Business And Economy Archive

Thread: So tell me...why are prices so high on things?

EntilzahValen
Sat Mar 12, 2005 5:12 pm
#27

http://forums.station.sony.com/swg/board/message?board.id=economy&message.id=5755


My idea for not having to hop around to vendor to vendor... without driving prices down (or up)


BTW the economy is in a recession now to correct the aftereffects of the currency dupe bug... things are going to get a little tight for a while...



Entilzah Valen - Back from the Dead.
We got owned



-Tallos-
Sat Mar 12, 2005 8:51 pm
#28

You think your economy is bad? create a char and go on corbantis. 183K for Comp armor? That much credits will buy a halfway decent mini suit there. Apparently all servers' economy is bad, and the reason is summed up with one word: Players. Whether it's the scouts, AS, WS, or Chefs it doesn't matter. As in RL Economy it only takes one person to get the snowball rolling downhill. If you want the economy to get better you have to start trying to cinvince everyone to quit charging so much which is gonna be impossible cause of greed.



Tallos Korrel-Jedi



"Very well, the burden is on me not to destroy all the droids until you arrive"- Obi Wan Kenobi
Mcgreag
Sun Mar 13, 2005 4:26 am
#29

The cost of an item/service is and should very seldom be based on the credit cost associated with creating that item. When you are buying something, be it an armor suit, a weapon, a slice, an AA/CA, a doc buff etc you are paying for the time that the player has invested in the item, this included everything from the time it takes to grind the profession to finding/buying/harvesting resources to creating the object in question. Same for CA/AA's you pay for the time the loot hunter has spent killing stuff to get it.

If you think it's too expensive the alt is to spend your own time doing all that is necessary to make the object you want. If you feel the time needed is not worth it than perhaps the object in question wasn't too expensive after all. The only real commodity in the game (and the real world) is time.

The only thing the resource cost is influencing is the lower limit for the price.



Mcgreag - Infinity - Master Smuggler - Rebel Colonel - Member of Legion
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D8alus
Sun Mar 13, 2005 1:16 pm
#30






sciguyCO wrote:

Prices vary because different people put a different value on things.


The crafter has his/her base costs. The "value" of a unit of resources can be anywhere between 0.5 credits (for mineral/chemical/flora harvested themselves) to 200 credits (money doctors have thrown at high quality avian meat). Then there's overhead for shop maintenance, factory maintenance, in-game time spent creating the item (gathering resources, making schematics, manufacturing subcomponents), etc.


A crafter has to sell higher than the total of their costs, or they're losing money.


On the other side of things, the value to the customer is a lot more variable. On the one hand, a smart shopper should consider whether the benefit they'd get from a particular item is greater than the price paid for it. As a simple example, will a 100k piece of armor allow them to run high-risk missions with greater speed or chance of success to earn back the money spent on it? But the value to the customer isn't always in credits gained. It could be to be a better PvPer (which earns nothing except ranking), to survive through tough content like the Corvette or DWB, etc.


Then there's the different value placed on a credit itself between different players. 100k is an ungodly amount of money to a new player just starting out. It's not as big a deal to someone who's dedicated themselves to mission grinding (even after the "solo mission nerf") and has 10 million in the bank.


If an armorsmith spends a week or more doing a run of composite armor, puts them up on his vendor, and they sell out in a day, he raises his prices. It's a bit easier to slow down sales that way than to deal with angry emails about his vendor not being stocked.


Vendors are largely stocked with items that sell. For most crafters, the customers with the money to spend are looking for the "best of the best", requiring expensive resources (or time spent scouring the planets for new uber spawns), purchasing creature resources from scouts/rangers, buying loot-only enhancement components (Krayt tissues orAckley bones), and throwing away dozens of "sub par" experiments to get that all amazing schematic.


If you don't necessarily fall into the "best of the best"market, I think it's a rare crafter who won't do custom orders. You may not need 88% composite with stun layers, try orderingsome mid-range Ubese. If you're looking for food and don't need a full crate of 25 Vasarian Brandy, see if the chef has some single stacks or would split a crate for you.


