Artisan Archive

Thread: Baseline price for vehicles for all around profit maximization

Karuth
Thu Dec 11, 2003 1:13 am
#14






Nox_SWG wrote:

35-45k? For something that takes 8k of resources and no master training? I don't think so.


I think the base price for these is going to be at the most around 16k, and bargains will be 12k ish.








Thats just idiotic !!!!! finally something for master artisans to be proud of and you wnat to kick it back in the dirt ????? FOOL!!! grow up !! a rebel guild on naboo is planning on seelling vehicless opening day for 1 mil a piece and have advance orders for them already .....



Narmani
Master Armorsmith
Valcyn
Vaedross
Thu Dec 11, 2003 1:48 am
#15


Nox_SWG wrote:
I think the base price for these is going to be at the most around 16k, and bargains will be 12k ish.



The best you'll see is 3cpu + 10%, and maybe 4cpu + 10%. That's 26k-35k... where 26k is break even for some people.



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
Visit Tatooine Tales! Tatoine, Bestine (-1507,-4428) We've got EVERYTHING!
NOTE: My opinions as presented outside the Artisan and Test Center forums are my own and do NOT reflect my representation of these issues to the developers.
ARTISAN TOP 5 ISSUE RESPONSES (12/23/03)
wooshoofoo
Thu Dec 11, 2003 11:20 am
#16

Stop whining.


This is a free market, in every sense of the word. There's no anti-trust issues or government regulation here.


<machiavelli>


If you see someone selling cheap vehicles, you're free to buy them up and then resell them at a higher price.


Instead of whining, do something meaningful about your position.


</machiavelli>


Tip: If you don't know who NIccolo is, don't flame yet- it'll make you look foolish.




Agoo- Master Bounty Hunter/Master Rifleman
Smith-N-Weston Master Artisian/Master Smuggler for hire
Smuggler Spices Swoops and more -1562 266 Talus and 2812 4235 Tatooine

Tmon
Thu Dec 11, 2003 11:34 am
#17

No cartel or price fixing scheme will work in this game. There are way to many free actors who can undercut and "standard" price fixed by a group. Eventually the price will reach a point that most people are willing to pay most of the time and most artisans are willing to sell at. There will always be people selling above and below this price but pretty much the market will decide and there is really nothing anyone can do about it.
darthfodder
Thu Dec 11, 2003 12:29 pm
#18

All the steel and copper I have would sell for at least 4cpu-8cpu, not to mention some of it is my personal driod resources so there is no way I will sell below that for vehicles. It is like someone else pointed out it would be much easier to just sell the resources. If people want to sell at 1-2.5cpu thats fine its their deal, Im not worrying about demand going out because a few people are charging cheap there are a lot of people out there.


I will sell for as much as I can the first day and then Im sure we will see prices level off. To some people 100k is nothing, and will pay large amounts to get there vehicle the first day.

saintchuck
Thu Dec 11, 2003 4:30 pm
#19



woovie wrote:

as was stated I think by TH ... fixing issue where when CF you were not able to remake the item unless you filled the resource spots again... i think they are patching it to where you do not loose resources when you CF.. correct me if i am wrong.. so how are CF's going to affect the prices

woovie






That is for Structures only meaning Architects.



Jedi will be rare and difficult - No
Increased Dev communication - No
CU will balance combat - No
Most of the bugs from launch fixed - No
saintchuck will continue to pay - No

- I supported the CURB, the Devs and the attempt to make SWG a better game and have realized it didn't work so I'm quitting in less than 2 days and won't be tricked into coming back again. Trick me once, shame on you...
JohnAdams
Thu Dec 11, 2003 10:07 pm
#20

Actually, this is as close to a competitive market as you will get. An oligopoly means that only a few sellers control the market. Think of the big three automakers in the 50's and 60's. Today, the auto market is much broader with 7 or 8 major players and a score of minor players. Pricing and quality is a lot more important in this kind of atmosphere.


I am sure that things differ from server to server, but how many MA's will sell vehicles? A lot. Given the population on most servers (I am just guessing a couple thousand active players) it won't take more than 20 people to really have a competitive market. I would guess that will easily happen.


The only thing that prevents it from being a perfectly competitive economy is information. You really have to have widespread availability of information to have a really competitive economy. There are a lot of features that make it close. A trade forum where you can guage pricing. A number of websites that help you calculate costs. But these aren't used by everyone and you do have to spend some time on research.


But what is amazing to me (and why I think the economy is mostly competittive) is how close prices are. Browse through the bazaar somtime and you'll find that resources sell in a pretty narrow range. I do see some outrageous prices, but they also seem to stay on the market for a long time. Plus if I go around looking for weapons or harvesters (my two biggest purchases), prices are amazingly close.


All of this suggests that prices will be pretty high on day one and gradually fall until it stabilizes in a week or so. I would expect 3-4 cr per unit to be the norm. It's a high resource item, so the undercutters will quickly get bored and move on to something else. Master Artisans don't really need to grind xp (most are already working on other professions) which means that it won't be the same as house. Plus it appears to be a pretty durable good, so they won't sell like weapons or armor. Probably a small but steady market for those willing to stick it out. Work on customer service and you'll have a leg up when upgrades come out.


