Artisan Archive
Thread: Baffled by fellow Artisans and Vehicles
Sevardos wrote:
Still didn't answer the question; i.e., why bother?
The price of vehicles has little to nothing to do with hologrinding as far as I can see. Hologrinders don't make vehicles at all. The experience you get for making a vehicle is much less per resource than making other items like harvesters. Thus, I don't really see the supply of vehicles being flooded into the market by non crafters.
The 3cpu price for resources was fairly stable long before the holos came out. It is where the market seemed to settle. I'd pay 3cpu for decent resources. To me, maintaining harvesters is a royal pain the the behind. That and travel costs. It's more chore than fun. I'm a crafter not a miner. Often what I see on the bazaar are junk resources for outrageous prices and that of course I won't pay. Many people have heavy harvesters so there might have been a larger increase in supply by now than pre holo. This may indeed drop the price of resources after all the grinders leave. However, many people don't sell their resources, they hoarde them, so it will be interesting to see what actually makes it to market.
Vehicle prices seem more a result of the Architect curse than anything else. Capital goods in SWG seem to come under intense price pressures. Then there was the Starport storage bug that kept people from ever needing a new vehicle. Now that its been fixed, the vehicle market may stablize. However, like houses, I don't see vehicles ever getting a high cpu return.
Crimsonsplat wrote:
You are asking the wrong question. The real question is "Why are the resources selling for more than the finished item?" Such is obviously illogical; if anyone's buying to make stuff, they have to figure the cost of the raw materials into their final sales price.
Except they're not crafting for resale, they're not crafting for their homes, bases, PA halls or city halls. They're hologrinding, meaningno items are being produced; the acquisition of the resource is not tied to a sales profit/loss feedback. Therefore there is nothing except human nature and gluts of resources that can hold down the prices. An end to the Hologrind will changethis; expect alot of resources to stay in the bazaar for a while as folks who don't "get the picture" find their market has evaporated.
At that point, the marketforces will dictate that the finished item is worth more than the raw resources, and we'll see more competition between artisians to produce items. Countering that, we'll have most "holo-artesians" leave the field to the ones who actually like making stuff. Going to be interesting to see how it works out.
I agree 100%. I know those times I've sold my resources for more than than I could with a fnished product, they have been hologrinders. Most of these hologrinders are the power games who have accrued the vast majority of the money in the economy. Would they pay 5cpu for cheap ore probably worth 2cpu? Yes, especiallyif that means they can finish a profession today. At the same time they are churning out cheap products and selling them for 1-2 cpu just to recoup something.
The other interseting dynamic are the HUGE harvesting cooperatives. They areharvesting so many resources they can't sell them all and must turn to making products. There vast fields ala Matrix style of endless harvestors owned by one person/group and acquired by lot trades allow some groups to produce resources at sub .2 cpu levels. Compared with an individual that only has his own lots to work with for housing, factories, storage you might have someone with more like 1 cpu costs. The difference here has a huge impact on the perception of costs in selling a speeder for 2 cpu. The group is making a handsome profit, while the individual may just be covering operating costs.
Message Edited by Ender007 on 05-10-2004 03:14 PM