I guess the basic answer to your question is that prices are so "high" because customers buy at those prices. Finding bargains is possible, but can require some work. Check the planetary map for vendors in the category you need, and go to ones away from the normal hubs. Theed and Coronet generally have a solid ring of vendors just outside the no-build zone, and these merchants do charge a bit more for the convenient location.


And I really wish something could be done about empty vendors. Or even worse, vendors with one travel pack for 99,999,999 credits.







In my opinion, no one should HAVE 10mil in credits...ever...for any reason...unless they never spent a dime since day one of release. When you have people that rich in the game, of course the economy is going to be broken and skewed to the high end players. Because people have that much money, they're willing to SPEND more money on things which ALSO raises the price due to the "people will buy it" syndrome. Basically, n00bs are screwed because they can't afford armor and thus have to run low end missions without decentequipment unless they happen to be lucky enough to land a rich friend because NO ONE makes the low end equipment.


And here's another thing that irritates me about crafters. If you're willing to buy things, please list what you'll take and how much you'll take it for so I don't waste time making an offer to your vendor only to wait till the next time you log on to have it rejected.



_________________________________
D8alus
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Vastar
Sun Mar 13, 2005 5:36 pm
#31

If the profit from an activity increases too far from the cost of that activity, someone else interested in making credits will step in and do it for less.

I'm sorry but how is there anything else to it?



____Zlatan Fulgere________________
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bluejanus
Sun Mar 13, 2005 8:47 pm
#32






D8alus wrote:



In my opinion, no one should HAVE 10mil in credits...ever...for any reason...unless they never spent a dime since day one of release. When you have people that rich in the game, of course the economy is going to be broken and skewed to the high end players. Because people have that much money, they're willing to SPEND more money on things which ALSO raises the price due to the "people will buy it" syndrome. Basically, n00bs are screwed because they can't afford armor and thus have to run low end missions without decentequipment unless they happen to be lucky enough to land a rich friend because NO ONE makes the low end equipment.


And here's another thing that irritates me about crafters. If you're willing to buy things, please list what you'll take and how much you'll take it for so I don't waste time making an offer to your vendor only to wait till the next time you log on to have it rejected.





You make it sound hard to get 10 mil. It's not really that hard. After you pick up your combat suit, a few weapons and buffs (your investment cost), it shouldn't be very hard to grind out a couple of million. Heck it would probably be easier and faster in JTL. Shrug, as for newbies being screwed in not being able to afford armor, armorsmiths don't really make the lower end armor. I've polled some on my server and the problem is because there isn't really any demand, since people are gunning for composite. Should a newbie be able to afford composite right away. No, of course not. You seem to think there is something wrong with people starting with basic equipment and having to work to their way up and be able to afford decent gear later on. Guess what Sparky, that's what most other people had to do. They had to run little piddling missions for a while. Kill butterflies, meatlumps, gubbers and the like until they could fight harder things. Or they had to group with other newbies and try to level together. A newbie shouldn't be able to powerlevel and fight mid to high level content right away.


As for your offering complaint, I'm a little confused. You're blind offering things to crafters expecting them to take it? Unless they've announced that they're looking for such and such for such and such you shouldn't be offering anything to vendors.









Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
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Hurlobacca
Mon Mar 14, 2005 8:14 am
#33








D8alus wrote:





In my opinion, no one should HAVE 10mil in credits...ever...for any reason...unless they never spent a dime since day one of release.Credits are simply a unit of measure used to quantify relative value of different items. The effect of a credit cap as low as the one you suggest would be a disaster for players like yourself. Many players in this game make 10 million credits in anywhere from a week to a month, so there would be dozens of players on each server constantly buying up items of any value just to convert their credits to non-cash assets, which obviously won't be subject to the same limitations. Also, in cases where players are willing to pay more than an abritrary cash limit like 10 million for something, they'll simply store some of their cash with alts/friends (do I hear cross-serverbank accounttrades? lol) or add non-cash items to their bids like "10 million cash plus 5 crates of T-21's" or whatever.