Yeah, I majored in econ in college. Gotta put it to use sometimes.




CrazyBob - grumpy old weaponsmith
Check your global south of Dearic on Bria
Orthaanc
Fri Dec 12, 2003 12:48 am
#21

Pardon my ignorance but do all master artisans buy resources for 3cpu or higher? I'm curious because I know that if I have my harvesters (rate 4 small or rate 8 medium) on a 70 percent vein or higher, I can break even selling these resources at like .25 creds per unit or so. That would figure in break even price on these 8k unit vehicles as 2k credits.


Thanks in advance.




Orthaanc Isengard / Master Weaponsmith / Ahazi
ChupaGrande
Fri Dec 12, 2003 12:57 am
#22

Selling a vehicle for less than what you could make selling the resources makes no sense at all. Of course as a few have pointed out, you won't last long doing it. I think selling a vehicle at 10cpu is entirely reasonable if top quality resources are used. I have been harvesting nothing but the best resources available in the shock resistance category in order to be able to make the best vehicles I can. I ampretty confident that my vehicles will sell well at 10cpu (in fact I could probably get 10cpu forsome of themetalsI have without even making something out of them).For those who think this is acting on pure greed,give some thought to what weaponsmiths have going. They can charge 50cpu or more for a weapon and you rarely hear complaints.


To charge a mere 10cpu for something that is arguably more useful than a weapon (if you take into account all the non combat professionplayers, and the fact that missions will be greatly expedited by vehicles) is almost charity when you think about it. Besides,with the exception of newbies (who IMO shouldn't be able to afford a vehicleright off the bat)most people are within easy reach of those prices.If you look at the HAM ranges for vehicles on the post TH made, there is a pretty sizeable HAM difference between a vehicle made with 'grind' quality metals and one made with the top quality stuff. This will make abig difference in the ammount of time you have to take between stops at a garage to repair.


In short, there is no need to worry about those who are going to make supercheap (or even free) vehicles. They won't be able to do it for long. With 300k of metals you can still only make 50 speeder bikes. Any metal that isn't absolute junk goes for at least 3cpu on the market (at least on my server anyway). The undercutters will either see how much they are really losing out on, or be stuck in 'tell hell' by all the people that will be hounding them for vehicles, and lose interest or go broke. When people get sick of going to the garage constantly for repairs, they will start coming to thebuilders who are charging a bit more, but making a much better product.


Undercutting the market, whether it is out of generosity or a form of griefing those who put some time and thought into building a vehicle business, won't last long. Vehicles may not settle out at 10cpu. I use that only as an example of what I feel is a fair price. But I am confident that they wont be going for 3 or less for very long, if at all. Of course that is the beauty of having so many people out there who can craft vehicles. The market will always be competitive with the relative ease that MA is achieved and prices will not spiral out of reach.

toddrm2k3
Fri Dec 12, 2003 1:05 am
#23

Ok i just ask that people don't bash other people's opinions on here if they disagree. i know the price of mounts was really high the first day, i saw some near 250k. i've decided to charge a base price of 70k for all preorders and then i figured ill just follow market price for all the extra's i have. ive gotten like 60 pre orders cause everyone thinks that 70-100k is a good price for a vehicle foir the first week or two because theyre new. this will help poor artisans make a little money and the price of vehicles (in my opinion) will drop to about 35-50k in two weeks or so. this still makes the artisans a profit but it is not an insane amount for the work required. i also dont think that the price will drop too much below this price because from what ive seen, the condition decays at a pretty steady enough pace where vehicles will never be in short demand. I think after a month or so, ill be able to sell all the vehicles i want at about 35k(which is a big enough profit to keep me in business).
woovie
Fri Dec 12, 2003 1:23 am
#24

as was stated I think by TH ... fixing issue where when CF you were not able to remake the item unless you filled the resource spots again... i think they are patching it to where you do not loose resources when you CF.. correct me if i am wrong.. so how are CF's going to affect the prices



woovie




Woovie / Hewi Intrepid Serenity You need it i will get it
FragN8Tr
Fri Dec 12, 2003 1:46 am
#25

I am giving my vehicles away for free...


YES FREE!! MUHAHAHAAAAAAAAAA




-Rawbee - Master Artisan - Rawbee's Vendor Sweet water, Dantooine-

This Lowca's finest Products and Resources Ask me how! Defender of the Rebellion - Certain Death.... No Chance for Success.... WHAT ARE WE WAITING FOR! Force Sensitive Slot Locked - OUCH! 1st HOLO Commando Marksman: 4-4-4-4/ Brawler 4/0/0/0 Novice Commando


irasha
Fri Dec 12, 2003 7:14 am
#26

Simply put with no fluff around it....


How does 5cpu for vehicles sound?




.:Irasha Aurxokoll:.
.::Retired Mayor of The Corporate Sector :: Tatooine::.
-:Keeper of Frederic the Flinger:-
-:: Bringer of pwnage to 'teh GAT' ::-

"Fear lent him wings, as the saying goes."
-Where Eagles Dare

IPS Elite

Page 2 of 4