Artisan Archive
Thread: New Vehicle schematics on TC? Looking pricey!
LOL, i guess if your not an architech, weaponsmith, ch, we call it price gouge. I call it market value.
Lets see what do you consider a holocron to be worth, No material, no expenditures, heck you even get exp when you hunt them. 4 million is what they go for.
Mounts run out and tame one. 300k for days on my server.
Vehicles. 16500 resources. Thats an entire day on a heavy ber13 70 plus concentration. Maint, Power, Finding the spot, placing said harvestor, cost of harvestor, cost to travel to get to harvestors, well you get the point.
I have been in sales for 18 years, i train sales people, been thru almost every class known on sales etc. There is one rule for pricing. The price relates to the percieved value by the client.
If someone thinks that speeder is worth a million credits is it? Did they get a good value? Are they happy they got what they want? If they buy it for a million then they must have thought so.
Yes, the people who sell for 40 thru 200 will sell out very fast and you know what there will be plenty of people standing around going um well i really want one of those cool bikes guess 300 500 700 looks good.
Lets face one thing most people have millions of credits in this game with nothing to spend them on, I feel its my crafting responsibility to give them a reason to blow there money ![]()
and yet. ill only be selling mine for 30-50k day one. my characters will have em and who ever gets the last one off of me before my resources die
I may not be the richest person in game. but i enjoy making those who can't afford the cool stuff. affordable ![]()
Homocrons? ![]()
Vehicles should bear a price based on the resource requirements and the skill investment. 77 points is a lot to give up. 16500 resources is a lot to devote to one item. Particularly when one could make 10, 20, 30weapons or more with the same amount of resources. I'm going to take pre-orders for bikes at 55k and speeders at 75k. Seems fair for my investment PLUS the fact that I'm taking time and resources away from weaponsmithing.
That is ridiculously high... A vehicle should not be equal to a small house....
Man. Vehicles should be just the same as RL. Fast ones are anwhere from 25k to 80k. And used for maybe 18k or 5k or something. that would make the auto busniess more interesting. Houses are expensive to a noob. All of us other ppl that actually save money and dont waste it on beer and food and crap have no prob. lol.
Metamesius wrote:
All of us other ppl that actually save money and dont waste it on beer and food and crap have no prob. lol.
Now, there's something that we really don't need.
I am going to say one thing. Praise the DEVS, making the vehicles so expensive will make up for nerfing the AT-ST. Now I will be able to make more money by selling vehicles rather than risking my life and running 20k missions with the AT-ST's. One nerf deserves another.
Your life is the sum of a remainder of an unbalanced equation inherent to the programming of the Galaxies. You are the eventuality of an anomaly, which despite the DEV's sincerest effortsthey have been unable to eliminate from what is otherwise a harmony of mathematical precision. While it remains a burden to sedulously avoid it, it is not unexpected, and thus not beyond a measure of control. Which has led you, inexorably, here. Why is this equation even involved with the Galaxies? Simple. NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF, NERF.
Ergo, another NERF!
Ba-Ba wrote:
Homocrons?
Vehicles should bear a price based on the resource requirements and the skill investment. 77 points is a lot to give up. 16500 resources is a lot to devote to one item. Particularly when one could make 10, 20, 30weapons or more with the same amount of resources. I'm going to take pre-orders for bikes at 55k and speeders at 75k. Seems fair for my investment PLUS the fact that I'm taking time and resources away from weaponsmithing.
This is what I was thinking in terms of prices. Or course, my problem is that everytime I get a harvester set up, the resources shift, and I don't have enough of any one resource to build any vehicle. I'd prefer a sub component system for several reasons.
One: A critical failure with 16,500 units of resouces would really, really hurt.
Two: You don't have to have 10,000 units of identical steel when crafting. That isn't easy to come bye. With sub components, we could at least craft the bike in pieces and use different types of steel and nonferrous metals to complete the bike, speeder, or swoop.
Three: I'd be willing to charge an assembly fee if someone provided all their materials. However, how likely is an artisan to be believed if someone shows up with 16,500 units of material that they had to scrape together and then you tell them: "Whoops, critical failure,all your material just got flushed. Sorry." I don't want to go on the line for that.
I was initially going to sell them for less than 50 to 75k, but with the system as it is, I can't see how I could afford to do less. If you fail once at a lower price, then your profit margin on a bunch of other vehicles gets ruined.