Bio Engineer Archive
Thread: Money?
Va-Mei wrote:lol, would high condictivity nuna hide & gnort pearls have been a more popular answer?
Just imagine a stock with hiqh quality nuna hide. It would be so soft.
Vaypah wrote:
Bonestein wrote:ishakal, you are ruining it.... you have to trick the rangers into hunting for 20k stacks only.lol
I normally pay a bonus of around 5cpu for stacks over 20k...
Vaypah wrote:I usually just get it myself, as with spawns being even more rare than they are supposed to be.. trying to find a merek harvester a few days after restart is futile. Gives me more time to get the meat I guess but its real frustrating and makes me questin why I took BE up knewing the way the game is right now.
I never have problems finding MH...probably because theres a static spawn at 3892,5783.
LloydPickering wrote:
Vaypah wrote:
I usually just get it myself, as with spawns being even more rare than they are supposed to be.. trying to find a merek harvester a few days after restart is futile. Gives me more time to get the meat I guess but its real frustrating and makes me questin why I took BE up knewing the way the game is right now.
I never have problems finding MH...probably because theres a static spawn at 3892,5783.
Lo-Kendo wrote:
Hey everyone,I know this is a question asked ALOT but...I was wondering where is the money in Architect? I grinded through it while Double XP was going on with my other Character I made just for crafting, and now I want to know if it was worth it. I heard that making BER 13 Harvestersare a good way to make some nice cash. But after seeing all the resources needed and the identical pieces needed, I see no use for making them.The maintenance cost for the factors, harvesters, ect is pretty high and I just don't know if it would be worth it plus all the other componets needed just to make ONE. Then I thought about making furinture. The only way I can see how to make money in this is to cut the prices down to hardly nothing just to get people to come to my shop.Thanks in advance
You can make money with harvesters and furniture. The idea is not to offer the absolute cheapest you can, but to figure out what level of profit and inventory turnover you're comfortable with and to make adjustments as necessary.
I charge 10 cpu for "White" furniture due to the specific resources required (when they're in shift, drop everything you have on them). 5 cpu for "easy" stuff. But you have to sell A LOT offurniture to make money. Do factory runs to save time crafting them.
A couple recommendations to expand your clientelle:
- Get Merchant 3xxx so your vendor shows up on the Planetary Map. You'd be surprised how much drive-by business you'd get...
-Put some stuff on bazaar as an auction (versus instant sale) for 1 credit w/ a WP to your vendor & a quick description of what other stuff you have in stock and that you'll fill special orders etc...
- Always have your Master Arch title displayed so you're not only searchable, but get walk-up business when you're in towns.
- Sell small houses on bazaar (I usually charge around 12K for these) in newbie towns like Mos Eisley, etc...
- Mine as much Ore & Steel as you can (even grind quality if you find a high % spawn). This stuff always sells. Most archies are part-time miners at first to accumulate $$$.
- We have a boom or bust type of business. Lower volumes of sales on higher ticket items. Try to find a mall that needs an arch & set up a vendor.
Lo-Kendo wrote:
I heard that making BER 13 Harvestersare a good way to make some nice cash. But after seeing all the resources needed and the identical pieces needed, I see no use for making them.The maintenance cost for the factors, harvesters, ect is pretty high and I just don't know if it would be worth it plus all the other componets needed just to make ONE.
You can't make money as a crafter if you don't think about the *business*. You've gotten some great advice thus far, and I suspect reading the FAQ stickied here might give you some more information.
But I thought about your comment about all of the work & resources necessary to make ONE heavy harvester. It could very well be the case that the architect you bought those harvesters from had a bunch of them on their vendor for sale. People mining resources to make a good living are buying heavy harvesters once (they never decay) and pulling in 25K+ of profit per day per harvester. Did you buy your current harvesters necessary to get the resources to grind architect or did you buy the resources? You know that it costs about 0.25 - 0.40 credits per unit to harvest those resources, right?
If you want to make furniture, then make furniture. If you want to make houses, make houses. Make whatever you want and find a way to sell it - people buy everything that an architect has to sell - but it takes effort on your part to build the business.
the way to make money as a crafter is to have a customer base. meaning, you start out by having a variety of things on your vendors. I like to keep about 4 of all the generic items (couches, lamps, candles etc) on the vendor at all times. That will get the customer base established. then, as you see the emails about what you have sold, you add those people to your friends list and put "customer" in the comments. then when you restock, you send out an email to all those telling what you've put on the vendor.
now the money makers right now are the houses. used to be resources pre-cu, but alot less people appear to be crafters right now. you should be making a virtual killing everytime you sell a guildhall or a city hall or other big named items. if you can sell about 2 of these items every week, no reason you shouldn't be in the half mill neighborhood weekly.
also, take the time to create items that are a little rarer. sure there are quite a few blue couches going around. but not as many as the half moon or regular tables. you may have missed the boat on the "elegant" furniture as I sold alot more and faster when they were newer. but you still can make a little more profit off of them per unit than regular furniture.
keep a variety and focus on turning major profits on the big ticket items. put up a resource vendor and keep the vendors stocked. you prob can't make money like you used to (pre-cu) but youll still make enough to call yourself successful.