Architect Archive
Thread: Furniture Pricing
I would advise you to look in a couple shops wherever you play, because it varries greatly. I price my things according to the amount of other people that can, or can't make it, and then factor in what materials it takes.
If it just takes metal, it is one of my cheaper items, unless it takes a good chunk of metal.
If it takes some resource I don't or can't harvest(hides or wood), I charge an extra flat fee that varries a bit.
If it takes something from a factory crate or an extra component(torches/data terminals) I charge an extra flat fee.
Generally I usually chage 10x materials, and can't keep stuff in stock.(I imagine it will dry up eventually due to lack of decay)
Here is a sampling of my prices...
torches 1000
the nice bookselves and cabinets(not the sheet metal looking things) 2200-2500
potted plants 600-1200(flower pot, plant, tree) I have a hard time keeping this in stock for some reason(maybe its the inuendo people create with a large potted plant placed with a torch in the middle.
data terminals around 2000
large beds 3900
small beds 2400
sofa chairs 2000
Beds are usually elivated in price because they take larger stacks of wooly hide that I never seem to have.
Hope this helps.
for furniture i do 4 to 5cpu for bigger structures 3-3.5 cpu
i think thats fair seeming weaponsmiths sometimes charge 12-20cpu lol
-biana
Furniture is really hard to price, it ranges all over the place.
I am probably expensive ( gasp )
I charge 4cpu for stuff that does not specifically call for one kind of hide and closer to 8cpu for things that do, and even more for the master stuff.
I have never been able to get a good read on what the going rate is, so I cant seem to apply my general rule of 10% to 20% less. But at the price I sell at, they sell fairly quickly.
I try to add at least a 15% GP to the cost of goods.
Cost of goods = power & harvester maintenance costs, purchased materials, shuttle costs to get to various harvesters etc.... Vendor maintenace fees, Baazar posting fees. Hiring fees if merchant etc......
I also look at the market demand if there is a high demand for a product I may raise that to 20% until the market stabilizes.
There are some folks who have lots of credits but nothing to do with them.
LOL
If I did that I would be selling for less than 2cpu ( maybe less than 1.5 ) for Heavy harvestors and everyone here would lynch me.
"If I did that I would be selling for less than 2cpu ( maybe less than 1.5 ) for Heavy harvestors and everyone here would lynch me."
AHAHAH Dayl, I have been rounding up a lynch mob for the past two days. ![]()
Assembling it in your honor.
We are coming for you!!
J/k
While I agree that local market conditions should have a large impact on your prices, I used the following formula for a few months, and sold a heck of a lot of furniture:
Furniture cost = (5*regularResrouceAmt)+(7*hideAmt)+(120*synthClothAmt)
... usually adding 1000 or so to the larger Master pieces, just for the heck of it.
Dayln wrote:
LOL
If I did that I would be selling for less than 2cpu ( maybe less than 1.5 ) for Heavy harvestors and everyone here would lynch me.
I do not use this formula for harvesters or factories or houses either - this is strictly for furniture. I also price clothing out differently. The market damnd for heavy harvesters & factories is a lot greater and the grinding is a lot more intense - so yeah they will pay a mauch higher GP due to the labor costs involved.
Let's not mix oranges & apples.
I dont think that is true.
Im not trying to start an argument, but I find ( at least on my server ) there is a much larger market for furniture than there is for sturctures which is why my prices are set so much higher ( price per unit wise ) for furinture than buildings and instalations.
For every 1 house sold, there is a boatload of furniture that can be sold to that one house owner.