Architect Archive

Thread: prices lately

Pawlin
Wed Jun 16, 2004 6:07 pm
#27

Note: I'm arguing this from the perspecitve of an individual with low to average prices who has lack of knowledge on their own servers economics and doubt and uncertainty of the future in general. I believe your stance is that we should ALL consider higher prices because it will help us as a profession in the long run. Once again, I'm playing devil's advocate here a lot in my argument.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Dvnce
Wed Jun 16, 2004 6:44 pm
#28






Pawlin wrote:






Dvnce wrote:






Pawlin wrote:


You say: "That those that think they need to cut their prices to compete and keep up with sales are infact only speeding up the time it takes for our market to hit the ceiling...."


Well answer me some questions:.... When will the market hit the ceiling? Or has it already?Are we in sustaining now or have we yet to hit saturation?


I dont think we have hit the ceiling.. and I actually think that we can prevent the ceiling from being hit.. if we get a little smart in how we handle our business.. like i said above the idea is to find a balance between the amount of product we sell.. and the amount of new need that enters the game..


Well that is clearly an opinion.


Prove to me that we haven't already hit the ceiling. Prove to me that I have to ever worry about hitting this alleged ceiling. People have been saying for 9 months that "the end is nigh" for architects. Why should I believe it will ever happen?


Or... How do I know that the slow down in sales about a month ago wasn't the ceiling being hit on my server and that my server isn't right now already in sustaining mode with all the real growth behind us?


It may be an opinion .. but it is a VERY educated one.. We havent hit the ceiling because many on each server are still selling a decent amount of harvesters.. As far as does the ceiling exist..... Come.. on... it doesnt take much education tosee ..that this item is needed by this pool ofpeople.. this pool of people grows at x rate..it will take Y rate of salesbefore every existing player has this object..


Will SOE's recent marketing efforts with the 14 day trial and lower purchase price for SWG case an increase in players? Will our business pick up more in the summer with a large group of potential players out of school? Will our business pick up more after the JTL launch?


I would imagine that is what SOE is banking on....


Ok so we've got renewed business coming. No need to prepare for the end of the world.


So instead of searching for a balance in the above mentioned X and Y rates. we should sit back and Pray there will be the NEXT GREAT thing to be introduced to "save the profession"


Why do some players keep buying deeds from me? How many harvesters are sold per day in Kettemoor? Is that number going up or down? How many architects are there on Kettemoor? Is that number going up or down? What is the average selling price on Kettemoor?


Dunno...


But these are the key questions about supply and demand. Thats very relative stuff. I should know what supply and demand is on my server before I go thinking about how global changes in pricing will effect the long term and how I should change my prices because of it.


If demand is through the roof and supply is constrained then don't you think thats a totally different situation than if supply is abundant and demand is low?


If you don't know the big picture data than you can't apply big picture solutions.


when I say I dunno .. I am saying I cant give you exact numbers.. the same basic principle is true for every server even though the credit worth is different.. the same basic principle that our Harvesters are the gate way to everyother crafting profession is true on every server...


If I raised my price would the increased profit per unit offset the decrease in unit sales or if I lowered my price would the increase in unit sales offset the decrase in profit per item?


Yes you would.. You may not sell as many.. but you will definatly make around the same profit.. if you averaged the two together..... ( why can I say this..?) well becuase.. the market needs more resources than can be Hand Sampled.. plain and simple... our products control the market.. if no one sold a harvester the market would eventually slow down to a crawl.. we sell too many and the market gets flooded with finished goods.. this isnt like we are selling a luxury item.. we are selling a needed item.. ( just like our factories.. ) Would there be an adjustmant period if there was a change.?? YES.. but it would all balance out....


Architects don't act in unison. We compete with one another.If we acted in unison then we could control the market. But that won't happen.


I act as an individual. I can individually raise my prices a certain amount and still retain some sales but raising prices will loose some customers and decrease units sold. But if I raise my prices too much then I'll not make as much profit. There is a 'sweet spot' in the pricing curve where profit is maximized. Look at the extremes: If I tried to sell harvesters for 15M each then I'd sell none. If I sold them for 50 credits profit each sell as many as I could make but I'dvirtually no profits. Who are you to say that my pricing on my server isn't already at the sweet spot? As you said above you "Dunno" the picture on my server regarding supply and demand.


If architects did act in unison then we could set prices and production controls and play OPEC.WE won't.


I am not saying every architect should act in unison.. and I know that will never happen.. I am just saying that as a whole we are missing a VERY intrical part of the value equation of our product.. and as a result we should raise the bar.. it could very well be true that that "sweet spot" is in fact reached on some servers.. but i gaurantee you if you are selling 100's of medium and heavy harversters in a month you are far below that sweet spot... because we were never intended to sell that volume.. that is why certain gates were put in to the craft process to try to slow that down..


Fact is we don't know the answers to that stuff. You don't know. I don't know. All we can do is speculate. You can theorize that lowering prices will hurt us in the long run. It is just as valid for me to work on the assumption that if I lower my own prices then I'll grab more market share both today and tomorrow and personally do better in the long run.


