Armorsmith Archive
Thread: Ranger needs a pricing poll
Message Edited by Fred_Skinner on 02-23-2004 01:54 PM
Message Edited by Fred_Skinner on 02-23-2004 01:52 PM
Resources have different values to different professions; an artisan would not be looking at same stats as a Doctor.
Harvested organics used by artisans include: bone, hide, wooly hide, meat, herb meat, and milk
Artisan specific stats to look for,
most food requires PE66% and OQ33% so it would be meat we are looking for here (I think food is selling anywhere between 10-30 cpu now bear this in mind when setting your price)
Bone armour OQ50% and SR50% for bone and hide (be aware the markup on bone armour is very low, I think it sells for around 6cpu even for the best stuff so an artisan won't be paying too much for this stuff)
You might want to work into your formula deductions for when a stat drops below a certain threshold; hide with 6OQ and 1000 on everything else probably won't be worth squat to very many people.
Named resources are exponentially more valuable than general meat, bone and hide
Bone is generally not worth the same as hide and should probably not be valued on the same scale.
I don't think Maliability is having much effect on finished goods so it is not an important stat currently
Not sure if any organic recipies call for UT
Does hide and bone even have DR? I'm not sure.
Hope that helps
Message Edited by Ybagi on 02-22-2004 08:24 AM
Hmmm, kinda difficult Fred. ![]()
But, I haven't really been able to come up with a Ranger formula yet myself. I usually go with:
0-500(whatever stat you're using) = 3-8cpu
501-800 = 4-9cpu
801-950 = 5-10 cpu
951-1000 = 10-1000cpu
Of course demand affects my price too. Finding a Ranger formula is a little tougher because you have so many variables that affect stuff like meds more. Much harder than Droids and Vehicles grrrr.
What I was trying to do is a general market value, instead of a targeted value. Less professions caring about FL for example would cause that to wieght it less. I'm trying to consolidate a pricing that all can be comfortable with. Sometimes you get guys that try to corner the market on resources to their competitors will get the short end. This can be minimized if I can get an established formulae that make sense.
Thanks all, btw, for your input.
Message Edited by Fred_Skinner on 02-22-2004 12:39 AM
ya, that kind of thing would get a 7-9 cpu output, at least the wieghting takes that into account somewhat. The b factor is what I added to the one formula and the switch formula would hold up the rest, so the formulae as a set would do this. Could anyone that has such a resource see how this truely affects their product? perhaps settings of b=-2 or such would be in order.
Ybagi wrote:
...snip...
You might want to work into your formula deductions for when a stat drops below a certain threshold; hide with 6OQ and 1000 on everything else probably won't be worth squat to very many people.
...snip...
From a buyers perspective:
(3cpu)(Df)=price willing to pay
Where Df = Desperation factor
The formula (more like a flow chart) I use for ranger goods where....
St = Final Stack Size
Oq = Overall quality
U = Units per hour
Mp = Average destroy mission payout from novice to master elite/hybrid ungrouped (calced at 5000) * 2.5 (average missions per hour) = 12,500cr
An = switch for 'targeted/not targeted' resource (targeted denotes a large demand base, or, wanted by many people in game. ie. herbivore meat) where A1 = targeted, A2 = not targeted
Bn = Planet specific switch (coincides with A) where B1 = planet specific, B2 = not planet specific
If A2...
Oq/1000 --- (Min5 cpu)
Ok, I had an answer to this and wasted 45 minutes writing the reply and the dumb-dumb boards ate it. Some kind of STOOOOPID timout is being applied when you post and it would seem that you have to post in a certain amount of time.... let me see if I can remember it all (and write it in notepad first). Thanks a lot Lithium...
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