Artisan Archive
Thread: Vehicle Pricing or, How Not to Pull an Architect
I sell my droids at 20cpu and while I don't do insane amounts of volume, droids also aren't on everyone's must have list.
Weapons can sell for 50-200cpu from a good weaponsmith because everyone wants weapons.
My theory is that everyone will want vehicles as well. Unfortunately, if folks low-ball the market, pricing can be ruined for everyone.
I'm not suggesting we can charge 50-200cpu mostly because I haven't seen final lists of the resources required or the degree to which quality can be affected by good materials. Does anyone have any data on this?
What do folks think we can charge? I think pricing can be high at first and then lower as the market becomes more saturated but should never drop below a certain level.
Also remember that these vehicles can only be crafted by those who don't need any more general crafting XP anyway. So we don't need to worry about grinders low balling things. The masters have the opportunity to control the pricing. This is a good thing and we should be smart about it.
Thoughts?
Ywi
Droid Builder
Master Artisan
Corbantis
TH stated in another thread that the resources would be similar to a small house, so:
18 chem
2460 low-grade ore
860 medal
50 steel
figure something around those lines, I'd like to see on the order of 8-10 cpu minimum, to cover the people who buy there resources. So that would work out to 3388 resources, or 27,104-33,880 per vehicle. Obviously it would change based on the exact resources and qualities used, but it sounds decent to me.
Now to counter the screams of luke sold his for 2000 credits, it was old and a P.O.S., one of the engine covers was missing ect. For the "17000...we could almost buy our own ship for that" agument...well look at the P.O.S. Luke was driving, do you think he was going to buy a brand new starship for 17000 credits, nope it would be another P.O.S.
I think you can get away with 10 credits per early on, say 40-50k for vehicles. Within 5 days that will be cut in half to 25k. I would think a market of 15-25k in the long run would be a good stable pricing point.
Since artisan is not an elite profession tons of people have a bit of it mastered already. So if vehicles are high priced, the architects, and weaponsmiths will master artisan to get in on the gold rush.
I sell my droids at 20cpu and while I don't do insane amounts of volume, droids also aren't on everyone's must have list.
Weapons can sell for 50-200cpu from a good weaponsmith because everyone wants weapons.
[/quote]
One thing to consider..
Is there a decay on vehicles? I would guess vehicles don't get shot into pieces every day, so what will be when everyone has one?
One other point. You don't have to worry about people low balling because the crafting XP you are getting is worthless. You are already master artisans. Houses were low-balled because people were grinding to master architect. So why not sell a house for 5k so I can level more quickly. This will be a non-issue for you all and help keep the price inflated.
The other thing that will help, is people will want all the toys. I imagine everyone will want all 3 vehicles so they can try them out. I believe I read once you take the deed and turn it into a vehicle it can't be traded. So there is no used vehicle market. If I don't like my swoop I can't trade it in or give it to someone else. So the market should stay hot for some time.
Ywi
I hear what you're saying, but since this will be the first item I get to charge ludicrous amounts for right as I gain master, bet your bippy I'm gonna do it. Other professions had their day; tomorrow belongs to me.
Besides, the people scrambling for vehicles on drop-day will have the cash banked to burn for it anyway, who am I to disappoint them? What the market can support is what we can charge. And the prices will drop rapidly as was said. Can anyone really blame us?
PS - yes, vehicles decay while they run, it's been said. I think I heard also though, that they repair alot better than say, a gun or armor.
Grimjakk, oh, I hear ya man.. from a business perspective it's not fun. I was referring to fun ownership experience.
It's just my observation that the fun factor for anything becomes yet another nerf target. Some people around here without naming names Devs seem to believe that making something stupidly expensive to get or maintain, or taking it away from people who were once able to have it, is a good way to keep the game fun.I disagree.
Not that it is a good business decision, but I have no intention of charging a lot for a vehicle. I want everyone to have 1 or more, so if I have the resources, I'll be putting them out as inexpensively as I can. I think there will be an ongoingmarket need for new vehicles, so people will make money long term, but the idea of all of us having decent transportation is just too coolfor me to pass up.
Of course, if I ever get a second Holo, i'll lose MA and won't be able to make any anyway...