Artisan Archive
Thread: Is anyone making any money?
I'm at ENG III right now, and making a good amount of creds just selling powerups on the Bazaar. I've found the key is to only sell the items you've experimented on successfully. I boost the Effectiveness one Experiment "point" at a time, and if I've spent all five of them with Great Success or better, I wind up with a powerup that has some nice bonuses added to it. Otherwise, I just destroy my "failures" and lower quality models.
Then, I sell them for 150 - 300 credits on the Bazaar. The prices help them stand out from all the rest of the garbage on there. Nearly every time I log in, I've sold 4 - 8 of them and made a nice profit. If you see a scope on there for 200 credits, there's a reason it's 200 credits and not 50 like the rest. I think other players realize that. Most of the time, I'll see that my stuff is being bought by the same players.
It's all in the quality of your resources. Use the best stuff you can find on your planet and only sell the most impressive powerups that have decent stat boosters.
Also, don't go to the town's trainer. Find another Artisan to train you for free. You'll get new skills and they'll get apprenticeship points in exchange.
The secret is to get your name out, make good stuff, and make friends. I have several customers who come to me whenever they want anything, and if they see me sign on, will immediatly /tell me if they need something. Happened just last night, for instance. I give discounts if they need them (can't afford my normal price), and discounts for repeat customers, and if they recommend someone to me.
Now I'm novice weap, and I have several people waiting on me for the next level.
I sold Bone armor at good prices, with good stats. I never had a problem selling it. I've sold several more sets to repeat customers for friends.
Make friends, make customers.
One thing I think all artisans and crafters need to take into account here is that there are only two ways that money comes into this game:
Missions and Mobs.
I can't even prove that any mobs drop cash as I haven't been strong enough to kill a humanoid mob yet. So, while you're worrying about your cash flow, remember that there are no NPC sales, there are no NPC buyers.
My point is: With such limited ways for money to be introduced into the galactic economy (let's not even start on planetary), it's just going to take some time for the fighting class characters to build up some real wealth to the point that they can spend it on our products. I believe that it will come, in time. The cash will flow in, but in order for us to make money, the fighters of the galaxy have to gather it first.
I've been making money by finding medics and selling them harvesters at a discount for bulk orders.
Also, I found that selling thing on the bazaar is NOT effective right now. I have lost more money selling powerups there than I have made, and I know only post the VERY best I make, usually 80%+ in experimentations. I have mostly made money in trades and training lower level artisans. I have never asked for money, but most tip around 100c if they have seen the trainers cost.
I also have a character at Eng III (Teska, on Radiant), as well as one at Dom III (Vaadu, on Bria). If your an artisan that needs some help on either of those servers, look me up and I'll do what I can.
On prices in general: I start with a base of 10 credits per resource for everything I make. From there I make adjustments for: time spent crafting it and surveying the resources (or buying them), how high up on the skill tree is it, what the local market seems to be (not as big a factor as you might think), and most importantly how much experimentation went into the item and what the results were. Not only does that experimentation make the item much better, but it also adds time to your crafting process (especially if you spend the points one at a time).
What's good to sell?
Short answer - everything. I make a variety of things, and I sell everything I make aside from the few items where I get a critical failure (which I destroy).
Long answer:
Weapons - CDEFs are pretty solid sellers. As a newbie artisan I sold them around 100-150 credits (you want players fresh out of the tutorial to be able to afford them). Once you get the experiment points up you can raise the price - check the stats of your weapons against what's on the bazaar and price accordingly. I've been selling them solidly at 200 credits and that's probably a little low (though I expect the market for these to start going down once more weaponsmiths get out there). Don't forget melee weapons either (though I'd only make a few to start and see if they sell well).
Powerups - I sold the ones I made as a newbie artisan for 50 credits (still a few of those sitting on the bazaar and they sell occaisionally). Now that I can routinely get powerups with +20% to damage, attack speed, etc., and often with +10% to a second stat thrown in, I sell them in line with the prices Hideous mentioned. They do sell pretty well at those prices. I expect the market for these to go up as more people realize how to use them.
Armor - Bone armor is nice to sell, but it takes a lot of resources and time. It's a bit more difficult to price for me. How you get your hides and bones (and what you pay for them) plays a big factor in this.
Clothes - Experimentation doesn't seem to do anything here, so you can't charge premium prices, but you can still make decent money. Especially if there aren't a lot of higher skilled Domestic Artisans in your area. Hide boots sell well, as do shorts and jackets (and even headwraps). Actually pretty much any clothes will sell if you price them right (though I avoid making the novice artisan ones myself - mostly just because I don't like the way they look). You need to be a little more careful with prices here as a lot of your business will be coming from entertainers, who aren't getting a lot of tips so far.
I hope this helps out some!
Krizzel
I think the best suggestion I've read on the message board so far for selling stuff is analyzing the bazaar first. Check which items are selling, which aren't... Check the dates on the items, are they still sitting around after seven days?Are prices rediculous (either way too high or way too low) compared to the amount of resources and time that go into that particular item? Are there items not even listed on the bazaar (those are the real ones to watch for)?
Also consider ifitemssold in another planetary city priced significantly less than your own city. Why not buy a shuttle ticket, buy up all the items cheap, and bring them back to your home city. Essentially you can make your own "FedEX" missions.
I have been doing this big time the last few days and have not only got to see alot of planets but also making one hell of a profit from it
I've sold a handful of weapon powerups, as well as some crafting and surveying tools, but the only serious money (about 50Kcr) I've made from crafting was in harvester deeds. I expect the market for personal harvesters toreally drop offon my(full) server in another week or so, asmost people who need them will have them by that point.
I've made probably another 50Kcr off running city-to-city delivery missions, so that should tell you how much of a money-maker basic Artisan skills are.
I made about 40,000 credits in a 24 hour time span, I am looking to double that tomorrow.
Total of around 120k in 2 days. Not even a master artisan, let alone a high level crafter... just found something people couldnt live without apparently ![]()
Good heavens... and I was all happy because someone bought the Reinforced Combat Staff 46-101, speed 4.7 I made today for 2100...
I hate being a casual/easily distracted gamer at times...
Thornblood,
You are right on man. I don't think it has been said any better in the forums or anywhere else for that matter. This is just a study in economics. Right now everyone is low level, no one is sure what they are doing and everyone is trying to zoom their way to their professional destination. In this economy you have to give the people what they want. So if everyone is trying to mass produce high exp items, sell them large amounts of pure resources. That way they don't have to go mine for it. I have seen resources go quickly for 2 or 3 credits per unit. Also I have noticed they don't care about the quality of the resource. For instance if they are making weapons powerups and it requires X amounts of metal, they will use the cheapest they can get or any they can get as long as it fills the requirement. So what does this mean, sell em large amount of metal you can get in the highest quantities, don't sell your rare stell give em copper
. Hides and Bone also go for good amounts.
Floome Hjaan - Bloodfin