Architect Archive
Thread: Architectual Item Pricing
I think this reasoning is fundamentally flawed. Of course, resource usage is the main influence. As a crafter, resource cost is my cost to craft the item and to sell it below what I pay for it is stupid, to put it simply. I think the car example is a bad one because the difference in the two is quality. If I have a failed experimentation and end up with a BER 11, I cannot charge as much for that as I would for a BER 13. Rather, if I went out and bought a bike instead of a Corvette or Saturn, I would be paying less due to the resources involved. There are several different elements to price, andquality is just one of them. Yes, SWG has a very inflated pricing structure. If anything, I think houses and harvesters should cost more, but due to the cost difference between harvesting your own resources and buying them, I think the undercutting done by those who harvest their own resources coupled with the low prices people charge has caused to the market to expect a lower price. I think that houses should cost as much or more as a suit of armor that decays. The whole thing is out of whack, but it's too late to fix it now.
Stownhart wrote:
Well unfortunately most of the responses thus far have come from persons insistant on basing prices off of amounts of resources needed to produce. Maybe I didn't make myself totally clear the first time. My whole idea is that basing product cost off of resource usage is nothing more than ripping of the customer. If resource usage were the main influence to say car manufacturing, then wouldn't a Saturn cost the same as a Corvete? No and the reason being is that when buying that Corvette you are paying for the higher technilogical skill involved in it's design and creation. Or to expound upon my previous example, what if a laborer carries 100 pieces of lumber on a job site one day and a carpenter nails together 100. Should the laborer make an identicle paycheck?
Stownhart wrote:
Believe it or not, how much money you make is not the sole purpose for working. I know this may seem an alien concept these days, but there is still a little thing called "Pride in your work".
I do take very much pride in the work that I do, but I don't have the time to spend endlessly restocking my vendors. I have a thriving tailoring and furniture business. I stock two of each clothing and furniture item on my vendors. I only have time to play for usually 2-3 hours a day, and I like to do things besides stock my vendor. My prices are high, and they are set that way on purpose. This helps prevent (but doesn't completely block) me selling out my stock every day. I have more money than I will ever use, but I don't have the time to restock all of the items I would sell if I sold them cheaply. I happen to use a cpu pricing system, but only for simplicity's sake. My furniture prices range from 1k for torches and candles to 12k for some master level furniture. I enjoy running my shop and take great pride in my work.
Stownhart wrote:
No cross server anything. This is a community game. I work deals with other players for there building lots that they would never use anyway. Mostly with all combat class characters. My stadard deal is that I give them 8 harvester to set and they set me with admin status. I keep up all maintainance on all 8 harvesters, I collect from four of them, they from the other four. They get free resources which they can sell, and I get more building lots available to me. See I deal more with the people playing the game than the game mechanics. This is because while this is a game which is not reality, the people playing the game ARE reality.
Ok, the above method is a pretty good way of doing it actually. Thats a good deal for both you and the lot owners. Usually when people have 100 lots it is through cross server trades.
And yes, fairness to the customer is my main point here.
But what is a 'fair' price? THe supply and demand factors in a free market are what determines what is 'fair'. Is it 'fair' that gold costs 426.60 an ounce in the real world?
Most people can take one of our heavy harvesters and recoup their investment easily within a week. THat seems 'fair' to me.
I think your basis for resource prices being unfair was that the profit margin was "too high" compared to real world. But in the real world there are plenty of things with very high profit margins that are considered 'fair' by the milions of people buying the product every day. e.g. movie theatre popcorn, a cup of coffee at Starbucks, a bag of ice at Safeway, etc. Profit margin alone isn't what determines if a price is fair or not.Consider, what is a 'fair' price for 1 acre of land. THen consider 1 acre in Hong Kong versus one acre in rural South Dakota. Demand as much as supply determines what is fair and what is not.
Believe it or not, how much money you make is not the sole purpose for working. I know this may seem an alien concept these days, but there is still a little thing called "Pride in your work".
I'm suremost of us have pride in our work. Both in the game and outside of it. But we all have different goals in what we do and want to accomplish. I'm playing the game because I find it fun. I do run my business in order to generate good profits since the amount of money I make is one measure I use to determine how successful my business is. Its a challenge for me to make more money which I find fun. Many people playing the game play that way.
But profits is just one factor for me. I do also try to keep a well stocked shop, I try to meet my customers needs (within reason) and I try to provide good customer service.
If you want to give away money and sell things for cheap then thats fine. If that makes the game fun for you then cool. But don't expect other people to use your business model or think that its the only way things should work cause you "know the value of a dollar" and the rest of us are supposedly children who don't know any better.
Anyhow, I think that the pricing of goods based on CPU of materials is a bit arbitrary. Yes it is important, but the most important thing is your in game time to grind out the items. I respect the value of skill in RL but skills in the game are easy to obtain an things made buy a "less skilled" toon have little value in the game. There are many "Master Crafters" in the game and we are all competing for customers and want a return on our investment. Our investment is time.
But pricing by resources is more convenient. All monetary systems are arbitrary.
Message Edited by Anthemion on 01-25-2005 09:42 PM
Sorry, I missed this part, while this seems like a good idea, once again, not everyone wants put put trust into other people's accounts, it's just human nature. Seems like you got a good thing going, but even still like I said, someone could easily have better marketing skills then you and buyout your stock and resell it for more, so why lose out on the money? And you also have to factor in that alarge portion of people who play this game act like an idiot or "uber d00d", which makes people like me lose trust in people even less. Plus, everyone I know can't spare the lots to set something like this up.
Stownhart wrote:
No cross server anything. This is a community game. I work deals with other players for there building lots that they would never use anyway. Mostly with all combat class characters. My stadard deal is that I give them 8 harvester to set and they set me with admin status. I keep up all maintainance on all 8 harvesters, I collect from four of them, they from the other four. They get free resources which they can sell, and I get more building lots available to me. See I deal more with the people playing the game than the game mechanics. This is because while this is a game which is not reality, the people playing the game ARE reality.
And yes, fairness to the customer is my main point here.
Believe it or not, how much money you make is not the sole purpose for working. I know this may seem an alien concept these days, but there is still a little thing called "Pride in your work".