Bio Engineer Archive
Thread: Money?
Sorax wrote:
You know that it costs about 0.25 - 0.40 credits per unit to harvest those resources, right?
this is only semi true after you spend time surveying for the greatest resource spawn and don't forget the time spent retrieving your resources from them, distance travelled from there to either a bazaar or your vendor it actually come to about 1cpu per unit minimum and then if you pick up your harvestors after every spawn its costs just a bit more in time and maintainence so your actual price per resource should be 1.25-1.40.
I personally charge 2cpu for grind quality material and 4 cpu for the higher quality stuff but everyone has a different formula for what there time is worth.
BTW - I ****NEVER**** use a *pricing* scheme based on any sort of "CPU" formula.
My point with the above statement is about the *monetary cost to gather resources* - no more, no less. So if you are looking at your cost of goods sold then you need to know this number. If you sell for less, then you are out of business. Your point is well taken - if you sell for anywhere near this *cost* then you are putting a particular cost on your time.
ZenDragonMLS wrote:
Sorax wrote:
You know that it costs about 0.25 - 0.40 credits per unit to harvest those resources, right?this is only semi true after you spend time surveying for the greatest resource spawn and don't forget the time spent retrieving your resources from them, distance travelled from there to either a bazaar or your vendor it actually come to about 1cpu per unit minimum and then if you pick up your harvestors after every spawn its costs just a bit more in time and maintainence so your actual price per resource should be 1.25-1.40.I personally charge 2cpu for grind quality material and 4 cpu for the higher quality stuff but everyone has a different formula for what there time is worth.
BTW - I ****NEVER**** use a *pricing* scheme based on any sort of "CPU" formula.
My point with the above statement is about the *monetary cost to gather resources* - no more, no less. So if you are looking at your cost of goods sold then you need to know this number. If you sell for less, then you are out of business. Your point is well taken - if you sell for anywhere near this *cost* then you are putting a particular cost on your time.
I do actually. Every once in a while I re-evaluate my pricing and adjust if necessary. I generally sell grind materials if I have too much of chemicals and inert gas. Sometimes lower amount of reactive gas and steel. Higher quality resources can run between 3 and 40 cpu, although I am running a current experiment with some steel at 90 cpu.
Most of them are still there....
One thing I've seen in cities is that the lights are names; the cities name, the street name, something like that...
polotitans are your ally, look for new guilds and make contact with leader of guild/mayor and sell them small houses/medium and streetlights.
Also paintings sell well, buy 2 schematics for bestine paintings, use one for making crates of them and keep one and either sell that a few months on when it is rare or sell the paintings made from them at a higher price.
these are just my ideas
Having said that, ask yourself how hard you want to work and plan accordingly. The uber-successful crafters you hear about run their toons as if this was a second job (or maybe it is their only job?).
Only advice I can give you is: fermionic siliclastic ore is your friend. Twice the concentration of any other ore, and it lasts three times as long. Learn it, harvest it, live it. And make walls with it.
Make a list of the resources you need to make harvestors and the principal sub-components, and drop all your harvestors on good concentrations when you find high-quality spawns. Harvestor management is the key for a budding crafter. If you have the cash to buy thestuff you need, then screw architect, and just keep doing whatever it was that got you the cash to begin with, and enjoy the game.
I'll throw my 2 cents in. Just THINK BIG.
I make all my money w/ BER13's, City Halls, Guild Halls, and Large Houses. I sell a fair amount of furniture as well as small housesbut it turns a very small in pocket profit vs. the large items. You'll need about 5-6 million credits worth ofresources to get the ball rolling but you will quickly see a Return On Investment.
guys keep on writing on this topic cos its a good1. i have an alt that m gonna make master FS crafting + masteer architect + all skill points to ws. so. ill ask some questions cos i never had a crafter. some of em are silly i know but....:
-Do U Need A factory To Craft Creates?
-Can I Make A Large Building Just By Hand Or Need A Factory?
-Wich One Is The Most MoneyMaking Proff In All Crafting Proffs?
-I Need Some Resources Cos I Have NONE.
Thx for helpingevery1.
Message Edited by Carbcrafter on 07-15-2005 06:49 AM
Things go in wave's, Harv's of all types not that big a sell atm, house's I have trouble keeping in stock(on tat and I sell naboo's just as fast). Whats been keeping me busy is furniture, I crafted everything I could and everyday 20-30 sales on them(not big money but my price's are simple 1K,2K,3K), so it keeps flowing in.
As for grinding chef.......to be honest my DE does more business then my chef toon, thinking of switching over to AS. Chef has not made me happy in long time.
Oh and I DO name some of my stuff, while I try to keep it in line with game my "Feral Wookiee" couch's were a big hit, and I did a complete package of stuff just for the yacht's, names like "Royal series" and "Yacht series" went over big.
But just keep in mind all ppl may not go for them, and would you want "badazz" ottomans lining your house?
Message Edited by isecow on 07-15-2005 09:51 AM
My personal tip is to have all the resources and components needed to craft large and medium houses on demand since i wear my Tag(have mas Architect or other crafting prof 24/7)where ever i travel since i get /tells from past experience of "do you sell a large house"
and yes use the bazaar to show samples of goods you sell,i do that
Yes using the bazaar as trade purposes annoys the merchants BUT its way better than having a barker droid or AFK's spamming their vendors
Well since im a mas architect,artisan and rarish prof post CU mas doc ,do not have free skill pts for merchant