Artisan Archive
Thread: Pricing guides for Artisan
Yeha,
Is there a good list of what people already charge for their stuff?
Thank you for the post. I am interested as well. Here is the base I use: I figure 3 cpu as base cost, i.e. if I sell for less than 3 cpu I am selling at a loss, since I can almost always sell on the bazaar any material for 3 cpu, or if I need to buy on the bazaar it will usually cost me 3 cpu. I then figure profit on top of that. For example, I charge 3.5 cpu for vehicles (on Lowca) (15,750, 21k, and 28k for speeders, bikes, and swoops respectively). I then adjust prices based off of that. 90% + vehicle, expect to pay 5 cpu. Of course, many are selling Landspeeders for as little as 10k, so I don't make them anymore. Anybody else?
Certosa wrote:
Anyone know where they are?
Got a good link?
Any CPU advice?
Do we need to create a price guide?
One thing I noticed when I asked my guildmates, is that the expected price for vehicles is around 3cpu!?
I charge 40k 30k and 20k for Swoop, Speederbike, and Landspeeder respectively.
I also live on Lok, so its kinda like selling umbrellas during a rainstorm, you don't have a lot of options, or on my server, a lot of shuttleports, so if an enemy DB's your bike, its A LONG walk to NYM's. I think the person could fork over 20k for a landspeeder.
well,
pricing is always a silly thing in SWG. period
first off many players are definately not businessmen in RL. they do prices which are higher then their costs yes, BUT the dont even take the work time and such in acount of even crits. they dont compare the resource value really and only see it in some other ways, or even come up with silly wal mart compares. (wal mart is NOT producing items, so they dotn even have production costs or work time invested. aka the arguments is not correct)
first off all see not what it costs you to harvest the resources, then compare your resource stats with market values. a high end Alu or Steel u will not buy average for only 3cpu. high end resources go way higher in price, so lets say a 900er Steel which u would like to use for vehicles costs like 8 or even 10cpu, then sell the finished product for 3,5cpu? silly isnt it?
when i would just use the resource and put on sale then i got no risk and way more cash lol. so why the heck i should try to make a vehicle wqith high end resources to go at over 90% experi result and sell for 3,5cpu? i would be worst businessmen ever. sure i make a "win" when i harvets self, BUT i make a huge loss compared to the average resource price. CAUSE i can sell the same reosurce without producing anything for way higher cpu, so actually i make a loss.
but i gave up to tell that to persons who got no clue about real businessman ![]()
but prolly some may read this and think about that a bit then see how much loss they really take.
good bsuiness to you all ![]()
LOL, I totally agree with the Wal-Mart argument not working in this game.
Why? you ask. First, I work in Management at Wal-Mart, so I kinda have an inside track.
Second, unless you control a large enough business to make all the resource sellers sell to you at a lower cost because they are guaranteed to sell the stuff they mine, then you do not have a competititve advantage.
Wal-Mart sells for less--YES, but come on now, do ya really think they don't make money?? Probably more than most I would suspect. Hehe, cant shed all the details (breaches employment contract) but you understand.
Try being like 7 eleven first, then work your way up.
Rebelmundy wrote:
In crafting things available in the Master Artesian trees I can see how quality of resorces and experimentation matters for some things like crafting tools. But do they play a big part in say, electronics equipment therefore making them more valuable? Durrability and effectiveness are experimtation areas of Electronics, will a consumer pay more if these stats are higher? are they truely better?
I agree, Whrlwnd. Prices vary tremendously from server to server. Prices can also vary immensly from day to day. In this sense it's remarkably similar to real economics. You might be making a fine living selling high quality cycles for 20k a piece, then a competitor undercuts you or the rest of the market goes belly-up, and next thing you know you can't give a cycle away.
I think the biggest problem with the Economy of SWG is that everyone seems to target the same market. Everyone who gets to Master Artisan or one of the Elite Crafters, begins to target only their fellow millionaires. Not only does this cut noobs out of the market altogether, it's awful business sense. To try to sell only to one completely saturated market is suicide in any business. I can't tell you how many times I've need 50-100 of some resource to grind a little skill, but I've looked Galaxy wide and couldn't find less than a 200 lot. I'm not going to buy so much moreresource than I needjust so I can waste a little on practice mode.
So, while I agree that one needs to consider all of the various costs of product and try to make room for profit, one also needs to consider the market. The resounding mantra of pricing is 'What the market will bear.' When I price something, I look at what's on the Bizarre. It's important to not only examine what other people are charging and what quality they are building at, but also to take a close look at what sales are about to perish. Sales that have less than a day remaining are the best indicator of howNOT to price your goods. Keeping up with Bizarre prices should be enough to make a little scratch, but if you're looking to be a captain of industry you're going to have to do a lot of homework - charting prices ofyour chosen product vs. the Bizarre and vs. Vendors as often as possible (at least once a day).
Finally, I'd like to say that another hole in the SWG economy is that Artisans who aregrinding crafting xp away, will flood the market with an abundance of a given commodity that greatly overwhelms demand. This problem could be more easily fixed than the one above. If the game would add NPCs that would buy cheap goods dirt cheap, it would lift much of this burden off of the economy, and it would help with the problem above by expanding the lower teir market to be much more profitable. Another thing that would help would be bumping up the 'practice mode' bonus a bit. That would encourage more grinders to use this feature, and keep the market free from extra garbage.
thats credit per unit. or the value of each resorce used.
Like in sellin resorces you may ask for 3cpu and with say 1000 resorces would get you 3000 credites = 3 cpu.
THis is what i figured out over time, if this is flawed please let me know.
You really need to understand the market.
Doctor buffing is a big industry, I happen to know that Lokian Wild Wheat is a huge commodity, I live on Lok...
I sell Flora tools for 3k on the bazaar, and they sell...you know why? Well I do, that's why they sell...
My vendor has personal flora harvestorsfor 40k.
Talus has Talusian water vapor as the hot commodity, etc.
Umbrella sales are good on a rainy day.
You need to be a weatherman in business.
But it would be nice to have a guide to judge base pricing.
So far Im getting 3-5cpu? But I disagree.
Isn't quality worth something?
A food and chemical tool rated 14.97 VS a -6.01 tool? 5cpu for the 14 and 3 for the -6, I dont think so.
What would you charge in the above example?
AweisBoy wrote:
I agree, Whrlwnd. Prices vary tremendously from server to server. Prices can also vary immensly from day to day. In this sense it's remarkably similar to real economics. You might be making a fine living selling high quality cycles for 20k a piece, then a competitor undercuts you or the rest of the market goes belly-up, and next thing you know you can't give a cycle away.
Well thats because once you buy one you will never need to buy another one!? Like houses!
I have had the same droid for 7 months and I will NEVER buy another one.
Same thing with my vehicles, I personally think they should go for like 50-100k because you will NEVER need to buy another one.
You may get a customer looking to get all 3 vehicles so thats good.
Thats why doctor buffing is the best business, 10k for something that lasts 2.5 hours
You guys are charging 20k for something (a vehicle) that lasts 2.5 YEARS!
Excellent point, Flynn. The life of a product is definetly another consideration.
All of this is part of what I love about SWG. Unlike so many 'business sims' I've played, SWG has a real market comprised of real humans, rather than some 'market model' formula. This gives the game a very 'real-life' feel. It forces you to consider just about everything you would have to consider running a business in the real-world. Furthermore, just like the real-world, the market can shift in ways no one could predict, and those shifts can take you from rich to poor or vice-versa.