Artisan Archive

Thread: Baffled by fellow Artisans and Vehicles

Areriye
Sat May 08, 2004 9:29 am
#14






Sevardos wrote:

Still didn't answer the question; i.e., why bother?





Indeed. If you're not seeing an advantage to making vehicles versus resources, then sell the resources.


IMO, the best profit to be made from resources on the artisan tree is powerups. Crates of 10 sell for 2k easily and they only take 10 total units. That's 20 cpu... just try making that on inorganic materials.



-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

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RealDarius
Sun May 09, 2004 3:59 am
#15

Still didn't answer the question; i.e., why bother? Selling bikes for <3 cpu is not worth it when I can turn around and sell the same resources for 3cpu all at once (100K) and make it instantly, faster and in bulk. I can turn around and sell 200K resources at 3cpu at a FRACTION of the time of selling 26 swoops - not including the time to make them which makes it even longer for selling those 26.


Mind you, if you don't consider the time invested in actually making it worth anything, then I can see your point. But I do. If I'm going to spend time making it, I take the cost of doing versus a kill mission and expect to make reasonably the same.


Anyways, wasn't saying a player is right or wrong on how they price - it's your $$$ you pay SOE every month and you play it as you wish.


Exactly...because some enjoy crafting (Artisans) more than maximizing profit (Merchants).


I don't believe Master Artisans (non-hologrind kind) would actually make vehicles with materials that cost more. Most probably mine resources themselves. We do have Survey IV after all.


Again, speaking of non-hologrind Artisans, the toon's labor rate (imaginary) should already be accounted for in his/her prices. But, to even consider that such a rate exists in the game is a bit non-sensical since there are no standards to it (there's no Imperial Labor Department)and the real measure of value is the RL player's: Did he/she have fun over the time she spent crafting?


-D

Hagme
Sun May 09, 2004 10:32 am
#16

I'm a non-holo master Artisan on Kauri. I charge 25k for swoops, 20k for speeders, and 15k for x34's. I mine all my own resources, and i make a good amount of credits(mainly because my vendor is in a well known city). I don't do it for the profit, i do it for the guild, so we can have a master artisan to bring more people to the city. If you mine your own resources, your in good shape, all i have to say.
gando
Mon May 10, 2004 4:32 am
#17

Hologrinding. I'm waiting till after the hologrind is eliminated before I start selling vehicles
Kisedd
Mon May 10, 2004 8:12 am
#18

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.


Ender007
Mon May 10, 2004 1:10 pm
#19






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



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