Chef Archive
Thread: Are my prices too low???
Yeah, wow, I've heard of harvesters... those are those things that take up lot space and cost money to maintain right?
Some of us don't rake in money on a daily basis. Some of us don't want to turn this into a second job of doing nothing but coming home from work and running to check on harvesters and cranking out food.
Also, I have these little things called harvesters. Quite handy - I generally get resources out of them for half a credit per.
Way to miss the point - I too run harvesters, but if I can sell the product they pull up at 10 credits per resource, why go to the extra effort of running off factory components and producing the finished product, only to sell for less than that?
Way to miss my point. If you can't find resources for under 10 cr per, you're not looking very hard. Heck, you're not even checking the bazaar.
Jonzun, if you are making your Ryshcate with Aludium, I believe you arepulling in126 credits per resource unit (40 units for aludium, 6 carbo, 20 rice, 10 berry), if you get 800 credits per charge for a stack of 12. I would guess the bufffor a Ryshcate like thatmight be 220-230 per stat for 300s or so, if good materials are used.
No real point here, I am just freaked out by the math on that, getting 126 credits per unit used is...interesting...
Eddy, Bloodfin
Ripoff artist lmao
You aren't ripping anyone off charging 2 million credits per resource. Why?
Because no one has to buy it
I set my prices the same way Chefs should. Ditto for Weaponsmiths and Armorsmiths and Tailors and any other crafting class:
Supply vs. Demand
If I sell my Stim-B's at 1k EACH(and a Stim-B doesn't require hardly anything at all) and they sell out before I leave my shop, then obviously i'm charging too little. Demand is higher than Supply and prices go up. SWG is a player-run economy, designed(poorly I might add) in the hopes it would reflect(somewhat) a real-life economy. And in any economy, the Supply vs. Demand equation trumps all others.
Do you honestly think a pair of Nike sneakers costs 100 dollars to make?
SiliconX wrote:
Do you honestly think a pair of Nike sneakers costs 100 dollars to make?
YES! lol
"A vendor to keep stocked with several hundred items at a time that costs me between 10k - 20k a day in maintenance. "
NPC vendors are cheap cheap still (requires merchant skills). Machine type vendors have these kind of costs. The proposed "fix" to merchants would raise the prices of NPC vendors. However, the devs have finally seen the light and realized that they type of maintenance fees you experience on your vending machine are completely ridiculous and it looks like they will be doing some kind of sales tax instead.
I saw a nice little analysis of the current maintenance scheme (regular rate based on total cost of items in vendor), which showed that unless you had very high turnover, raising your rates would only DECREASE yoru profitability. ![]()
Okay, that is some insane markup I saw here. Makes me think about grinding out amaster chef. 13,000% markup actually (BoH takes 90 resources at 1c/r times 133.00 = 12,000c). With those kind of numbers I think I may very well roll up a chef. I could undercut that by 10x and still be making a 400k credits a day.
9 heavy harvesters at 50% efficiency put out 45,360 resources each day and cost 16,200 energy + 19,440c.
Assume you buy the energy at 2c/e that is 35,640c.
I'm not sure on the price to run a factory but I don't think it's 10,000 credits / day so let's say 1c/r in costs.
Assuming you turn all your resources into a product of some kind and you mark it up 1000% (cheaper than previous posters) you would be making a profit of....
408,240c / day.
I don't know about you guys, but there are plenty of brawlers, marksmen, entertainers, doctors and scouts that don't even see that kind of cash in a week, let alonein a day. Now, given it's a lot of work grinding out 504 BoH / day or 1000 Ryshcate / day. But remember, we are charging 10% of what one poster said he was charging (and he was selling out). You could charge 5 times that and sell out and make 1/5 as much product. And people say that architects are rich when they are only selling at 10c/r for the end product.
-Micah
Assuming you turn all your resources into a product of some kind and you mark it up 1000% (cheaper than previous posters) you would be making a profit of....
That's the tricky part. With the factory bug, we currently have to handcraft all our food unless we want to offer one use per stack. Hard to run through your resources that way.
Even if factories were fixed, they're still too slow to go through resources at a reasonable rate, unless you had multiple factories.
I also tend to think nobody is going to be able to offer food at those types of markups at any large volume and get away with it, at least not on my server where I'll be undercutting them significantly. ![]()
Its so server dependant though, some Master Chef's on some server can't sell a thing, on my server I sell so much I opened another store. Especially with these insane resource shiftsthat vary from server to server.
Each server is a seperate economy not all server being 1 giant economy.
Liv_Traisharan wrote:
Well their factories aren't frikkin broken... and they don't have to put the shoes together by hand like Turkish peasants!
Hehe no they dont, they get 5 year olds in Africa and South America to do it for them for 25 cents an hour! Hmm....maybe I need an apprentice lol.