Bio Engineer Archive

Thread: Stim D's at 4k... killing the market?

Rehavam
Mon Jul 18, 2005 7:05 pm
#14

Nothing magic, you can do it too. You just need enhanced liquid suspension which is a very rare loot drop from g-d knows what and some good janta.



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makittot
Tue Jul 19, 2005 4:57 pm
#15






Ojes wrote:
I sell at 3k per stim (1150/18). I contract out for all of my resources. Because I have put in a lot of effort at developing a network of suppliers who are willing to make a reasonable amount of money off harvesting/hunting in-spawn resources of my choosing, I make 4x my resource costs at that price. There honestly isn't that many hard to find resources that go into a stim unless you are using loot...






Ojes and I are on the same sever so i sell at 3k also and but still make credits doing it.


Ojes and I are the only Bio-E's makeing highend meds so we keep each other in check





Makittot
Epofa
Tue Jul 19, 2005 5:01 pm
#16

I pay 100k for 20. I think 4k is quite less, but nothing wrong with competition but I don't honestly look around for deals...
Twiiilek
Tue Jul 19, 2005 10:29 pm
#17

4k seems like a good price to me, 20k is a rip off imo. If you have harvested all your resources the only thing that should be costing you any real money is your herbivore meat and since harvesting has been a lot easier since the CU it should be easy for someone to get a bunch at 10 cpu. Just go to Mos Eisly and spam your looking for scouts, and you'll help them get lots of xp and credits, you can see where this leads.


Pre-cu components Stim d's were going for 6k a pack (1200+ 30uses) and post cus have been going for a 4-5k I'm on intrepid and we have always had a very strong/competitive doc crafting market.


LuellaLokidottir
Wed Jul 20, 2005 9:03 am
#18

My input:



I think 4K is reasonable. I sell to my guild at 3.5K if they ask me personally... otherwise I sell to a guild vendor that puts them up at what I consider an unreasonable price of 10K per stack... to the public I'd rather6-ishK


20K per stack of enhancements maybe... for a stack of StimD's you must be joking? How much do you demand for a stack of Bacta Jabs?


ArthurDentOnBria
Wed Jul 20, 2005 11:43 am
#19



We were selling them at 3k/pack, and at that price the amount of profit is just obscene, particularly since herbivore meat is now almost free. In many cases, good herbivore meat is cheaper to buy thengrind-quality copper or steel now.


On the other server where I play, I've had no problems buyingstims for 2k-4k. Lots and lots of places that sell them at that price and have plenty of stock. If I was unable to buy stims for less then 5k/pack or so, I'd probably start resorting to schematic trading and such, since the ingredients to make these are trivial to harvest.

Message Edited by ArthurDentOnBria on 07-21-2005 03:50 PM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
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WineGuyJr
Wed Jul 20, 2005 12:38 pm
#20






Twiiilek wrote:

4k seems like a good price to me, 20k is a rip off imo. If you have harvested all your resources the only thing that should be costing you any real money is your herbivore meat and since harvesting has been a lot easier since the CU it should be easy for someone to get a bunch at 10 cpu. Just go to Mos Eisly and spam your looking for scouts, and you'll help them get lots of xp and credits, you can see where this leads.


Pre-cu components Stim d's were going for 6k a pack (1200+ 30uses) and post cus have been going for a 4-5k I'm on intrepid and we have always had a very strong/competitive doc crafting market.







While I generally agree that harvesting your own resources is a good thing, I hope it never gets to the point where you have to harvest your own to be competitive. That makes it a lot harder to be a crafter...much more like a job. I am generally happy to buy my resources from a dedicated harvester so that I'm not having to put that much more effort into the game. I would rather cut back on my profit margins a bit (though even without harvesting a thing, I can still produce my 1204/20 stims at less than 1k and sell them for 5k, so its not like I'm slashing the profits to nothing). Besides, I'd rather see more interdependancy in the game. I think what I have enjoyed most about crafting is that I developed business relationships with people on my server. I had several scouts/rangers to harvest creature resources &I used to have 2 major suppliers for my mined resources. At times I've worked out arrangements (usually free samples) to get people to advertise by word of mouth. It lets me be a lot more casual about the whole crafting thing. That way, when I do harvest something myself, its a nice little treat since though it might have cost me next to nothing for the resources, I still base my meds on what I think it would have cost me to purchase those resources. So the savings is kind of 'found money' that I will use to buy armor, foods and shiny objects for my combat toon.


Anyway, I just don't want to see BE crafting become like Artisan crafting (on my server, anyway) where fairly high quality (well, in terms of hit points) vehicles can easily be found for what works out to 2-3cpu (15-25k for swooops). Only decidated crafters/harvesters can makemuch money at those prices given that decent resources usually sell for 2-10cpu on my server.


