Architect Archive
Thread: House prices
If you want to run as a business and make enough profit to purchase the resources you use, plus additional to expand or grow your production capability, I'd say your underpricing.
small = 12k, medium = 70k, large = 120k
plus a bit for 'generic'
Remember the time and hassle in making subcomponents and strucure modules/walls.
I don't put any real markup on houses. People only tend to buy one. Those prices are set so that I don't make one and think "oh dear, wish I'd used those resources to make ..... now I need to buy 300k more ore and he's selling it at 3cpu".
plus a bit for 'generic'
to be competitive on my server it would be more like 10k, 50k, 100k.
some guy recently sold me three large naboo houses for 75k (25 each). now that's a nice deal.
I've always been opposed to "undercutters" but, they will always be out there. I would define an "undercutter" as someone who sells below current resource value and doesn't add the posiblility of Critical Failures, vendormaintenance,and a small crafting fee (experimentation fee where applicable). All they are doing is selling bulk resources in a "box" and trying to make a quick credit. Best bet is to spend a day traveling around on your home planet "or the planet where your shop is located" and take an average of all prices. Use a price within the average range for vendor sales but, give a price break on large custom orders etc. Most houses I see on my server go for:
Small - 10K-12K
Mediums - 50K-85K
Larges - 100K-130K
I'd say that for non experimented items, such as houses, should stay around a 2.5 -3.5 credit/unit price range. 3.5-4.0 cr/unit if you value the time it takes to survey, harvest resources, and craft the items. Anything over 4cr/unit for a non experimented item is bordering on price gouging. A crafted item should never fall below the price you can sell the resources alone for. Become a resource broker if you want to do that. :-)
With the ability to make higher BER harvesters, I can understand why prices have fallen a little for resources and non-experimented items so, that is something else to take into consideration.
Just try to be fair and somewhat competitive.
sorry silly prices imo.
check what u can sell the pure resourcen on bazaar or shop, then add something on the cpu or u dont even need to start building with crit risk and such lol
cause of such rediculous prices i stopped making larger houses, i do them on request only and if customers agrees on price. why shall i work for nothing? not businesslike but this discussion is to long up anyways.
like my prices or go to a jerk with such low cut silly prices.
i seel frequently small houses in my shop for 15k which isnt even 5cpu lol but they sell alot.
do what u want with prices, but ppl with that prices get soon sick of working ALOT hard to get the resources and then get almost nothing as payback hehe, then /wave and u choose another profession.
the business style is to watch what u could sell average the needed pure resources and then add some win for your risk and work. thenu see your price for a small house with 2,2cpu is silly
I agree. I work on my own terms. Sure, maybe I don't have 20 million creds made from selling houses, but I have a lot more time for fun while I'm online.
I've been having an ore crisis lately. We haven't been getting any ore worth gathering. So I'm short on ore. Because of all this I have no factory-made walls. I'm crafting them the long way until I can get my hands on some decent ore and crank walls out in the factory. That's the way things are. So, due to my situation I jack up my prices. If I can sell, I can sell. If I can't, oh well. It's not like I'm broke.
People seem to concentrate a lot more on resource cost than time. I don't ever feel like chugging out walls for six hours the hard way for large orders. If I do, I'm going to make sure it's worthwhile. I'll recommend some other MAs who can do the job for a cheaper price if the person seems decent. Some people aren't. I quote my price. If they complain about it and get snotty, as I have experienced more than once, they can go find someone else on their own. It's fine by me.
Factories and crafting stations are my bread and butter anyway.
Veers_Intrepid wrote:
sorry silly prices imo.
check what u can sell the pure resourcen on bazaar or shop, then add something on the cpu or u dont even need to start building with crit risk and such lol
...
Right so if I can buy resources in bulk for 2-2.5 cpu then isn't 3-4 cpu pricing "adding something"?
There are no crit failure risks in building houses.
My base for pricing houses (or furniture or any non-experimentable and non-decayed items) is:
Sell price of raw resources used (usually between 2.5 and 4.5 cpu, but depending absolutelly on server and last weeks shift)
5-10% increased value as i am not selling raw stones, but a finished item.
Time invested. AND THIS I THINK IS THE MOST OVERLOOKED ONE. If i go hunting and do destroy missions, i can make 36k per hour, so staying in town alone while my friends are hunting have a price. In this example, 36k. and time invested do not means only time making the final, but time surveying, deploying harvesters, grinding, ... all the time i am not having fun but working on the buildings.
Ok, so those are my rules. and as any rule, they can be ignored. The whole thing about non_decayed+non_experimentable items pricing lays on a simple sentence: "If they can pay for it, it is fair".
How many homeless players are looking for their first house? they sure can not pay a lot for it.
How many mayors using houses to "bribe" citizens? They surely will ask for a rebate but will buy in big quantities.
How many players with storage troubles? They will gladly pay a bit more as the credits would be not an issue for them.
Manipulative wrote:
What kind of ore isn't worth gathering? No ore on my home planet at all the last couple of days, but aside from that, regardless of quality, if there's ore, I'm harvesting.
Maybe they meant too low of a density and/or can't find a good density %?
If static mining and you only have 13% then that is worth a pass.