Chef Archive
Thread: chef pricing and keeping our economy strong
I have heard much talk in game, and am frequently asked by other aspiring chefs about how I come up with pricing for my food and drink. I often see things on the bazzar priced hundreds of credits lower than my prices and I have had several chefs ask me things like "wow do people actually give you that much? I only charge 50 bucks a pop for that" etc etc..... What I tell them is that we decide what value the food has.And we set the price.In my opinionfoodis very undervalued in game. That is to say I don't think we are getting what we could for our work. This situation is certainly made worse by people undercutting otherchefs pricing and filling the bazzar with items for 20 credits. I mean really, it costs 20 credits to post the **edit** thing! What wereyou thinking?For those of you who are confused or bored with what I am saying I willend with a few simple suggestions that have worked for me and made me reasonably rich. One: Charge what ever you want. Starthigh, not low. I generally go with 100 credits per unit.For something that experimented well you can go higher. One of my best sellers is Teltier Noodles, an8 pack goes for 850. Sounds like a lot but there is plenty ofmoney in this game. Two: Get all of your low priced crap off the bazzar, it is killing the price structure. If you can't sell stuff for more than 50 credits then you are not marketing well enough and need to make more contacts, advertise, give away samples to entertainers, medics etc....Finally, I want to say, that I want us all to be rich and have an enjoyable game experience. I hope my suggestions help. I know much of what I read here helps me.
chef bry
Well until I got to chef I priced on the following scale
I ignored negatives they are usualy minimal anyway
For every level up the tree the item is I give it a base price of 20 per. for example
novice artisan food is a base price of 20 credits. DA 4 is 100 credits.
I then look at the food. how many bonuses does it give? for every atribute significantly altered I tack on another 20 credits. For soemthing like air cake action is the only thing really altered so I charge 20 more for that plus a additional 20 for the novelty of boosting everything.
This priceing does not work in chef because I am forced to use more resources. (forgettign for amoment that the food isnt worth it) I am thinking of altering the priceing at this point to 40 credit raises.
Well in my case :
1-99 units = 150cr/units
100-999 = 100cr/units
1000+ = 90cr/units
i can change my price for specific food or drinks but it's a non sense to sell our production for nothing.
Not that anyone would ever use it... But here's what I go by...
1) Take the number of materials used to make it and muliply it by the 3-5cr it costs to buy those materials. (Don't forget the cost of the alcohols you use)
2) Take that number and double it for your mark up price.
THIS is what you would sell a single unit for....
3) Take one third of that price and add that amount for every stacked item you add.
So for example:
- Something takes 10 units of materials...
- Cost = 30-50cr
- Markup = 60-100cr
- Double stack = 80-133cr
- Tripple stack = 100-166cr
The customer gets a better deal by buying the multi stacks and you save on materials and make a half decent income!
I've always just multiplied 3cr/resource if it is just stuff that can be harvested... and 4cr/resource if it contains meat/hide/bone that has to be hunted down and cut off of monsters.
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Leppy makes a killing off of my fuzzy pickles!