Artisan Archive
Thread: Baffled by fellow Artisans and Vehicles
actually I sell low quality 70%- 25k swoops for PVPand high quality 90%+ 60k swoops for a long lasting ride.
Both sell well now that you can not reapir a dasabled vehicle.
I mine a lot of minerals and this system allows me to use the bad quality minerals to still make a little money. When the good stuff comes along I mine a bunch and make the good stuff. But they have to pay the price for quality.
Just list the quality of the vehicle though. I find it helps sales. people like to know what they are getting.
(resource units * resource cost) * 2 ;; then round up to the nearest hundredth place.
for example, a fictitious item that takes 10 copper and 10 inert petro, where the copper costs (or is worth) 3cpu, and the inert petro is worth 5cpu would be this:
[(10copper * 3cr) + (10inert petro * 5cr)] * 2
(30+50) &* 2
80 * 2
160cr
Vehicles wont sell for that price, so I tack on a 6k profit per vehicle after resource costs. they dont sell fast, but they do sell. This makes my vehicles pricing:
x34 = 18k - 20k
Speederbike = 24k - 26k
Swoop = 26k - 30k
Vehicles arent high profit, but as demand increases, they may start to be at least a volume draw if not high margin income.
Server: Radiant
well some ppl are simply stupid and sell way to low.
when someone can get more for pure resource without work or crits then he making a loss selling a finished product lower. period
thats basic economy rules. no matter how much it takes that person to get the resources, but to sell lower or same then pure resource price is NOT a win.
all it do it spamming market with products and ruin economy.
i am not surpriced that this happens in SWG since its same ppl playing this game then the ones living in our real world. real life economy is basically broken also, and such ppl are the reason :/
I sell vehicles constantly. I have to carry materials and/or deeded vehicles on me because I can't hit a popular starport area without 2-3 requests for a swoop or speeder. I'm tempted to make a few crates of them and just carry 1 crate each of swoops and speeders around instead of the resources.
I wish I could sell them from my vendor instead since I need the merchant exp, but hey... no real complaints here.
I sell speeders for 15k, swoops for 20k and never get any complaints. Customers tend to be pleased they got a product with pretty good stats (I tend to cap around 88-90%).
Now I'm baffled, 30K, 40K for a vehicle? Why? What does quality do for a vehicle? More Hit points? You pay thre reapir by the hit point so you're not talking more milleage per cred you're talking a little more miles before you go to the garage. Or am I missing the point?
Does quality have any impact on a vehicle besides hit points?
And one other question: I mine a lot of resources and my prixe per unit is around 0.2 , this is for bad power on a not very good place. Maybe 0.5 for rare stuff you have to mine at very low concentration. That means that selling at 2 CPU I'm charging more than 10 times the cost. I value my time and my work but aren't we all victimis of the 600K compo armors and 600K high end weapons? I think those prices are wrong, not the 15K swoop.
Arian
Kauri
You are asking the wrong question. The real question is "Why are the resources selling for more than the finished item?" Such is obviously illogical; if anyone's buying to make stuff, they have to figure the cost of the raw materials into their final sales price.
Except they're not crafting for resale, they're not crafting for their homes, bases, PA halls or city halls. They're hologrinding, meaningno items are being produced; the acquisition of the resource is not tied to a sales profit/loss feedback. Therefore there is nothing except human nature and gluts of resources that can hold down the prices. An end to the Hologrind will changethis; expect alot of resources to stay in the bazaar for a while as folks who don't "get the picture" find their market has evaporated.
At that point, the marketforces will dictate that the finished item is worth more than the raw resources, and we'll see more competition between artisians to produce items. Countering that, we'll have most "holo-artesians" leave the field to the ones who actually like making stuff. Going to be interesting to see how it works out.
When ever I hit a large city (Bestine or Theed), since I have the Master Artisan title on, I usually get requests without advertising, and make them on demand, as I carry some resources on me for that reason. Personally, I think vehicules should take longer to build, but anyways.
I opened a vehicule vendor in my house and stocking 2-3 swoops a day - which usually sell out the same day, and often people buy two at my prices.
And while indeed it would make me more money selling the resources alone, vehicules sell faster than resources, where the market is pretty competative. Plus, I get repeat customers, while resources tend to be priced the same and it doesn't matter where you get them from.