Bio Engineer Archive

Thread: Post Patch Creature Pricing

LoakG
Sun Dec 14, 2003 3:09 pm
#1

I couldnt really find a thread about this so i thought id ask. Is there some sort of equation or guideline to follow that would help with the pricing of the new creatures. Personally i feel we should overcharge the crap out of these things. Especially considering the time it will now require to find the right dna samples for the creature.
Tal-N
Sun Dec 14, 2003 3:22 pm
#2

And why is there no pricing guide? ...because the system is not only incomplete but none of us have used it in a real game economy at the moment.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

StarBase
Sun Dec 14, 2003 4:16 pm
#3

It is all going to depend on how much time it takes to get the samples, how much we die, how many round trips from Endor and Dathomir.


If you were a person that did 500 credits per Creature Level before just recycling DNA, never traveling, and never dieing, then I bet your prices are going to at least double. 1000 Credits per Creature Level may be a good place to start... need to feel out your economy on your server.


Price may be lower for lower level creatures and higher for higher ones. Just depends how easy the DNA is to get. Feel out your economy through trial and error for a few weeks and you will find a good price scale I'm sure.

Sooty
Sun Dec 14, 2003 5:09 pm
#4

The only measure to use to start with would be time based, imo. Adjust that based on experience, but if it takes you a full day of travelling, sampling and experimenting to make a guy his new custom CL60 jax, charge what you think a full day of time is worth to you (a lot more than 60k imo). I think basing off a simple per CL rating has always de-valued pet sales by CH and BE.

ThePuck
Sun Dec 14, 2003 5:43 pm
#5

Charge as much as people are willing to pay. If you charge too much less, you're always out of stock.



Togashi | GoonSquad
Master BioEngineer
Scorus
Sun Dec 14, 2003 9:02 pm
#6

There will be two types of BE with radically different pricing:

1) The kind that are so used to formulaic crafting that all they know how to do is find what they think are the leetest creatures they can and make the biggest creature possible. These BEs will make a little more than they did for mounts and be quite comfortable.

2) The kind that are going to take some time (a couple of weeks, minimum, probably longer) to figure out how the system works and then work to develop a quality product that then lots of people will want to have. They will be filthy rich because there will be nothing in that final product to clue anyone else in on what the recipe was.

If the system works and if a player is willing to be patient and learn, they will be rewarded and make a killing.



Scorus
Yewrev
Sun Dec 14, 2003 10:46 pm
#7

A few of the Master BEs on my server are trying to rally for 50k minimum for the Kimogila skin (that's with gnort DNA) and upgrades will cost more.


Town gets bad enough with Tortons and Maloks. If we sell the Kimo skin cheap we will have these stomping around town all the time. If they want to lag town out and cover up the ticket vendor I want to get paided for it.




=========================================================
Yewrev Americo

Master Bio Engineer - Chilastra

Shop just outside Theed
-5400 3400
GFoyle
Mon Dec 15, 2003 2:41 am
#8

Think it'll be really heavily down to the (time) expense of how difficult the pet is to put together. A kimo made with rubbish DNA will probably be dirt cheap (possible line of cheap rubbish 'posing' pets?) - but good 'working' pets will be expensive.


I'll certainly be charging high for them......................





Gully Foyle
All SOE game accounts cancelled - and this time I'm gone for good
Dunklemaus
Mon Dec 15, 2003 3:00 am
#9

Its a little early to say what I'll be charging, but it will depend on two factors:


1) The amount of time and risk taken to get the approriate samples needed.


and most importanly


2) The system actually works, and we can make custom creatures that are better than whatsavailable in the wild.






A Maus
Self Appointed Game Warden of Dathomir
and Spokesman for Alpacas everywhere
v
StarBase
Mon Dec 15, 2003 4:32 am
#10

Let them have their Kimos... they will be back in a few days for a new pet, when the Kimo is constantly running in battle. Hopefully they don't yell at us and say our Kimos are cowardly. Its just that they are so big, that they will constantly need to adjust combat range.
flavmeister
Mon Dec 15, 2003 4:56 am
#11

I like the 1k Per level thing to get a rough estimate. I think the price of acreature should be based on CL, then tweaked plus or minus for the end result. Thats what I'm going to do anyways. You guys can do what you want, but it would be a good idea to have us all on the same page for pricing
leothric
Mon Dec 15, 2003 5:15 am
#12






flavmeister wrote:
I like the 1k Per level thing to get a rough estimate. I think the price of acreature should be based on CL, then tweaked plus or minus for the end result. Thats what I'm going to do anyways. You guys can do what you want, but it would be a good idea to have us all on the same page for pricing





You may not like it when you die20 times to get 6 usable samples just to make one high level critter. Unless they fix sampling so that a master can sample with out catching aggro 95% of the time. prices are going to be steeper then that for high level critters.


Getting the samples is more risky then taming any creature in the game. So far the risk is not worth the reward, our creatures are sub par, Post patch, they will be in demand, but 50 k for a rancor that you got killed10 -20times just to get the samples?


Unless we can still sample from our own, the risk is going to be far greater then what we could possably make in profit and what most people will be able to get is low level trash pets that look cool but have no real function and paying way to much for them.



Maby i am wrong, but thats how i see it panning out.





X-Master Bio-Eng (yea i know crazy huh?)
X-Master Doctor
Death by NGE RIP 6/03 -12/05
uhrwerk
Mon Dec 15, 2003 7:39 am
#13

What im thinking (if the system works) is a base of 750-1000cr per average DNA lvl. I dont think it is fair to Penalize someone based on what the Devs say is the minimum level of a creature. ( I am hoping that the clvl of a pet is going to be about the avg of the clvl's of the DNA)

On top of that there will be a set charge (5k-15k) for anything "special". You want strong Disease, that'll be and extra 15k on top of the clvl. Ill proably ease the charge if im going to sample something which already has the special. i.e. if someone wasnts a toxic merek battlelord exactly as it is in the wild ill charge less for the disease. Remember though, any special attack you attempt to get will get tested out on you first! Also in this category is the general difficulty of the pet. If some one wants some thing very hard to assemble, ie a lowish level pet with high kinetic and light armor, where i have to try several times to get into his clvl control, i might charge more.

Of course this is all subject to change based on the crankiness of the system and howm many tells i recieve asking, "can you make a lvl 10 creature with armor" or other such questions that are perfectly valid but entirely frustrating when asked in quantities that are often seen in factory crates.

Ornl Krewrhu
Phishy Physics phor a Phiner Phuture

PS thanks for asking this on the board, saves me the trouble
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