When you have people that rich in the game, of course the economy is going to be broken and skewed to the high end players.How do players become "rich"? By looting, mining, manufacturing, etc things that other playersneed or want. In this respect a playerlike me "contributes" much more to the game than someone who just goes out and runs missions for cash because I do the work that enablesme to supply you with weapons for your combat needs. I contribute more to the economy than you do, I'mgoing to take more out of it as well.Because people have that much money, they're willing to SPEND more money on things which ALSO raises the price due to the "people will buy it" syndrome. Basically, n00bs are screwed because they can't afford armor and thus have to run low end missions without decentequipment unless they happen to be lucky enough to land a rich friend because NO ONE makes the low end equipment. Go find a guild that crafts for its members if you can't tough it out on the economic battlefront on your own.


And here's another thing that irritates me about crafters. If you're willing to buy things, please list what you'll take and how much you'll take it for so I don't waste time making an offer to your vendor only to wait till the next time you log on to have it rejected. Why you would offer anything to a vendor without talking to the vendor owner is beyond me. I don't even bother rejecting unsolicited offers, I just let them sit there.









Hurlobacca 12 Point Master Weaponsmith
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GraySeven
Mon Mar 14, 2005 12:32 pm
#34






In my opinion, no one should HAVE 10mil in credits...ever...for any reason...unless they never spent a dime since day one of release. When you have people that rich in the game, of course the economy is going to be broken and skewed to the high end players. Because people have that much money, they're willing to SPEND more money on things which ALSO raises the price due to the "people will buy it" syndrome. Basically, n00bs are screwed because they can't afford armor and thus have to run low end missions without decentequipment unless they happen to be lucky enough to land a rich friend because NO ONE makes the low end equipment.


And here's another thing that irritates me about crafters. If you're willing to buy things, please list what you'll take and how much you'll take it for so I don't waste time making an offer to your vendor only to wait till the next time you log on to have it rejected.




Really? And why is that? Why did you pick that arbitrary number out of the air? 10 million? My combat character can get 10 million in a week...and thats not even trying hard. Why is the economy broken if someone can pay more for something than another person? Isn't that the way the world works? I shouldn't be able to use my economic power to get what I want? Sounds good, as long as you are on the low side of that. When you're no longer a noob, your beliefs will change.


Noobs are screwed only because they are Noobs! No Noob should be running High-End missions, they are supposed to be running Capper Spineflap missions for 2 or 3 k. And they can afford armor, just not the high-end composite elite profession masters need when going toe-to-toe with Kimogila's on Lok. A set of Bone armor will allow a noob to survive his level of missions. Frankly, I did just fine without armor...hell, I made Master Rifle with mid grade composite running 45% resists...


When said noob gets to veteran player and has a few Masteries under his belt, then he CAN afford to drop 10 million on an SEA or 20 million on a Legendary Weapon. You can't penalize the high-end players justbecause you aren't at their level yet!


And I make the low end equipment. Nowadays, I make it to order only, simply because the need for it is low, but I also stock CDEF weaponry I've looted (yellow named stuff) for the equivalent price of 1.5 missions of low level, just so noob's have a chance to enjoy some decent weaponry.


And if you're blindly offering things to vendors without communicating with them first, its your own fault. I accept no offers that I haven't solicited, even if I want them,just because I don't want it to become a habit. I don't know the reason behind your post, but can only guess you're a noob who hasn't got the patience to wait til you reach the level my ALMOST 2 YEAR OLD CHARACTERS have made...


After further review, it appears you've been here a while as well, Wing Commander...which makes your statement all the more baffling

Message Edited by GraySeven on 03-14-2005 01:34 PM



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

dpk241
Mon Mar 14, 2005 12:42 pm
#35

My only comment for the people that say that the crafters are greedy, overcharging, price gougers or whatnot is...


Why not become a crafter?


