Artisan Archive
Thread: Free items are killing us!
Trust me Chan people aren't going to give away the higher level items, ever. A lot of them take harder to find resources, and then when you figure that soon people will start using harvesters more and more, resources will have an intrinsic value.
If you want to get rid of people giving away junk, then you need the junk dealer to buy the items.
Chans, im making a killing with the bazaar on the server im on...i only give away free to my fellow PA, and any RL friends that play with me other than thati sell all my weapons...but dont try and sell them for 250...your gouging, expecially on a CDEF...a d18 might be appropriate, but i wouldnt be paying 250 either...mine generally go for about 75-100, and i sell every last one...and it doesnt take me that long, cause ive found resources close to town...
but we do need to educate, people arent going to know that when i experiment on my weapons they will kick the azz of the one who made his in the field...
Im having trouble figuring out how much exp I get when someone uses one of my weapons. I was in a large group killing swoopers en mass, and i gave away 5 or 6 weapons to people who wanted to start using rifle or carbine. I occasionally got a message saying that I was eligible to advance a skill, so I know that I was getting exp, but I have no idea how much.
Also a point of interest I get artisan crafting exp for making Scout traps, and I get usage exp when I use them.
Orcus Blackweather
Novice Scout
Kor Valla, Corellia, Bloodfin
I've sold Many many items on the bazaar, because they were of the best quality of the rest of the stuff. Even if i did charge 20-50 more credits.
People do look at the stats on items when they go to buy them. I have yet to actually see any credits drop from killing anything. found a CDEF rifle on a mob, but other than the first bandit in the tutorial, i've not found jack.
If your going a strait artisan class, with nothing else... you're missing out on a lot of fun. not to mention that if you really need cash, get 3-4 people togeather and do some destroy missions. those are a blast, and they pay well too.
I agree, don't give stuff away. I've sold stuff to people who were poor, for a slightly lower price, because they were sinceire enough when i was talking to them.
and as far as the bazaar goes, i sell CDEF pistols for 120 credits all the time. paid for engenieering I and II as well as Surveying I and II.
theres not a big market for it, but its there.
now, to get into the more complex items... work work work... and yippie skippy!!! I've upgraded my equipment and made a few credits along the way.
Hello everyone,
No, I don't have a question this time.
The bazaar isn't the answer for me atleast. I don't know what server everyone plays on but I play on Bloodfin, I've had items in the bazaar since day one. CDEF Carbine for 15 credits. I spent my very last credit putting it on the bazaar. Guess what, they are still there. I've been forced to shouting, and asking for a donation for the stuff I make. I make muzzles right now, (they give good exp) I can't even give them away, I tried. So, yes I've been destroying them.
All I'm saying is that not every server is the same. We all know that. And not everyone can sell everything we make. I've tried and tried and tried. You can't sell muzzles when the guy next to you that doesn't read the message boards is giving them away. Not even in the bazaar. (not that I have any money to try again)
Woo Chin
Novie Artisan, Naboo Threed
Bloodfin Galaxy
Good ol' supply-demand. For those that know anything about an economy, the behavior of the markets on SWG shouldn't be much of a surprise.
The first day just about anything sold - demand was high, supply very low. You could make a living selling just about everything. Then, as the days progressed, the easy-to-make things started to glut the market - driving prices down and forcing many people to give them away in order to get the Usage Exp from their items.
Now you can only make money on experimented weapons and armor. And those are quickly becoming more in supply than in demand.
The economy will hit a balance - probably not for several weeks (and not truly ever), but soon the price swings will settle down and "standard" prices will emerge. People will always pay more for high quality items, and are likely to spend more for a person they know than a nameless merchant on the bazaar.
The only thing that will raise prices long-term in a large economy will be to raise demand for the item. Whether this is done by deliberately destroying produced items, or actually making consumables or increasing decay rates - doesn't matter much. We just need a market for our wares. Or fewer crafters ![]()
I agree with the original post, we shouldn't be giving anything away for free. As a favor once and a while is fine, but giving stuff away for free at the bazarr's is killing the rest of us. The first day I made a ton of money and it's slowly gone down........which I expected. But it's gone down too much because people are giving stuff away for free.
