Architect Archive
Thread: What DO YOU, the ARCHITECTS consider is a good price
35k is too much really. Most architects would agree on the price being somewhere between 4 and 10cr per resource used with the average Joe Architect thinking roughly 6cr per resource which would be 20k.
35k is over 10cr per resource used. You'll have absolutely no problem getting one made for that price but you could pay less and still not be ripping off the architect.
35k is much too high in my opinion, (I'm an architect).
I sell my small houses for 15k at the moment, but these recent round of nerfs has had me thinking of changing prices. 20-25k isn't bad, but anything over that is overcharging.
It would seem that "Mal-Takana" hasnt thought through the whole process.
5k with resources - Id be willing to bet you wont keep that up for more than a few days
10k is possible if youre willing to rip your hair out.
15-25k is reasonable depending on how well you can manage your business.
If you are having trouble keeping resources in stock - by all means sell for 25k and if no one buys just stock up. If you are having an easy time building houses - sell for 15k.
The thing is that folks who sell for cheap are going to spend most of their time working with their logistics / finances and stressing out. Those who take pride in their work and sell for what their goods are worth will have a much more enjoyable time. Its not like they are going to take your business.... in the long run you can hold out - stock up - and wait for people to buy at your prices - because there will ALWAYS be someone who wants a simple house - everyone has to start somewhere.
Bottom line - make them pay for your work. Architect is the hardest of artisan skills to achieve - dont take crap from people because its not hard at all to make 15-25k. If they say too expensive - boot them from your store and never talk with them again - YOU are the architect - YOU took the time to achieve the profession - YOU took the time to harvest - YOU took the time to build.... dont let them walk in and push you around.
Khsutep Ankham'un
Architect of Tarq and Neighbor of Adlil up above 8)
Ankhamus, very well put! You said it exactly as I feel. Only having 6 harvester to mix between minerals,gas and chems can be realy tough to produce goods at a reasonable turn around time not including selling stuff for profit to affordupkeep with slow production time...I make my mainence still by doing kill missions... I hope to be abe to be self supportive some time soon...time will tell.
Roate A'fey
Gothar
Small 15k + (if stocked... if custom built, higher pricing may apply)
Medium 85k (if I have all components in stock, or resources donated to construction I go less depending)
Large 155k (150k if I have no outstanding orders, and have components in stock)
Guild Hall 350k+ If I'm supplying all the materials (and these are only done on a pre-order basis with a 10k deposit up front).
I may charge more for generics depending on the floorplans (some of them require more resources)...
These prices take into account harvester, factory and maintenance/power fees, as well as supplementing harvesters with purchasing resources at a max of 3cr/per unit on the bazaar (yes, I do get lucky and find em at that cost occasionally in a usable amount)
Hope this pricing list helps out.
Feyd
Master Architect and Businessman
Naboo / Eclipse Server
Beta 1-3 Veteran
Ok,
Scylla server on Tatooine:
The guilds with the best ability to produce buildings sell high. They quote small houses as 25k.
On Tatooine we have no guild halls; Onlyprivate individuals or companys like our sell them, and we do it a bit cheaper.
A small home is 20k, a medium is 100k and a large is 250k.
We offer reduced priced in the beginning but demand is crazy right now! We have to run 32 harvesters at the moment to keep up and we would run more if we could get more people to join with us.
Because we have a second goal of forming a town we offer discounts for people that move in. I was asking 15k if they moved in with us and I let a medium go for under 100k. On a side note we went from 1 building to 18 in under 5 days!
Ironically housing will never be the big market. If you can make furniture you will become rich! It's like the sims! As soon as someone has a house or a shop they want to dress it up. We can't make much in that area we build large manufacturing machines and homes only. The nearest furniture maker sells chairs, couches, plants starting at 2k each!
Saxos
LVDogma wrote:
Ironically housing will never be the big market. If you can make furniture you will become rich! It's like the sims! As soon as someone has a house or a shop they want to dress it up. We can't make much in that area we build large manufacturing machines and homes only. The nearest furniture maker sells chairs, couches, plants starting at 2k each!
Well, you almost have it right, speaking from years of experience as a craftsman in an extremely similar economy - there is always a bubble of massive profit as the population of players matures to the point that they can afford a house and the furniture to decorate.
Once the bulk of the population has housing and has settled on the furnishings, the market will drop like a stone - because there will be a glut of Architects brought about by the lure of the prvious periods massive profit. Some folks will decide to pursue other professions.
The housing/funishings market on a mature server will be from people upgrading thier homes to larger sizes, and then the extra furnishings to deck that building out, and the occasional PA Hall and Harvesters.
The lack of decay on furnishings is a prime factor here, all items in the game are designed to decay from use except furniture - since having your furnishings *poof* on you over time was such an unpopular concept(haven't noticed my clothing deteriorating either for that matter) - so there is no reason to toss that old couch when you upgrade - it's as good as new.
The SWG buildings and furnishings market won't suffer as much of this as UO did though, because there is more than enough real-estate for everyone to have a house without over-crowding.
The REAL profit in any professsion is from consumeables, of which there are none in the Architect tree.
Bushwa
Small 15k: They may not be resource intensive but most players can gather that manycredits to spend. Most commonly usedfor luxury, part-time packrat, shops, and private crafting. Very cheap to maintain.
Medium 75k: You now need to make many more components that require many different types of resources and have a slightly more specific selling market. Most commonly used for small groups with the same interests, larger shops, full-time packrat, and those who just need something a little bigger. Still pretty cheap to maintain.
Large 200k: This house has over 100 pieces to put together and requires a factory for a few components. It is very resource intensive as well as time consuming. It has a very specific selling market who can afford to spend that many credits. Most commonly used for large groups with the same interests, player "malls", complulsive packrats, player "apartments", house/furniture fanatics, and those who want the biggest regular house. A little costly to maintain.
*Shop* Not limited to vendors, but also refers to player clinics and cantinas.
*Packrat* someone who likes to collect all sorts of neat things in a game. Part-time: Collects things they really like and cleans it out often. Full-time: Collects a wide assortment of things and occasionally cleans it out. Compulsive: These players just can't bring themselves to click the destoy option and hold on to every item they come across (even junk loot!). They rarely clean out their collection and will most likely have mulitple homes.