Artisan Archive

Thread: Resource Prices?

Eugee
Tue Aug 19, 2003 3:58 pm
#1

What are some sample prices for LQ resources across servers? I'm a blooming prospector and looking at prices, trying to come up with a pricing scale I like. I'm also looking to gauge how much to sell things for, and here's what I've touched on, but I'm a long way from satisfied with it.

First is resource quality. I put Low, Mid, and High, and then some fall in between them. LQ, LMQ, MQ, MHQ, HQ. Because a stack of 1000 cheap metal is a solid 3000 cr in most bazaar terminals, I figure 3 cr/un is a base LQ price. Adding 1 cr/un per level, that's 3-4-5-6-7 cr/un for varying qualities. I'm not sure if that's pushing it, but I figure the time and effort to get the absolute best resources would be worth 7 cr/un going by rarity.

Let's move on to my second gauge in forming an item price: Skill. I put the Basics and Novice Elites at 0, as there's little separation. The elite Tiers I-V are +1-+4 cr/un, and Master skill (basic or elite) requirement is +1 cr/un more. After all, Master Artisan has value for those Energy Distributors.

Last is quantity. This deals primarily with selling resources, because the more units involved, the more of a discount you should see. Right now, I'm looking at this scale with a LQ resource:

1K units = 3.0 cr/un (3000)
5K units = 2.4 cr/un (12000)
25K units = 1.9 cr/un (47500)
100K units = 1.5 cr/un (150000)

Basically if you buy 4, 1 is free. Buy four 1000s, get another free. Buy four 5000s, get one free. The last jump is only 4x to the amount and 3.2x to the price, but it's the same ratio.

Will I sell 100K jobs? Probably not, but if a guild wants to grab a ton of ore cheap, I'll hook them up. Primarily I intend to deal in rarer materials, but if the prospecting is bland I'll pull up a horde of stuff to sell in bulk.

Then apply this to a pricing system for an item. Take a deed for a HMMI (Heavy Mineral Mining Installation). That's LQ resources, 27600 un, and skill 4.

Base price 1.9 cr/un + 4 cr/un for the skill needed. (Installations IV)

27600 x 5.9 = 162840

If anyone thinks that's too much for a HMMI, you need to get a calculator and look at how much money you can make with one. For a corellian guild hall?

Base price 1.9 + 6 cr/un for skill. (It's *6* because you need Master Artisan to make some of the parts, that's 1 more.)

55768 x 7.9 = 440567.2

Guild halls run a lil under half a million around here.

Well, like I said this is a rough draft, just playing with numbers.



Jaysen Haebdun
Master Doctor | Master Gunfighter
Eugee
Tue Aug 19, 2003 4:00 pm
#2

We need an edit button.

Anyway, the % of price for quantity is:

1K = 100%
5K = 80%
25K = 64%
100K = 50%



Jaysen Haebdun
Master Doctor | Master Gunfighter
VizSunrunner
Tue Aug 19, 2003 11:20 pm
#3

I wouldn't have so many quality levels, there is at most 2 or 3

crap anything under 850
good 851+
master 950+

10cr per for master
3-5 cr per for good
2-3 cr per for crap

Grinders and people whose experimentation is broke or NA buy crap. Everyone else buys good or master quality.

Also remember OQ is not the only quality for many organics potency, flavor is more important
copper it's conductivity. Armor is mallibility, etc. etc.
Eugee
Wed Aug 20, 2003 5:17 am
#4

Okay, thanks, that will help put things in perspective. I was pitching the idea to a friend of mine in PAX (very large imperial guild) and he said that if I went below 2 cr/un on junk material I was crazy.

So I might go with:
1000 = 100% price (3 cr/un)
5000 = 80% Price (2.5 cr/un)
25000 = 64% Price (2.0 cr/un)

Rounding to the nearest 0.5 there, of course. And just stop discounting at 25000 units. My friend was just expressing that the profit he could make off large houses with buying 100K ore at 150Kcr would be astronomical.

What about the skill level modifier for items? Too high? Too low? Just right? (I know it puts the harvesters a little more than they go for at the moment, but I think they *should* be more expensive than they are.)



Jaysen Haebdun
Master Doctor | Master Gunfighter
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