Architect Archive

Thread: People that are selling houses for 10K You are RUINING the market

Quadork
Mon Jul 07, 2003 11:06 am
#40

Kane, when they tell you that 15k is too high, ask them how much they paid for their armor. When they reply, "20K, its the leetest bone there is" Tell them to **edit**.


People, as much as you will hear otherwise, cannot support themselves long term for selling houses for 6k, period. I'll bet 100,000 credits on it.




N PercH N
KoA: We're so uber that people take out restraining orders on us!

Cocoa_Boy
Mon Jul 07, 2003 11:13 am
#41

If I see a house for sale at 10k, I think I'll buy it and charge double. I'll buy this guy's enitire stock!


Same with factories...if its cheap, I'll resell.



I think buying out players that are selling items at greatly reduced rates is one of the best ways to combat this trend. In my experience, it boils down to crafters that aren't confident in their product, and ignorance regarding an item's value. This includes players that grind for xp.


I've resold items that were being offered on the bazaar for incredibly low prices--and resold those items for decent profit.








______________________________________________________________
=TnA= Tatooine Armor E
Elisium s Tatooine s Ahazi obidrew, Armorsmith (retired)
RiseFM owns Corbantis


smeesh
Mon Jul 07, 2003 11:40 am
#42

Hey all,


I guess I am kind of viewing the Architect/ house problem from a slightly different angle than most people who have who have posted on the board. I am really more interested in developing a well rounded character that is good at many different things. Right from the beginning I became artisan, scout, medic, and entertainer so that I would be able to experiment with different professions. In basically all of the Official SWG material they let you know that you will be a more productive, happier, (better?) player if you are diverse with your skills.



With that in mind, funding all of your endeavors by simply being an architect might not be the way to go. It seems that the economy is sort of steering players in that direction anyway, so why fight it? Maybe we should all take the guidebook’s advice and be an Armor Crafter/Pistoleer/Architect as you will maximize your gameplay (and profit) and be able to try new things. Remember guys, the game has been out officially less than 2 weeks, and we shouldn’t freak out too much until things have more time to level off.



Just my thoughts..



smeesh




N mazuss N
member of infinity
tkm - swordsman - combat baby

smeesh
Mon Jul 07, 2003 4:05 pm
#43

I feel for all of you being undersold. I really do. but..


If all you care about is making money in the game, and it's apparent you can make more money selling raw resources, just sell resources.


If what you care about is being a cool architect, then take the pay cut and enjoy crafting buildings. You can't always have it both ways. It's that simple...


smeesh




N mazuss N
member of infinity
tkm - swordsman - combat baby

Thockler
Mon Jul 07, 2003 5:50 pm
#44

I gave away my first house for free, and sold my next three houses for 3000 credits each. That day, I broke even. Since then I've sold nearly a dozen houses at 5000 credits each, and I try to combat reselling by selling one house per buyer - or at mosttwo, if it's a slow night. All my sales are as personal as possible; I try to learn the profession of all my buyers and offer them discounts on factories in the future if they are artisans. At 5000 credits each, I'm making at least 150% profit - I'm not part of a guild or a PA either.


To sum it up, if you're charging 10K, you're already ripping off your customers, because a skilled (not in the XP sense) architect can easily build them for 5K even if the resource situation is bad (50-60% pockets of metal, 35% pockets of ore at best). My costper house hovers between 1500 and 2500, depending on the current status of low-grade ore. Profit margins in real life of 50% are amazing, and I see no reason not to undercut the competition and build customer loyalty by utilizing competitive advantage; namely actually *thinking* about how to build houses cheap rather than sitting on the boards complaining when others do. If I'm putting other architects out of business, so be it. I realize that this may make the game less fun for some people, but I think I make the game more fun for morenon-architects when they can afford houses at 5000 credits and they can spend their time and credits doing something else. I make enough profit to keep things sustainable, and I'm getting customer loyalty. Rather than destroying the sense of community, cheap houses will eventually promote it. My goal is to someday be able to build 50 houses and offer them for 2.5 to 3K with the condition that people help build a suburb outside of Coronet. And in any case, my dozen or so 5K houses are not nearly saturating the market. There's still plenty of space for many people to sell 10K or 15K houses.


Thockler Aglew, Architect specializing in Artisan Services, Corellia, Bria.




Thockler Aglew (TF)
Elite member and founding master architect of True Fellowship
Former master artisan, architect, scout, ranger, medic,
doctor, brawler, pikeman, entertainer, image designer, combat medic,
merchant, droid engineer, weaponsmith, armorsmith...
Jedi December 11th, 2003, 1:40 AM. Six hours before my thermodynamics final.
Ziroc
Mon Jul 07, 2003 6:15 pm
#45

"My costper house hovers between 1500 and 2500, depending on the current status of low-grade ore"


Your cost is less than 1 credit per resource? You must be one of the people using the Burn and Build exploit with harvesters. Once they fix this bug you wont have that kind of cost on your resources. Power harvesters cost 1500 credits a day to run. Normal harvesters take 700 credits plus I think 700 power per day to run.


You look at the bazar, on my server anyway, and no one is selling raw resources for less than 10 credits. Yet, they don't wont to pay more than 2 credits on a house. I figure costs for running all my harvesters is close to 2 credits, more for the harvesters I have to run off world because certain required materials are not on the planet I am based on. Add in critical failures on any part of the building process and your costs increase. A critical failure on the final combine and you've probably lost the sale unless you have enough resources for a second attempt. This ofcoarse doubles your costs.


