Doctor Archive

Thread: How do you do pricing?

Cloudgatherer
Wed Sep 24, 2003 11:07 am
#14

Great thread. I think I may have to agree about possibly raising my prices, I just can't seem to have enough crates around as they sell within a day or two after I make them. Granted I do advertise myself (no vendor), but I tend to run out very quickly.




Cloudgatherer & Thrin Gatherer of Tempest
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Dommesdag
Wed Sep 24, 2003 3:38 pm
#15

Peavy-

There's someone selling em for 300 on every server. I find that those sell out so fast you don't actually need to compete with them for prices. When the first guy goes to the bazaar and buys all 25 stims the guy has up, the next one will pay 1500 if that's alll thats left.

Besides, I've noticed that the 300 guys tend to get bored and quit the business pretty quick. I make more money running delivery missions than I would selling stims at those rates with a lot less harvester aggrivation. Eventually they realize that they just aren't making much money and their customers don't want to see a price hike so they re-roll commandos.
Peavy
Wed Sep 24, 2003 8:16 pm
#16

Dommesdag,


True, true, all true! But I'm not talking about the bazaar. I'm talking about private vendors. I don't have the time to load the bazaar multiple times a day. I sell 4-5 crates a day and wish to double that amount, so I use a private vendor.


This is an ad from my server,


http://forums.station.sony.com/swg/board/message?board.id=Bloodfin&message.id=62767&highlight=#M62767


29 factories, crates of B's for sale at 20k, crates of C's for sale at 25k


Consider yourself lucky if you don't have to compete against these type of people. I give these guys 2 weeks before they get burned out, but I know they will just get replaced by some new hot-shot master doc who thinks he can dominate the Bloodfin market.


Fengo

Kemble
Wed Sep 24, 2003 10:04 pm
#17

Icharge 300 per use on my revive packs, my revive packs have 22-26 charged depending on the success of the experiment.


300cr per revive is not alot in my opinion especiall if it brings the user 900exp, as a master the exp wouldn't matter, but i never have anyone question my prices on my revive packs.




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TheGrifted1
Thu Sep 25, 2003 6:00 am
#18

I have never used any of these formulas to calculate what I should sell for. I know what my liabilaties are anything above that I'm good for. I price my things based on the quality of them; granted my things are not AMAZING, I have never received a negative comment on quality or pricing. I just got Master Doc so I haven't crafted any stims to see how they'll turn out yet. The ones I am currently selling are 40/375[+/-] Stim Bs and 45/550[+/-] Stim Cs. Bs sell for 1800 Cs for 2800. They sell for 2k and 3k, respectively, on the Market. I figure people are selling crap stims on the Market for 1k on up to 3k just because they sell, I can surely sell QUALITY meds at the prices I do. Wound Pack BsI sell for 750 for health and action 850 for secondaries. Thats all I have on my vendor right now. I plan to expand the medicines I offer over the next week or so. My items sell well and I suspectmy sales to increase with Master.



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mosheg
Thu Sep 25, 2003 12:42 pm
#19

I think linear pricing scale doesn't quite fit the reality of stim crafting we need to figure out a way to model it realisticly acording to SWG reality. I've already tried to model this for another game and that wasscaled on time of production.


here are the parameters we got:


- time - how much does a second worth in credits (playtime is sometimes a scarace resource) this basicly means if you use a factory your goods would be cheaper to make. also travel time, how long you spend getting your resorces etc.this can also tell you how if it's worthwhile for you to actually harvest yourself or subcontruct others


- base overheads - travel costs, building maintnance,putting stuff in bazzar,reclaiming deeds


- resource costs - composite of time and overheads or buying costs


- resource quality - setup a price of each resorce based on quality


- advanced componant - base overhead for each would be good.


-price for quality - if you make better stims you should be rewarded


- supply and demand - if people buy your stims too fast that means they are too cheap or the other way around.


now let asume you buy all your resourceat 6 for advanced and regulars at 3


here are the base prices for advanced componants


adv liquid = 12*6= 72


adv solid /adv chem = 32*6 = 196


adv bec = 36*6= 216


let figure outstim B minimum cost with those parameters.


24 organic/inorganic = 24*3= 72


then add all advanced componants


556 credits


if you sell under that you credit pool would shrink.


you should also figure out your mass production rate - how many crates can you generate per day


stim b is complexity 20 per experimented advanced componant and 20 for experimented stim b means 80 complexity = 640 seconds per stim = 10 minutes and 40 seconds. which means 135 stims per factory per day which is about 2 crates a day per factory. if you sell for 1k each and your costs are 500 credits that mean 67.5K per day per factory. and that if you got sufficiant resources every day which is around 14k resources . 2160 petrol 4 which is very rare and 2160 herb meat of same kind which is harder to get.


eww like modeling => i put too much in this post


i hope you something here make sense.


Oegies ,Doctor (4/4/4/2) on Tempest




-------------------------------------------------------------
Oegies , Master Doctor on Tempest
on extended leave from SWG
last visit to SWG : 13 feb-mar 2005
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