Artisan Archive
Thread: Selling Resources
Was wondering what a good rule of thumb is for selling resources? An example of a resource I am selling....
Resource type: Icofa
Resource class: Duralloy Steel
cold resistance: 761
conductivity:628
decay resistance: 987
heat resistance: 998
Malleability: 378
Shock resistance: 936
Unit toughness: 1000
I have spoke to a few people and they say it should sell for around 7cr per. At this price I am not able to harvest enough to keep up with demand. Should I beraising theprice of said resource or any other based on the supply and demand theories?
Does anyone know if there is a type of guide to know what to charge for any types of resources on the market? I have been to the resources site and do not find any info on actually selling resources.
If the OQ is that low then it really depends on who you sell it to. I say this because I think all of the weapons ask for high Overall Quality while some other items do not care as much about OQ.
I still stick with raising the price a credit or two per resource unitl you find you run out just as you get enough to sell again.
If someone is using it in Melee weapons... The Overall toughness is worth alot.
Anyone else... almost useless.... I'd say a 5 - 1 base.... unless they are using it for Melee then its worth 7-1
I would sell for as much as you can get and you may get more from some people than others. This all comes down to knowing and testing your market.
Pre-emptive thanks.
Nictolopy wrote:
Hi there. I am going into the resource selling business. I was just curious about what kind of prices I should be charging. I see some people offering 5 cpu for organics like hide for armorsmithing. Do any resources from harvesters ever get that high? It seems 1-3 is common, but for a sample of something like steel with 4+ stats at over 900, would that be worth more? I have heard some resources that are no longer currently spawning that are going for as much as 20+, and I don't know why. I would as
Pre-emptive thanks.
For specific prices, you should ask on your server's trade forum because prices vary from server to server.
flipnitch wrote:i go with
5 cpu for oq of 900+
4cpu for oq of 800+3.5cpu for oq of 700+3cpu for oq of 600+and 2 cpu for oq of anything less then 599.rare resources depend on market and buyers.recently ore has been pushed up 2 cpu on the scale for my server.With this scale i makeabout 15-30mil a week running 88 harvs. I try not to learn about which substats matter to which resources as it complicates the pricing and would require more effort, and as it is im pretty happy with the sales i make.
Of course the issue with that pricing is that not every resource even has a max possible OQ of 1000.
i go with
5 cpu for oq of 900+
Retired Armorsmith on Eclipse.
Here's how I view resources.
New spawn normally means contracts for 3-5 cpu. Harvested 20-25 cpu per hide.
When spawn ends I'll normally pay 6-8 cpu. Harvested resource price stays the same.
Good resources that are still in high quantity (normally 6 months to a year after spawn) 10 to 15 cpu. Harvested goes to 40 to 50 cpu
Still Best ever resources go to 25 cpu, harvested goes to 50 to 60 cpu. This can go higher if they can increase a stat...for example there was only one resource on Eclipse that would allow 40% stun protection. Whatever the cost was when it was sold, you pay for it.
If you're new, I would suggest the trade forums and check the resource contracts. Anything you don't commit to someone else place on the vendors in a couple months in small stacks...if they don't sell, you've overpriced and go down 2 cpu. If they sell quickly you're underpriced. Another thing you may want to do is specialize. I made all the money I needed for smithing selling tat fiberplast to docs. If you specialize in a key resource for a key component...you can sell most qualities and not worry about movement too much.