Artisan Archive
Thread: Pricing for vehicles
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rubberduck4106
Sat Oct 16, 2004 2:44 pm
#1
Anyone have a "suggested retail" pricing guide for vehicles that Master Artisans can make? Can you include a range for the experimentation % also? i.e. A swoop w/ 90-100% goes for xcredits, 80-90% for xcredits, etc... What's the minimum % anyway (no experimentation, or all crit failures)??? Thanks.
TheMalle
Sat Oct 16, 2004 3:08 pm
#2
The least amount of percent you can reach is 0. That means it has just the base values of the item. Let's take an example (note that the values are not necessarily 100% correct, I might be remembering wrong):
A speederbike swoop can have 1500 to 2500 hp, and that is the only stat that matters when you experiment it. On a graphical scale, that could be shown like this:
[----------base HP-----------][-----extra HP-----]
Now, a 0% experimented speederbike swoop would have this much hp:
[----------base HP-----------]
A 50% experimented would have:
[----------base HP-----------][-----extr
A 100% would thus have:
[----------base HP-----------][-----extra HP-----]
All items in the game follows this same way when experimenting, as far as I can tell; one base value and one experimental min and max, which is proportional to the % you reach when experimenting.
To find out how good something would be you should then take:
(base value) + (max possible value - base value) * (experimenting value in decimals)
For a speederbike swoop that would be:
1500 + (2500 - 1500) * X = 1500 + 1000 * X
The X is replaced with an experimental value, let's take 79% for instance, just to see what it would be:
1500 + 1000 * 0.79 = 1500 + 790 = 2290
Okay, about a pricing guide, I can't honestly give one. The pricing on my server (Chimaera) varies so much from location to location, and there's not even any resemblance of a constant price for a certain level of experimented vehicles. Swoops vary from 6k (the odd bazaar one) to as much as 25k (the rich mans quarters). What I would recommend you to do is look around in the area where you plan to sell the vehicles, see what other people are selling it the vehicles for and sell for about the same price.
Good luck with the business
[Edit]
Looking through the stickied topic, I found this.
It's essentially the same outcome of the two different formulas, I just think mine is a tad easier and the base of it works for, as far as I know, all items in game that can be experimented on.
A speederbike swoop can have 1500 to 2500 hp, and that is the only stat that matters when you experiment it. On a graphical scale, that could be shown like this:
[----------base HP-----------][-----extra HP-----]
Now, a 0% experimented speederbike swoop would have this much hp:
[----------base HP-----------]
A 50% experimented would have:
[----------base HP-----------][-----extr
A 100% would thus have:
[----------base HP-----------][-----extra HP-----]
All items in the game follows this same way when experimenting, as far as I can tell; one base value and one experimental min and max, which is proportional to the % you reach when experimenting.
To find out how good something would be you should then take:
(base value) + (max possible value - base value) * (experimenting value in decimals)
For a speederbike swoop that would be:
1500 + (2500 - 1500) * X = 1500 + 1000 * X
The X is replaced with an experimental value, let's take 79% for instance, just to see what it would be:
1500 + 1000 * 0.79 = 1500 + 790 = 2290
Okay, about a pricing guide, I can't honestly give one. The pricing on my server (Chimaera) varies so much from location to location, and there's not even any resemblance of a constant price for a certain level of experimented vehicles. Swoops vary from 6k (the odd bazaar one) to as much as 25k (the rich mans quarters). What I would recommend you to do is look around in the area where you plan to sell the vehicles, see what other people are selling it the vehicles for and sell for about the same price.
Good luck with the business
[Edit]
Looking through the stickied topic, I found this.
It's essentially the same outcome of the two different formulas, I just think mine is a tad easier and the base of it works for, as far as I know, all items in game that can be experimented on.
Message Edited by TheMalle on 10-17-2004 12:16 AM
Dpjarrett
Sat Oct 16, 2004 6:08 pm
#3
As far as pricing goes you really have to price them for yourself on your server as was mentioned before. I would suggest that you do a post in your galaxy's trade forum asking what people would consider the average price for a swoop.
You also asked about price differences based on experimentation. Personally, I sell each type of vehicle for a set amount regardless of it's experimentation. I can afford to do this because I mine my own resources and therefore the resources for a 50% swoop cost me exactly the same amount as the resources for a 99% swoop. I tried doing price differentiation for awhile, but I just found it to be more hassle than it was worth.
Jjiaah
Sat Oct 16, 2004 9:30 pm
#4
Dpjarrett wrote:
As far as pricing goes you really have to price them for yourself on your server as was mentioned before. I would suggest that you do a post in your galaxy's trade forum asking what people would consider the average price for a swoop.
You also asked about price differences based on experimentation. Personally, I sell each type of vehicle for a set amount regardless of it's experimentation. I can afford to do this because I mine my own resources and therefore the resources for a 50% swoop cost me exactly the same amount as the resources for a 99% swoop. I tried doing price differentiation for awhile, but I just found it to be more hassle than it was worth.
I have to agree there. I personally sell the 3 vehicles for 20k, 25k, and 30k (X34, Bike, Swoop) regardless of experimenting. I always experiment to the fullest on each one, but as they take such a large quantity of resources I'm not picky about what I use when the best isn't available. The functionality remains identical. There is no fundamental difference with the frequency with which they need to be repaired either. While it is true that a 0% will need to be repaired more frequently than a 100% one, this is only because there's a smaller HP pool, not because the bike as a whole is degrading any faster. If two people pull their Swoops out at the exact same time and run around for 2 hours and then repair at the same time, Person A (with 0%) and Person B (with 100%) will pay the exact same price. Because of this, I don't see the need to charge someone more or less based on the frequency with which they will be hitting the parking garage. That all evens out in the end.
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