
Thu Feb 05, 2004 7:54 pm
#29

I have one, under construction, actually it is almost finished. Unfortunately, I have no site to post it on. It is an excell spreadsheet, full of formulas for easyuse on any server.


With this spreadsheet, you can adjust the 'demand' on any single item by changing 1 number, you compute new single and crate price. You can adjust the price of each component purchased, components defined as trim, bio-enhancements. All prices are calculated using small jars, with a simple 'you get to add a number' if you use a larger container. The numbers you get to add.. are already calculated for all container sizes, single and crates.


Prices are calculated at 2 timescost, no factory time included, all foods listed have 2 prices.. regular and enhanced. Both single item and crate prices are listed.


Unfortunately, with the rapid changing of what does what, it is difficult to determine accurate values to list for buff amounts etc. Hopefully, someone can furnish me with an address to send the spreadsheet.. so it can be posted for all.


Mokia O'tannia, Master Chef, Bria Server
PSKstang
Thu Feb 05, 2004 8:04 pm
#30

The "good" news for your spreadsheet is that the patch is going as it is now so you wont have to change anything really. But its not that good news in a way. Good to hear though, this spreadsheet sounds very useful.



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dirlook
Thu May 27, 2004 10:04 pm
#31

I think www.swgcraft.com has something like that....


Under 'Tools' on the left !


Ice-90
Fri May 28, 2004 12:41 am
#32

Ok I have been looking around and cannot find one, unless I am blind. But my friend has a sheet she says she just puts in what resources take to make an item and it gives her the price she should sell the item for. Does anyone know where this is?


The Only one I found makes me put in my harvester information, my CPU etc and I do not want that. Just looking for a way to place I used 35 Fiberplast, 20 Metal and 5 Inert Petro, the price should be $$$ - that's what I am searching for.


Any help is much appreciated, thanks.



Kaitain Shadowhawke
HalasterTheBlack
Fri May 28, 2004 1:22 pm
#33

Why would you price by resource? That's insane. Resource cost should factor into the pricing of finished goods, absolutely. But shouldn't your time and expertise, demand, competition, and quality factor in equally or moreso than resource cost?


IfChevy priced Corvettes solely based upon resource costs, we'd all be driving 'em! (Yes, Mustangs suck. No, this is not the forum in which to have that discussion. )




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Flynn_Nomad
Sat May 29, 2004 9:30 am
#34

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)





--------------------------------------------
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fyreblayd28
Sat May 29, 2004 10:32 am
#35






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.
Robmore
Sat May 29, 2004 11:06 am
#36

I dont believe that could have been put any better. Theres nothing i hate more than to see some hologrinder selling goods by spamming at a starport for half or less than what most everyone else charges. Price is about quality and supply and demand. They remind me of ticket scaplers at a concert, only the scaplers take advantage of the situation and jack the prices up. When i started out, i threw some stuff on the bazaar for a price that was higher than what they were listed for on my vendor. that way, when a person came all the way out to my store, they saved a little on their travel cost. I just dont get why ppl have to continue to undersell items at a loss!!?



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Mimic79
Wed Feb 16, 2005 5:38 pm
#37

And this has prolly been asked and answered numerous times:


What do I base my pricing on?


I know I need to take into consideration the economy of the server, but is there something I can base my prices on?

CorenLanra
Wed Feb 16, 2005 6:32 pm
#38

Many people have tried to come up with a 'uniform' pricing guide.

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.



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Jmkar
Wed Feb 16, 2005 8:42 pm
#39

I have made a pretty simple pricing plan and I do pretty well if you want to check it out click here



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