Thockler
Mon Jul 07, 2003 6:38 pm
#46

My cost can get down to .25 credits/resource during good times, and as bad as 1 credit/resource during the great resource dump of Bria a few nights ago. And I maintain all my harvesters in tip-top shape (unless I've managed to miss one of them, or I'm out later than I thought at work or school, in which case I come back and I'm chagrined about a 95% quality harvester). I keep them well-fed with power; I'mkeeping my wind gens in tip-top shape currently as well.


I've lost an actual house and by now its equivalent in structural modules incritical failures like everyone else. And I don't just make my money selling houses. There's no reason if I'm travelling out to my harvesters I shouldn't take destroy missions. There's no reason if I'm travelling between cities on surveying tours I shouldn't pick up a couple deliver missions with it. These aren't even factored into the costs above.




Thockler Aglew (TF)
Elite member and founding master architect of True Fellowship
Former master artisan, architect, scout, ranger, medic,
doctor, brawler, pikeman, entertainer, image designer, combat medic,
merchant, droid engineer, weaponsmith, armorsmith...
Jedi December 11th, 2003, 1:40 AM. Six hours before my thermodynamics final.
Thockler
Mon Jul 07, 2003 6:52 pm
#47

Just to add. If you're sitting on a vein of 63%, you should be getting around 125 units an hour, or so. 25 credits per hour for maintenance, and 30 power units an hour. If you're making your wind harvesters are going at 175/hour, and they take 50 creds to maintain, power units are around 2/7 credits. 30*2/7 = 8.57 creds/hour for power for one harvester. Let's round that to 10, so we're talking 35 creds/hour to maintain the harvester. 35/125 = .28 creds/resource. And that's sitting on 63%, and something like 35% wind.


Thockler




Thockler Aglew (TF)
Elite member and founding master architect of True Fellowship
Former master artisan, architect, scout, ranger, medic,
doctor, brawler, pikeman, entertainer, image designer, combat medic,
merchant, droid engineer, weaponsmith, armorsmith...
Jedi December 11th, 2003, 1:40 AM. Six hours before my thermodynamics final.
Bitslizer
Mon Jul 07, 2003 9:10 pm
#48

A small house require 3388 resources to build

i get less than 1900 copper on a 74% patch over 24 hours peroid

thats only 80 resources/hr

Personal harvseter cost 30 credits an hour to maintain not 25

Ore harvester are usually on lower concentration and unless you find a high concentration patch you will be getting about 1500ore/24 hours which mean you will need approxiately 1.6 Ore harvseter output per 24 hours to get enough ore for 1 small house not including any crit fail

720*1.6 = 1152

let's say the other metal and chemcial require 1 harvseter

that's 720 credits a day, (and probalby more since you need a seperate Chem harvster is spitting out more resources than you can build houses with a day.)

Let's say approx 3 harvester output(for 24hrs) for the resources you need to build a small house which will require the full output of a wind harvester over 24hrs at 30ish% that's 1500 a day

720x3 + 1500 = 3660

that's about 1cr/resources used to build a house,

and then you have to factor in labor cost (real business factor in labor cost don't you?) of the amount you can make running delivery mission while you do you daily harvester run. if you factory that in it already shot your entire equation out of the water (any architecht probably spend a min of 30 mins a day collecting/feeding harvester which you can make 6k easy during that period doing Fed Ex)

so at even a cost of 1cr/resouces and add in labor cost, I alread justify a 10k cost without adding in any profit margin.


Feel free to comment on my not exact math, but those are from personal observations


btw I have failed numerous struct modules, about a dozen turbine generator, 1 Medium house 1 Medium mineral harvester and 2 factory plus 4 small houses using a 65% crafting tool and a private crafting station with all the optional add on
Bitslizer
Mon Jul 07, 2003 9:45 pm
#49

that is to say it will COST me approx 10k to build a house, then i have to add in some profit margins rasing my selling price above 10k

I guss some people just don't value their own labor
Xanieth
Mon Jul 07, 2003 10:00 pm
#50

PAs are akin to the evil corporations of today, running independent architects and artisans out of business by being able to create objects cheaper, while the individual has to pay for his harvester by himself, driving his prices up.
WICK12345
Mon Jul 07, 2003 10:07 pm
#51

EARTH TO THE ARCHITECTSA



resources are LESS than 1 credit each... selling a small house for 5k is an easy living. Just b/c poeple list it on the bazzar for that much now doesn't mean it will be that way you are in a less than 2 week old econ. just do some simple freaking math!!!



2 small harvester 65%


1 wind harvester 50%


mant. a day = 720*3


400 extra wind made a day to sell


3744 units of _____ in 24 hours



make on small house sell for 5k (after some trading for a little metal) total work 1 hour total profit 2840 hmmm sure seems like 5k is a more than fair price to me. sorry to break your silly bubbles.


this is what you are REALLY competeing with not massive PA's like i'm in. b/c we jsut upsized the amount of harvesters that's it. a guy doing a single archtiect by himself can do just fine with those kind of prices. So for the last time if you are here thinking this profession (almost the nubmer one crafter profession) with no endgame b/c once everyone has a house/furniture you are done. Is for money you are totaly wrong.


ps with heavy extractors it's even better btw




-WICK-
----------------------
The Imperial Order
Bitslizer
Mon Jul 07, 2003 10:30 pm
#52

why bother earning money as a architecht then? in one hour i can make 12k running fed ex.

in fact more often than not I can always sell my resources from 3-7k per 1k resources(depending on quality) and still have people buy them.

By the end of beta after I was so fed up with the state of the economy oh ahazi(and the cut throat small house/factory business that goes as low as 3k per small house) I was making 60k a day just selling resources on the bazaar and some more from selling houses and structures and PA hall to repeat customers who I have built a good relationship with
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