As for the original question posed in this thread, I don't think 4k is too low for 1100/20 stims. Not unless they're among the best (in terms of power) that Lowca can affordably produce. I know that those 1093/33-35 stimD's are made with pre-CU ABECs. But I tend to view those as a way to offer a better value to my customers (I'm not making any at the moment, but I have plenty of old ABEC schematics with 23-24 charges). Since it will cost me over 50 points of power to use those, I figure I'll drop my price per charge (250 credits per charge@ 5k for 20 uses) but I'll make up for it by effectively doubling the # of uses (I should be able to get 38-40 uses per stim with my old ABECs). So at 7k or even at 8k per pack with 40 uses my customer would be saving 50-75 credits per use with less than a 5% reduction in power. I think that's the best use for the pre-CU ABECs.


Ok, I've rambled enough for one night....sorry about the ()'s....I like those even more than I do commas....and I love commas.




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MastemaBrother1
Wed Jul 20, 2005 2:40 pm
#21







Twiiilek wrote:

4k seems like a good price to me, 20k is a rip off imo. If you have harvested all your resources the only thing that should be costing you any real money is your herbivore meat and since harvesting has been a lot easier since the CU it should be easy for someone to get a bunch at 10 cpu. Just go to Mos Eisly and spam your looking for scouts, and you'll help them get lots of xp and credits, you can see where this leads.


Pre-cu components Stim d's were going for 6k a pack (1200+ 30uses) and post cus have been going for a 4-5k I'm on intrepid and we have always had a very strong/competitive doc crafting market.







You are sooo right about this, but only for Herb.Meat. (can you say Bols?) But in the meantime, I been trying to gather a group to hunt quenkers (Wild Meat) and nobody wants to do it... ppl are real wussies now when hunting. ''What? you want to hunt quenkers? omg no they aggro too much!!11!!1!.'' is the usual answer to my invitations. Good luck finding ppl willing to go for ''tough'' creatures. So I'm stuck soloing these creatures(can you say long and boring+ no bonusfrom grouping?)good thing I have another character that is able to solo these ''tough'' creatures...


Message Edited by MastemaBrother1 on 07-20-2005 05:43 PM




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KitiaraMajere
Thu Jul 21, 2005 7:24 am
#22

IMO I still believe that the cost of making stims has not changed from Pre-CU. I have been in the business of making stims since I started playing (2 yrs ago) and have always mined and harvested my own resources. My stims come out fairly decent between 1050-1180HP/15-17Uses and I always sell these at 2k per stim (75% discount for guildies). I have seen no reason to match the high prices of anyone on my server but I still strongly believe that you can sell your wares for whatever price you wish. It all matters on whether the customer wishes to pay your price.


The one thing I DO NOT agree with is those people that wish to buy your items at low costs and then RE-SELL them for extremely higher prices. The moment I find my wares being resold for rediculously high prices then I would sell for that person gets an automatic ban from any of my vendors.


IMHO I believe that our markets will never be the same with the crazy amount of credits that are still on our servers.



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Tunturi
Thu Jul 21, 2005 3:08 pm
#23

Yep herb meat is easy to come by because everyone grinds bols on datooine.... I tried to get a hunting group to grind on yavin 4 so i could get some wooly hide up there and it was like pulling teeth.... So unless the grinding changes to another planet, herb meant will be in big supplies and stim's will be cheap to make.. On kettlemoore server I sell my at 3k a stim (16 uses and power is +1153) and i make pretty good profits..


Meplorium
Thu Jul 21, 2005 5:35 pm
#24

I sell at 4k a stim and make a very very nice profit on them. Either you are insanely greedy or doing something very wrong.



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HealerChic
Thu Jul 21, 2005 6:07 pm
#25

I charge 7k a stim and if i'm using pre-CU stuff it's at least 15k a stim. I also offer uber stims for up to 75k.


My sales are a lot slower then if i lowered my prices, but w/ a good spot right outside MO i still make millions. So it's all about what you want to charge. But keep in mind that if you are higher priced you have to have a good location to bring in those lazy non-traveling types.


PS Makittot, you and Ojes are not the only ones doing high qual stim Ds on Flurry. I've been here a loooooong time 8-P


Kristle



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ScarletSpider23
Fri Jul 22, 2005 6:25 pm
#26

I'm selling at 15-17K per pack atm on infinity, crafted 1190-1300 with 20-25 uses using pre-cu sub components as trying to use post-cu components is pretty pointless as you lose out on the charge/use at the moment as the experimentation for it appears to be somewhat borked unless thats how SOE's DEV team intended it



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