I dont know what you do in real life..


Irrelevant.


agreed that is irrelevant.. but My RL experiences and training qualifies me to make this assesment regardless of it being fictitious money...


but this what I said above is not just speculation.. it is all part of tested business principals.. though we are playing with monopoly money here.. there is still some underlying truths that will still carry over..



Those "tested business principals" are generally based on systems where money has value and items are consumed or decay in some way. If you change the underlying assumptions in a system then you change how the system works.


this is only true to an extent.. no matter the money value or lack of value.. there are still basic truths in any economic model no matter what the state of money is.. these are backbones of any economy and no matter what cannot be removed even if items were free..









There is argueing devils advocate and there is argueing to argue.. It is all fine and all to do what you are doing Pawlin.. but even the devil has to accept that there are given issues that are just known in an argument....





I am in green this time




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Dvnce
Wed Jun 16, 2004 8:26 pm
#29






Pawlin wrote:





Dvnce wrote:







I dont know what you do in real life..


Irrelevant.


agreed that is irrelevant.. but My RL experiences and training qualifies me to make this assesment regardless of it being fictitious money...






So what are your RL experiences and training? BA in business?










BA business with focus in Strategic Marketing.. I have done the market research for consulting projects for Cineplex Odeon... Chrystler... Texeco.. among others.. I have both university training and pretty intense real market practice in the field.. My specialty is product analysus based for market penetration and maximum ROI




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Pawlin
Thu Jun 17, 2004 12:35 am
#30

Note: I'm playing devils advocate a bit. I don't advocate rock bottom prices, but I think there are very valid points from that viewpoint.

And of course... Standard disclaimer: The economy varies a lot from server to server.


I think that advertising, reputation, location, availability, customer knowledge, variety of goods, service skillsand just dumb luck are some of the biggest factors in our sales.


If you don't have your vendor on the planet map then you won't get squat for drop in sales.

If your name is well known then you'll get a lot more sales.

If your vendor is 800m south of Coronet then you'll do better than if its in a remote player city without a shuttleport on Talus.

If your vendor is well stocked then this will matter more than most anything else as far as drop in sales and repeat business.

If the customer has been around a while and knows about a lot of vendors or hears from friends then they'll have more chances of knowing about your vendor or the vendor of a competitor. But if they really don't know much about our market then they may lack info on your competition or youreslf.

If one shop has everything under the sun for architects items and another only has medium harvesters then the more shop with more extensive inventory selection will probably get more repeat business and generally more sales.

If a customer sends you a /tell with a question about a medium house and you ignore them, intentionally or not then that might cost you a sale, but if you are nice and helpful then you might win a customer.

Dumb luck helps sometimes. A fresh newb who stumbles out of Bestine with his first hard earned credits looking to buy a medium mineral could go south or he could go north... If he goes north and thats where your vendor is then you luck out that day.


And yes price does matter. You can be a surly jerk with an empty vendor but if you are dirt cheap then some people will wait 3 days to buy from you.


If people want to compete then they should look to all of these factors as well as price. Try everything you can to sell your deeds for 125k before you consider dropping the price to 115k.


Our goal is to get our shops WP into someones data pad with the label 'good architect shop'. Price is only one component in peoples choice to do that.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Veers_Intrepid
Thu Jun 17, 2004 5:18 am
#31

back to the neverending story "prices"


well, actually i didnt want to post cause its kinda senseless and i already gave up, but some words i feel i need to add.


i am company owner in RL and so i would say businessman.


architects in swg on all servers are simply not acting like businessmen and got even no clue about business.


as pawlin often said, the value determines the prices but none is really seeing the value of our products sadly.


imo, several circumstances lead to this in swg.


- one thing is server lot trades which definately ruin the economy, since 1 persons gets easy just to much resources over time so he/she can effort it to sell at rediculous prices. plus they need the sales so they can keep up running the harvesters


- people not depend on sales income like in RL, cause as fighter they get simply to much cash to fast (i know it since i got oyther char who is fighter). 30k per mission on dantooine in 5 to 10 mins? excuse me, somehting wrong here


- relating to point above. the skill system makes it to easy to get as architect simply tka master and boom 30k missions, no dependance on sales then


- value totally underrated


- funny that armorsmithes and weaponsmithes know more about values or? we are ONLY profession selling for resource costs


and maybe alot more points but i am to tired atm to think about more.

plus i think it wont change as long as not all stick together and just go up some in prices, normal market practise with lower and higher prices from arch to arch can still happen, but the so called atm average price is simply to low (only items fit this silliness are vehicles )

if our average price would be at least like 6cpu then ppl cpould still sell from 4 to 8 or something like that. that would be more reasonable but well as stated at start i dont see such coming any time as long ppl got more lots then they should (aka cross server lots)


good luck to all still, i sell for what my products are min worth and i still sell well, which shows me i am not to expensive ( how can i? lol i mean like 5 cpu isnt that much compared to 30 or something what other crafters get )


regards




Veers - Master Architect / Master Artisan / Master Droid Eng. / Merchant from Dantooine (SWG Beta Tester)
Customer: what i can do with a droid? DE: hmm i dunno, but they are cute ask a Dev
Cafa
Fri Jun 18, 2004 12:26 am
#32

WE sell for resource costs because our original architects had no basis but THAT to work sales off a scale. Personally, I hate that.


