Artisan Archive

Thread: UXP Destroyer of The Artisan Class

Zanthus
Tue Jul 15, 2003 4:42 pm
#14

The reason for low prices is not UXP. It is supply and demand. Currently, the demand is there for some bone armor...but I can sell 2 items for 750 and make 1500 dollars faster than I can sell 1 item for 1k...so I will keep doing that.


This goes for other items. I sell my stuff at half what the next person is selling it, why? Because the person with money makes money. The guy who's items didn't sell wasted his 20 credits and his time. Meanwhile, I now have more money to make the next item. Its business 101...better to sell something cheap than not at all. If you want to raise prices, get together with other crafters in the area and start a union...then agree to set prices and product standards...

CerionSkydreamer
Wed Jul 16, 2003 3:34 am
#15

The problem isn't UXP, the problem , if you can call it a problem, is that there are too many crafters. Too many people dream of being the "master" weaponsmith/DE/armorsmith/architect. They will subsidize that dream in any way they can.


SWG should return to their original crafting plan and have limited schematics. This would help out A LOT. But know, many crafters are too greedy to give up any slice of the pie. They want to control top to bottom their entire production chain.


Ah, but limiting schematics would stop you from grinding you say? Well, you ARE the one complaining about the grind, not me.









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Johrin_Fleth
Wed Jul 16, 2003 5:26 am
#16

I believe UXP is a great idea! It motivates you to look past the price of the crafted item. I have given stuff away for this simple fact. Besides it makes us artisans concentrate on the fact that you cannot charge a ridiculous price for a piece of crap you just made out of the worst resources. Charging a fair high price for a genuine high quality blaster, armor, house etc.,made from the best material resources should be our goal as artisans. Look at the stats of the resources you sample, combine with experimentation to get high quality items and then you will see what the price needs to be.



This after all is my 2 creds




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Johrin Fleth
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Paweh
Wed Jul 16, 2003 5:55 am
#17

First things first: I admit it, I've been Grinding Bone Armor lately. There's one simple reason for it... nothing else gives you anywhere near the XP that Bone Armor does. Bone Armor Chest Plate gives you... 500 XP or so?


I used Bone Armor to bring me from Engineering 4 and Dom Arts 1 to Master Artisan. I didn't just sit there and grind all the time, though. I also build a power generator and mineral harvestor and started selling my extra minerals.


I have a shop in the player town of Mos Tatoo, Tatooine on Scylla. The main thing I sell is the extra resources I have from my 2 Wind Generators, 3 Mineral Harvestors, and 3 Chemical Extractors. I sell all inorganics for 3 credits/unit whether they're wind energy, steel, or whatnot. Not only that, but I can't seem to keep them in stock.


This is why I could afford to have a "BONE ARMOR BLOWOUT SALE" and sell each piece of Bone Armor that I've created for 100 credits each. I recently raised the price to 200 credits to see if sales would slack off. They didn't.


I currently have 22k in the bank after today's round of harvestor maintenance, paying an NPC to learn Advertising 1, Dom Arts 4 and Master Artisan, buying a new Carbine from the Big Fish shop, buying my friend a Vibroknuckle plus paying him back 4k credits I borrowed from him a few days ago. This was all done just from personal size harvestors. Now I'm trying to buy up a Solar Power Plant and medium size harvestors, or barring people building those for me, becoming an Architect and building them myself.


Ah, sim-life is good.




--
Paaweh

Elder Musician, Elder Merchant of Radiant
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