Artisan Archive
Thread: The Price Control Thread
After reading a few post's on here, I see that some people get VERY upset when you drastically undercut them, so I decided to start this post, to kinda get a feeling for what price range people use.
The only things I've been able to sell so far have been bone armor gloves and boots, which I sell for about 350 to 500 depending on how much experimentation I've done, and survey devices and crafting tools, which I sell for 100 a piece.
Are these too high or too low?
On rori on gorath here is prices i have seen
Ore (on bazaar) 4-6 per unit (direct sales in bulk from me 2.5-3.5 depending on qty)
Hides/Bone 8 - 10 per unit
Bone armor 500-1200
Armorweave 1200-2000
Chitin 4000-7000 (depending on quality)
Satchels 500 (the 50 items capable bags)
basic Furniture 750-2000
Harvestors (medium) 17k
Small houses 15k - 25k
Medium Houses 70k
Personal extractors/wind machines 1500
DL44 1500-3000
level 2 knucklers (vibro) 3000
Level 3 Knucklers 7000
Solar power - 17K
Fusion or fission dunno which 112,000
All prices are server/planet/city dependant. Price to value and to whatever the market will bear.
Aalstrom
I run my own little store and while harvesting materials for bone armor, I usually take missions so I can make some money on the side while killing things for the bone/hide. By doing this, I've accumulated a decent pool of cash. Whenever I see someone selling something for a drastic price cut, I buy it myself and put it on my vendor. I've made a pretty decent profit from that. The bone armor market has been bottoming out already though due to the market saturation. People are selling it cheaper because they can't move it as well.
On Radiant, you'll see pieces going from 150 to 1500 for a bone body armor piece. Personally, I've made a couple chest pieces, but I feel the work for harvesting all the materials is worth far more than 150 credits. So if I have a pool of reserves, I buy them on the commodities market and put them in my stock for 400 and turn a 250 profit. I suspect that as time goes on, the bone armor market will even out. Artisans that specialize in armor will be using their time to harvest for more valuable items while others will have specialized in something else or have given up on the artisan altogether. I think we'll see the price stabilizing fairly soon.
I've been crafting since day 1 of this game and selling (only at novice weaponsmith). I've also read the posts ranting about those under cutting. Supply and demand are going to drive prices down and there is no way around it. There have been times I have tried to hold prices in the area some others are at on the bazaar. Whenever I have tried that, they stop selling. I want to move product, so I drop price to sell it.
I've tried buying up some of the really cheap stuff and reselling. Hasn't worked for me. Maybe it has for others which is cool. Just wanted to throw in a counter point.
I've said this before on threads in hopes the developers pick it up. I thing it is VERY IMPORTANT that the bazaar interface be fixed so that it is easier to see all products available at your terminal in a give class. Also sort on product characteristics (e.g. max damage). My humble opinion is if I could shop quality, then quality would sell. To be honest there aren't a lot of crafters who are pushing the quality envelope. They hump stuff out and put it on the bazaar. Shoppers can't see the good from the bad either because it is buried way back or they plain and simply don't have the time to click on 25 different items.
If the bazaar interface allowed you to quickly find the pistol of greatest damage (or speed) that you wanted in the class you were certified in, then the best would sell. It would support pricing because there are a lot of CDEF and D-18's out there, but only 10% are of good quality.
Here here Permethrin.
I agree wholeheartedly. The biggest thing the Devs could do for ALL the crafting/surveying types out there would be a better interface in the bazaar. Also I would like to see minimums set up on resources sold - people should not be able to sell stacks that are only 1 or 2 high - 20 at the bare minimum.
I think we should work on a resource level opposed to an item level.
If you build something that requires 200 rare materials, you should chare something like 30cr per material
if something needed 20 generic items, chage 6 or 7 per material
that way you're charging based on the quality of the items like most places do.
And then if you experiment, you can add a certain amount on the end for whatever % addidtion is added
IMO, this is a critical measure of the "immersion" factor in a player economy - does crafter labor create value over the cost of raw materials?
With this guideline, consider a couple of examples.
Bone chestplates, which take about 225 totals resources, take about 125 hides/bone. By resource value, they should sell at a minimum of 450 - or 1250 plus if you take the higher value of hides/bone into account.
Ranged powerups take 10 units of resource (I think) and might sell for 20-30 cr, but you have to factor in the bazaar fee so 40-50 is a good range.
Interestingly, on Naboo/Bria the ranged powerups DO tend to sell for about 50 in most cities while bone chestplates sell for 300 (a truly stupid price) in cities with lots of clueless newbie artisans up to 900 (a decent price) in the less popular cities. This leads me to speculate that there are a lot of crafters grinding out bone armor (because of the huge GCXP) and dumping them on the bazaar in hopes of gaining UXP. I suspect we aren't seeing this with powerups and other crafted items because such cheap items are easier to destroy than sell.
It would be VERY interesting to see the stats on item destruction. To me, this would be a good indicator of how non-immersive the current player economy is.
By the way, I run Fedex missions an extra hour every day just so I can buy and destroy underpriced goods (especially underpriced armor). It's a pain in the neck, but the market does benefit from it. I think this is particularly important where people are dumping stuff on the market for less than the bazaar fee (and it's cheap, too!), but the bone armor market is a peeve of mine.
I don't understand how buying underpriced goods and destroying them makes the market better. Does the person who sold it know that you destroyed it? No. If I'm getting UXP right now, I certainly can't tell, and I KNOW that I've sold items. What I don't know is whether or not those were destroyed. But, if I want/need money, I don't care if they were destroyed or not. I'll put up another item for the same price because SOMEONE bought it. Once they buy it, they can do whatever they want with it. I get GCXP from grinding a couple things, and UXP isn't that important to me.
I would think that if the bazaar was fixed to sort items more then it would help improve it, because you could sort for quality and then find the highest quality for the lowest price. Then you'd have a quality item and get a bargain for it, which is how it works in the real world.
I always check the bazaar first to see at what price other people are selling. Then I decide if I want to go over that (because my stuff is better), match it, or undercut it (because I need to move it). At the moment, I am undercutting resources because I need to move them (harvesting costs and not enough capital).
Erdeid, owner of Erdeid Incorporated (Naritus/Corellia)