Personally I'm making bone armor for people in exchange for bones and hides (a little extra for me) I don't charge any money, but so far everyone has tipped me when I'm done. I don't concider giving stuff away because I'm getting bones and hides in return.
bump
You make avery good point, Chans, and I am glad someone else realizes this other than I. Unfortunately, that other guy also makes a point--but valid only in the long run. During the first couple of days, people will be willing to pay a high amount for these low-level goods. As these goods become more common, the price will drop. Saturating a market with a partially limited resource(time-limited, actually) at no cost reduces a supplier's surplus (profit) to negative revenue (not just profit, but total revenue considering the time costs). With time the elasticity of the product will increase--meaning it will become less scarce. As suppliers, we need to prolong this scarcity to finance our training. The only positive externalities ofphilanthropy is the experience gain and networking. This is forgivable on a small scale (friends and what-not). However, when turned to the general public, mass philantropy produces a negative externality for your compititors (think: extreme price war). Consumers are like electricity--they tend to the path of least resistance. As price takers, they will choose the lowest price possible to get something. They will wait for the free stuff and even go far as to condemn those that would try to make an honest living.
Now considering the effect of mass philanthropy and consumer behavior, think about what the philanthropists are inadvertantly doing to other players: they are forcing the other suppliersto work for the same amount (experience only). So, ask yourself: who do you want to screw more: the consumers (who should pay for a service, anyway) or the producers (your peers)? You can notproduce everything, and later in the game the mass philanthropist will run into the real capitalist who actually charges for armor, weapons, houses, and factories. Just remember this when we, the true capitalists of Galaxies, actually charge you fair market value fora house (or even training for that matter).
Speaking of which, I would go so far as to threaten that if I ever see anyone giving stuff away to the general public, I will refuse to train them--I have NO desire to train a philanthropist competitor. I would be screwing all my peers out of income, then.
Not that I am pouring gasoline on the fire, but how is freeequipment different from free training? There is a supply and demand for it--the only difference is that NPCs charge for the training. Do you think it is fair to yourself (and your peers, who have to follow the price-taking consumer behavior) to have to pay 2500 (average) for training at lower levels while the artisans who do not work as hard as us get training for free? These guys deliberately enter the game late to take advantage of the availability of training. If you think about it, we are working for them, our competitors! The beta is over. Goals are different for each of us. If you goal is to screw overother artisansand give stuff away, you are not going to have many artisan friends--or rather any artisan friends who are rich.
Limited resources should be paid for in limited currency--otherwise there will be no motivation to provide that limited resource. If experience is all you want, you are missing out on the bigger picture: you could potentially earn more by charging a fair market value (and not screw your peers in the process). If the good happens to be as common as air, then so-be-itthe value could be worth an addition to your social network (which is really all philanthropy is, in a capitalists eyes...). Otherwise, please just walk to the bazaar brielfy to check on the average price of the good you are selling (the 'auction' price will generally be lower), and base your price on that. You will still be cutting people deals, and not screwing us (as much) in the process.
It sounds like a lot of you need to look at what you are making. I was selling CDEFs for 500 credits each and I probably could have gotten a better price if I wanted to. How? I modified them and put the modifications in the name. Example: Quality CDEF rifle (25-55 dmg). People pay for quality. People even bought my experimental mistakes if it had a lower price, I labeled the damage, and it was still better than the starter pistols. If it wasn't better at all, I destroyed it.
Also look at the bazaar to determine what to make. If you notice a shortage of lets say pants, try making those. Price conservatively and raise the price if they sell quickly.
Now I realize this advice doesn't help the absolute novice artisan but I think you only have to make 17 powerups to get the first skill box. Then experimentation is your friend. Even a newbie marksman will pay something if you point out your pistol is better than his starter version.