Artisan Archive

Thread: how much to charge for Materials and products?

StavosWS6
Thu Jul 17, 2003 5:50 am
#1

okay i'm a n00b Artisen been at it for about a week now, and just getting to the point of selling bulk goods, and selling harvesters, what should I charge for the material? and how do i figure out how much I should sell my harvesters for to make a profit and no loose? I've seen somewhere on here something like, charge 3 credits per 1 piece of metal for example. then multiple that and you get your products selling price. Anyone have this kind of list to stick by? I don't want to mess up the economy system, as it seems to be working great on the Bira server.


Thanks in adv.

Snogger1
Thu Jul 17, 2003 5:55 am
#2

3 to 5 Per unit is about right.. Except for Ore, which is in such demand you probably could sell that at 8 per unit.

Look at the Bazaar to see what ISN'T there(ie, Ore, metals) and sell those. Supply and demand.. If the marke t is flooded with Steel, you'll have a hard time selling, but maybe there is no Cooper or Alumnum on the planet.. Sell that and rake in the credits



Snogger On'Pine
Novice Architect in the Tarquinas Galaxy
PadawanChong
Thu Jul 17, 2003 5:58 am
#3

I generally take a look at the bazaar and price around the same range that everyone else does. I might add an extra 50 units to make mine more attractive. Normally, that's about 4-5 cr. per unit on the bazaar. As soon as someone buys my stuff and I get a notice, I send them an e-mail offering lower prices if they need more (as long as they buy a larger quantity).


That makes it easier on you. Instead of peddling your wares in the open market, find out who actually needs this stuff then contact them.


Every once and a while you'll find someone shouting out that they're looking to buy some steel. That's whenI stop and tell them they've met their man :-)


/tell Chong on the radiant server if you need iloe Steel or Ore. I can be found in Coronet most of the time.




============
GermainePropane on Virtue - City of Heroes. The best combat system in an MMO.
Lvl 43
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StavosWS6
Thu Jul 17, 2003 5:58 am
#4

cool, i'll do that tonight, what about energy like Radioactive material? I know i use a lot just to power my harvesters, and i have a good place to where i can survey a lot! How much does that generally go for?
StavosWS6
Thu Jul 17, 2003 6:03 am
#5

Oh and i've had my harvester for about 3 days, and it's a pain in the ass! I spend the whole day just maintaining it by doing missions for the repairs, and surveying radioactive material, that i don't have enough time to power craft my guy, it seems like it doesn't put out that much as i put into it and either i'm doing something very wrong or harvesters are the suck and i'm better off to surveying by myself.
PadawanChong
Thu Jul 17, 2003 6:12 am
#6

Once your harvesters are full of maintenance and power, they should need one stop a day at most to check on them and other time can be used for missions, crafting, selling, etc.


Most of mine have 4 days of maintenance and I don't know how much power - but definitely more than one day's worth.


As for radioactive power's price, check the bazaar. That's always a good sign.




============
GermainePropane on Virtue - City of Heroes. The best combat system in an MMO.
Lvl 43
============
Dualedge
Thu Jul 17, 2003 6:25 am
#7

Stavos, stop trying to power with radioactive. Set up a wind harvester and use that to power your harvesters. I have 2 wind harvesters, two chemical, 1 mineral, 1 flora and 1 gas. The two wind harvesters are more than enough to power the other 5. I spend less than 7K a day to maintain them.


I was going broke buying the resources on the Bazaar so I just started mining my own. Sell off the excess resources or craft with them to sell. Those proceeds will be more than enough to keep your harvesters running. I mine roughly 2K +each resource per day. That's 14K resources per day overall.

moody628
Thu Jul 17, 2003 8:22 am
#8

Basic economics.


The cost to generate a unit of energy is 1/4cr if you're sampling a 100% site (right, like THAT happens), or 1/2cr at 50%, which is what the wind gennys on Valcyn: Corellia are all using. Standard business says that if the cost is 1/2cr per unit, then sale price should be about 2cr/unit. (I'm ignoring supply and demand issues, just the basic "how much to charge to make a profit".)


People selling energy COULD sell it at 2cr/unit and make a profit. Supply and demand lets them charge more, so they do. But this is the break-even point... lower than 2cr/unit and they are losing money.


For other resources, the price depends on energy. If you're making your own energy, you can go with the 2cr/unit cost. If not, use what you pay for it. It should be 1cr/unit (the maintainence) plus whatever you pay for the energy. So, if you're getting energy at 2cr/unit, most resources should then be breaking even at 3.5cr/unit.


Again, ignoring supply and demand. But basically, if you can't sell a resource for at least 3.5cr/unit, then don't sell it. Harvest something else, and just hold on to what you have until you can get that much for it. If you can get more, do it.


The tougher resource to evaluate is bone and hide. There isn't an underlying cash value involved, so it's a lot tougher. I would suggest 1.5cr to 2cr per unit for bone (since one size fits all) and 2cr to 3cr for hide (depending on variety, and what's harder to come by on the planet of sale), but that's on vague economic perspective of the stuff we can cost out.


Kakita Jamma





JOS Outfitters & Supply

Kakita Jammo, Owner

Silent' Bob, Manager

Look for JOS on Tatooine!!!


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