But denying reality of succession is just silly.


When Player City Structures came out I set prices based upon there value. I still sell shuttleports for 250k, and people making cities buy them from me. Number one reason, I have them available.


Last night I made 12 PA's, a complete set of city structures and 30 houses within an hour because I had all the parts ready.


Any learned personage in business would instantly see that this whole game represents an abundance of impulse buyers, from the buying patterns alone. Funny thing about selling to impulse buyers is you have to invest in the stock to have it available.


Fivo Asia



- Strength In Numbers - Loyal Subjects of the Empire
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only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

moody628
Fri Jun 18, 2004 4:17 pm
#33

I almost hesitate to mention that before I became an architect, I had a guy selling me BER 13 heavies for 50k. Granted, I'd buy 4-10 at a time, usually, but still...





JOS Outfitters & Supply

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Silent' Bob, Manager

Look for JOS on Tatooine!!!


MasterGuiJan
Fri Jun 18, 2004 6:01 pm
#34

My thoughts are that you shouldn't sell Harvesters in the first place.


I would like to see Architects banding together and only selling Harvesters to Master Artisans, or a Novice Crafting profession.


Until they give us a Miner profession, or Certs for Harvesters, I say we control it ourselves.



_________________________________________

Gui-Jan Itor
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Jedi2k
Fri Jun 18, 2004 9:59 pm
#35

I'd like to knwo how to get ahold of one of those paintings I saw one and i think it's just words can't explain it



Rillarri
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RamhornSWG
Fri Jun 18, 2004 10:04 pm
#36


Interesting thread.....


Personally, I believe the market for harvesters and bulk resources has all but come to an end in Star Wars Galaxies.


The reason architects are dropping the prices on harvesters is because the market for bulk resources is now over.


Only a new or exsisting player deciding to become a crafter by choice will drive harvester sales.


Hologrinding has supported harvester sales, resources sales and armor and weapon sales for the last couple of months.


Players would trade and run missions to purchase what they needed to master the next profession.



At one point I operated a medium sized harvester farm selling resources for 2cpu. The farm was set-up using cross-server lot trades.


Some of the farms on different servers I traded with were huge. A few totaling over 450 harvesters.


What supported a 450 unit harvester farm?


Hologrinders that bought bulk resources and Architects that needed ore to make harvesters for the farms and hologrinders that mined bulk resources personally.


Just stop and think about the number of players aspiring to become a Jedi and the resources needed to master ALL of the crafting professions......


The system created a false economy for all crafting professions.


Now that hologrinding is all but over, the total amount of resources that needs to be harvested will decrease dramatically.


Well just my thoughts.


Perhaps this is the reason instead of market saturation, customer service, shop locations, etc..






Message Edited by RamhornSWG on 06-18-2004 10:07 PM

Veers_Intrepid
Sat Jun 19, 2004 1:03 am
#37






Pawlin wrote:





Veers_Intrepid wrote:


u expect prices going even more down then this actual most cummon 2cpu rediculous prices? omg then architect is really dead
...



No. Not at all. I was refering to how they have been going down in general.


I've not seen 2 cpu on my server for anything other than small houses.











well on my server its not only small houses.


mediums for 50k? large ones for 80k? heavy harvesters 80k? thats all very low cut prices with no 'real' win compared to that i can set my harvesters instead of on crap ore and procuse structure i can set same harvs on high end steel and sell that for 6cpu min


my point forpricingsare the real value and not the lowest possible resource prices, cause i simply can get better resources instead of producing and sell them as pure resource.



i know pawlin you are not one of that low cutters, so this isnt directed to you

Message Edited by Veers_Intrepid on 06-19-2004 01:05 AM



Veers - Master Architect / Master Artisan / Master Droid Eng. / Merchant from Dantooine (SWG Beta Tester)
Customer: what i can do with a droid? DE: hmm i dunno, but they are cute ask a Dev
Pawlin
Sat Jun 19, 2004 1:34 am
#38

Why can't you do both? Go ahead and mine those 6 cpu good resources for resale and then buy your grind stuff from someone else for the going rate.Then you can still turn the grind stuff into deeds.



If supply exceeds demand then 'real value' or 'worth' don't mean much.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Veers_Intrepid
Sat Jun 19, 2004 4:07 am
#39






Pawlin wrote:


If supply exceeds demand then 'real value' or 'worth' don't mean much.








in that case lower prices dont bring anything either, but hurt yourself



Veers - Master Architect / Master Artisan / Master Droid Eng. / Merchant from Dantooine (SWG Beta Tester)
Customer: what i can do with a droid? DE: hmm i dunno, but they are cute ask a Dev
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