Chef Archive
Thread: Average Chef Item Prices
I know, thanks to other recent posts that the following is the most popular items to sell:
Breath of Heaven
Ryshcate
Glazed Glucose Pate
Angerian Fishak Surprise
Ice Blaster Ormachek
Bivoli Tempari
However! I would like to know if anyone has a good, fair system to charge for these things. I know that most people go for quality and not resource amount. If anyone could give me the average going rate for these products (as well as a few other popular choices),I would appreciate it. Thanks.
Justivar
check stickies at top *beep - this has been a recording*
the site with the food catalog lists price recommendations as well
This is a good site.
http://www.ralloszek.net/swg/ChefPricing.htm
What are these stickies you speak of?! ![]()
Are they under the domesticated insect meat?
send syke a tell for further information *beep this has been a recording*
My new favorite line
hehe
SirVimes wrote:This is a good site.
http://www.ralloszek.net/swg/ChefPricing.htm
I took a look at some of that pricing. There is no way I could sell Vegaspirine for 250 charge. Lucky to get that much per stack if I made it.
And Bivoli at 200 per charge. I charge about 3x that much and still cannot keep it in stock.
I assume the pricing is based on a formula for resrouces, etc and not demand.
Emeril
Probnably not much help - but the rule of business I learned at university was "charge what people are willing to pay". And the obvious corollary -if what they're willing to pay is lower than what it costs to make, stay out of that line of business. For example, I sell sunburns at 300 credits per charge - so my last batch, at 6 uses per stack, is priced at 45k a crate. I don't charge that because it's X credits per resource unit to make, I charge that because it's 25 * 6 * what I think the effect of a sunburn is worth ![]()
This is whyI do my pricing per charge - customers can relate to that, it makes sense to pay per use. You get more uses, you pay more. For what it's worth, I used the Ralloszek prices as a starting point, and nudged them a bit high for whatI thought were items underpriced for their utility (at my current skill level, that's sunburns and veronian berry wine mostly).
Of course, the very limited competition for chef business on Chimaera helps as well ![]()
Things like Sunburn therefore are apparently really cheap coming from me, but I don't feel compelled to raise the price because I view it as a development imbalance, and as long as I'm not making a loss, it's fine with me.
So you can base your own pricing on things like resource costs on your own server.
Generally speaking, I price my goods based on sales history...for example early on I sold ice cream for 15k a crate...now I make better ice cream (much higher buff, more uses) and charge 50k a crate. I can keep it in stock about 3 days at that price. I used to sell vegeparsine for 25k a crate (1000cr/stack...stacks was usually 3-4 uses)...now I sell it for 40k a crate (basically the same stats) and it sells just as fast....but its a regular group of around 15 people that buy it...
Basically, you have to find a happy medium for yourself...make sure that you have it priced such that it still sells, but priced such that you are happy with the return for the effort...the price guide is a guide only...I use it as a reference once in a while, but your vendor sales will determine which way you need to go.
The formula I use is:
P= (M *15) / U
Where: M= units of raw material required to produce the food/drink, U= average number of uses of that item when it is manufactured, and P = Price per use for that particular item.
*NOTE*: I often adjust this slightly up or down depending on factors such as demand, quality of the food/drink, and availability of raw materials.
Example:
Food X requires 100 units of raw material and generally generates a food with 10 uses.
So, Price = (100 * 15) / 10, which equals 150 credits per use for that item. If I have good luck and produce an item with 11 uses, then I charge 1650 credits for that item. If I have bad luck and produce an item with 9 uses, I charge 1350, and so on. I generally split my experimentation points between quality and quantity.
I use 15 because I find that number ensures a decent profit margin for me, but if you can get raw materials cheap, lower that number. If you have to spend more onraw materials, increase thatnumber.