Artisan Archive
Thread: Rescorce Price Check?
Is it viable to sell Steel (ISAV)and Fiberpalst (igode) to make money and how much are crafters willing to pay? Also whats the going rate for Hides and bones?
Here is what I'm seeing
Inorganics usually sell for between 2-5 credits per resource.
Hide & Bone usually sell for between 8-10 credits per resource.
Its a bit unbalanced IMHO because the best suit of armor should never cost more than the cheapest house.
Just look at the bazaar and see what people are selling for. its usually a very good indicator at what price you should be selling.
Incorrect. This is a horrible indicator, becaus those that list their items at a fair price are usually purchased fairly quickly....so you never really know what is fair, all you see are those items not being purchased.
Cyberthugg wrote:
Just look at the bazaar and see what people are selling for. its usually a very good indicator at what price you should be selling.
i see guys selling 10 steel for 1000 credits on the bazaar, i wouldnt go that far ![]()
i sell 500 units of steel for 2500 credits fairly conistintely
so far ive sold probbably 1000-2000 steel a day (depending on how much i use) at that price and its rarely on the market 30 minutes before it sells.
2-5 sounds about right. Affordable yet profitable. 10 credits is way to high IMO, even for bone and hide. I'll buy hide if it's under 7 even if I don't need it right then just so I won't have to pay 10 for it when I need it. My eyes strain when I have to pay 7-8 for it cause I have to have it right then, but ten is right out.
Of course if the "good" steel just ran out on the server then 10 would probably be low end price then.
Oh, and don't you just love the people who try to sell less then ten resorces for 500 credits ?
Just as a reminder all prices will be server/planet/city specific. Although the prices you list are pretty much the prices I see in most cities. Currently in my city though metals are going closer to 2 than 5. Also one of the reasons hide and bone fetch higher prices might be due to the fact that they must be physically harvested while inorganics can be extracted or sampled without much effort.
whatI buy or sell depends on overall quality most of the time.(its needed for most items)
if overall quality is under 100 1credit per
quality 101 to 250 2 credits per
quality 251 to 400 3 credits per
quality 401 to 600 4 credits per
quality 601 to 899 5 credits per
overall quality 900+ 10 credits per (used only for crafting items for sell not for xp)
but thats just me ![]()
Have a nice day ![]()
Bump!!
I am using a similar guide as well for materials cost on Corillia, Kor Vellah (Bria)
I only mine what I consider (or can determine from my real artisan friends) high quality resources. Those have sold quite well on the bazaar for 5 or 6 cr / unit. But that is my server and planet. What I do to establish rates is put items on for what looks like the going rate. I will leave them on until they have under a day left. I then will withdraw them and reprice or sell on another planet. Note: to date, I have not pulled any resources off the market once I put them on. If things disappear too quickly, it is an indication that I may have underpriced them. For example when I was putting 5 lots up for sale, and got 5 auction completed emails in rapid succession before I got the window closed.
There is just as much of an art to making money on the market as there is to creating products. Your best weapon is knowledge. Knowledge of the market and knowledge of what you are selling.
I selll 1000 units for 3000 cr. THis has more to do with what works well in the bazaar then anything else. In general, I sell anything I put on the market in 24 hr.
If it the element is missingon that planet, I raise my prices slightly to 500 units for 2500 cr. Unfortunately the bazaar limits my pricing or I would sell it as 1000 units for 5000.
I always use a premium auction. I only sell quality resources (relative to whats available). Once I get my store up and running I will be going to a pricingformula based on quality and whatever that material's important stats are (for instance, conductivity for copper). I also plan to more actively cross ship materials, but until I get better harvesters I dont generate enough materials.
Anyone who knew my position on mining in beta must find it exceedingly ironic that I am now, for all intents and purposes, a miner.
Regards,
Artuk