Chef Archive
Thread: Costs of crated items. Will you now increase your cost for a crate of food/drink?
I have been wondering this. A few of us charge per dose for food/drink. Now that instead of getting a crate of IE: 25 Exo-Protien waffers, you could get a crate with 75 doses of wafers.
Does this change how you would charge?
How about for your big sellers like TS, BoH, etc?
But you would then be cutting away a huge portion of your profit.
I take Tatooine Sunburn because it's a good seller.
I was selling a case (25 doses) for 12,500.
Say if someone orders from me 4 cases. That's 100 doses for 50K credits.
Now with TS coming out in stacks of 14, that is 350 Tatooine Sunburn per a case(when using the 14*25).
Your customer won't be coming back to you for quite some time. THey are well off. They just got 350 TS for 12,500 credits and you just lost a 162,500 credit profit.
350 used to be equal to 14 cases.
14 cases at 12,500K =$175,000 credits minus the cost for the case you sold.
I see this as more than a hurt if selling for the same price. IT would be a screw over to most every chef. Maybe a decrease in cost per dose but to still charge the same is horrid.
Also to add, the only way this would help is because we get increased stacks and we sell for lower cost, that people will start to use the foods more often.
But then again, you can only eat and drink so much.
Is there a stat on foods which determines how long you are full? Would be nice to have that added, if it isn't already.
A case of 25 isn't 25 doses... it's 25 stacks of 15 in one nice container that only takes 1 inventory slot.
15 use tatooine sunburn, say 2000cr (roughly) x 25 is 50,000cr per crate.
Now, if you want to give a discount for crated goods:
15 use tatooine sunburn, say 1500cr now x 25 is 37,500cr per crate. Gives them a discount AND you still make a good profit.
Here is my take on the matter.
Why were most Chefs charging per use?
Because we had to hand craft each item. We hand crafted each item in order to make the greatest amount of items with the least materials in order to serve the most servings to customers to give them the most buffs possible (say that 3 times fast). Most importantly - the reason we did it was - because we could. It was a major pain in the keister to not do so. Now that food is far more plentiful in the market, the value per charge will drop.
With schematics taking the same amount of resources but yeilding significantly higher results (per servings) the per serving price scheme fall in value. With factory crates only taking 1 volume - does it matter if my ormachek crate of 25 has 5 uses or 10 uses? But the 5 use schematic would have signifcantly higher duration and effect than the 10 use crate. Since inventory space won't be as much of a problem with factory crates I will be producing much better quality shcematics, not quantity. Thus I will ensure that the customer gets the best buff possible with minimal inventory space issues, but he will be coming back more often to get a better quality buff than the person who just focuses on quantity.
With factories fixed - hand crafting will go out of style, quick.
How I see it happening is as such. People who depend on the buffs a lot will be buying their own factories to use your schematics in. You will give them the names and possibly locations of the ingredients to put harvesters down, you will create schematics for their factories, you will charge a royalty fee baised on number of items the schematic can produce. This is how I see the future of people who want large amounts of the good stuff.
You can still hand make items to fill small orders and for public awareness. But I forsee more and more food factories owned by fighting characters pumping out your brand name buffs. In some ways its a good thing, in other ways I see it being negative for the Chef profession in general.
I will be doing this on my server because I cannot gouge people as we didn't have all the exploit money in the system, therefore I have to take a different approach to the market demands.
... and I don't even have a factory yet
nor master so I could possibly be run out of business by the other few chefs who are more power hungry than me.
Now I understand that, Liv, but then someone like Saitek who says that "no change" on the price of a crate will royally screw people over.
An increase per the cost of a crate, sure, but to sell 350 TS for 12,500 is going to hurt more than help.
"A case of 25 isn't 25 doses... it's 25 stacks of 15 in one nice container that only takes 1 inventory slot."
Ifyou happened to read what I wrote, you would understand I was saying before and after the patch. A case of 25 WAS 25 doses. I had used Past Tense words like WAS.
Ok, misread it.
No need for you to be rude about it. Sheesh. Some people!
Emalie wrote:
Also to add, the only way this would help is because we get increased stacks and we sell for lower cost, that people will start to use the foods more often.
But then again, you can only eat and drink so much.
Is there a stat on foods which determines how long you are full? Would be nice to have that added, if it isn't already.
I'd probably still charge per dose, but at a lower rate than what I've been charging, and since the crates are going to be having 100+ doses anyways, I may actually spend preciousexperimentation points in Nutrition and Flavor instead of focusing solely on quantity.
I've always assumed the "Filling" part under "Flavor and Texture" determined how full you got with a single dose. Of course, since this has always been the worst category on all my foods and experimentaiton only adds 1 or 2%, I haven't been able to test how much of a difference can be made. Maybe it'd be possible to eat one or two more servings if you can get this experimented up, and you get a longer duration along with it.
On that note, has the abyssmal level of "Flavor and Texture"been brought up here, or is it just me?
Emalie wrote:
But you would then be cutting away a huge portion of your profit.
Profit isn't just based on the sale price. It's ( UnitSalePrice - UnitCost ) * UnitsSold . We've been limited on UnitsSold because to make any worthwhile product, we've had to do it by hand. So we raised the price to keep the demand down to a point where we can supply it. Now with factories, we can sell at a lower price but still make the same (possibly more) money in volume. And it makes food available for more people, increasing the market for all our products.
If you remember the Supply/Demand X chart from Econ, our Supply line just changed from really steep (limited amount that can be supplied regardless of price) to a moregentle slope.
I think charging per use makes more sense for the customer. They get more for more uses, and don't feel gyped buying a smaller stack because it costs less. Charging per buff makes more sense too, but was hard with hand crafting since every product varies. I'm thinking about deriving a formula based on uses and buffs, since identical products will be more possible. If we get more uses (several hours before I can test
), it just means the price per use goes down.
BTW, I do good business selling Stim B's, and do all my sales based on uses and effectiveness, not by resources. My formula is (Uses*Heals) / scalefactor.I think this works out great for the customer, and means I get compensated for quality product.Looking forward to trying out something like this for food.