Doctor Archive
Thread: How do you do pricing?
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.
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
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.
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