Become one yourself. Instead of paying overinflated prices you can charge them. This seems as if it would be the solution to the so-called problem.



Pofik Asano
Master Fencer...That is all
Greywulf0
Mon Mar 14, 2005 2:11 pm
#36

My theory on why prices are so high:


Missions


Missions are a source of infinate credits. As players take missions, credits are produced, then when the player wants to spend the credits, s/he buys an item from a crafter. The crafter spends some of the credits earned by the sale on maintenance (haresters, vendors, houses), fees (shuttling, bazaar, JTL repairs), or buys items from loot collecters which in turn is spent back on craftable items.


The very limited number of credit sinks, keeps the majority of credits in the game. This will in turn cause inflation (certain players get a lot of credits and then they determine the price of items).


I know that combat characters will cry, "NERF", if missions are taken out or reduced even further in fees. But the solution is to make players the source of income. Raising the maintenance costs, will just be reflected back into prices of products because the vendors know that combat professions can easily raise the money needed.




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samijx
Mon Mar 14, 2005 2:45 pm
#37

There is just one thing that influences prices:


How much does a crafter feel that his time, effort, expertise, and resources are worth?


I will say that I've been a Master Weaponsmith for about 16 Months and I've gone from being an active Weaponsmith to a "I'll make a weapon wheneverI darn well feellikemaking a weapon,Weaponsmith." I know that my server's premier Weaponsmith =TROLL= Has retired, a few other guys have filled in, but I think the overall desire to resource hunt, assemble, and mass produce has diminished. Some people have moved in and taken up his marketshare (And what market share that those like myself had). The bottom line is that if the money is right, the crafter will make the item(s). This holds true for other crafting types as well IMO.


I personally have about 20 million credits (probably more like 30-40 million if I liquidate all my resources and stuff). Since I make my own weapons and ships, I only spend my money on armor, foods, doc buffs, and maintenance items. That said I don't really need much money. There's no reward for me to continue crafting for the masses, I just make stuff for myself and my friends when needed. This may change after C.U.R.B. due to new weapons, but that would be temporary.


I hope this answers your question in part or at least sheds some light on the topic from those like me.





Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
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GraySeven
Mon Mar 14, 2005 6:22 pm
#38

Look at it another way...


As a crafter, I sift through the trade forum looking for Experimentation and Assembly SEA's, or I go "shopping" by hopping planet to planet looking for Resources and useful loot.


Experimentation SEA's go for upwards of 1million a point because of some misbegotten notion that crafters make all the credits, and resources are sold for 1000% profit.


In addition, we see what some of the high-end loot we don't use is selling for.


Why wouldn't we try to go after some of that money? After all, we can't go out and solo a Nightsister Elder, but we sure can make the 80% resist armor and the high damage weapons you use to take her down. So, we charge not only what we feel is a fair price for our goods, but for what we think you can also afford.


As a crafter, I only once held more than 10 million credits at once and that was because I quit the AS profession and auctioned off all the quality resources I no longer needed. I prompty spent all but 200k buying up resources I needed for my new professions.


Instead of blaming crafters, look to your own group and wonder why you are charging so much for the things we need, the things we can't get on our own. If I didn't have to spend 40 million on a +20 Assembly/+20 Experimentation suit, I might just be willing to drop my prices a bit.



Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

shadowdefender
Tue Mar 15, 2005 1:17 am
#39

In the case of armor - I think suddely armor appears so expensive is because everyone is wanting a set of comp armor. I played the game 3 months before I could afford a complete set of padded armor. I was able to fight, advance, save up credits and I think that set of armor cost around 20k. Only about 4 months later did I get a set of comp and that was a gift from a friend - you want to hear something funny - I didn't like it - it was bulky, took a huge hit on my stats (then I realized I needed to get buffed to play the game) yes that is right 7 months into the game - Master Medi Master Doc and Pistols 2-3-2-1 and I hadn't needed a set of buffs to play the game until I got comp armor.

If less people were demanding comp the prices would drop drastically - it truly is all about supply and dema nd.



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