Doctor Archive
Thread: Stim B sale prices? (please read)
Can harvestors be placed on Lok? Maybe I'm not far enough away from the stronghold..but I swear the message said I can't build on this planet. Ok, I will lay off the chemicals for a while if I'm mistaken. ![]()
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Dr. Geiger' - Master Surgeon
Tarquinas/Theed
/\ nevermind. It was the chems.. I swear!
Move along....nothing to see here..
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Dr. Geiger'
Just responding to the above poster... you can make standard or advanced versions of Bio Controllers, Chem Releases and Liquid Suspensors. A StimB schematic will accept either version.
A Stim B made from fully advanced components is going to cost a lot more than a standard Stim B, but the charges/effects would be at least 25% to 75% better (rough estimate).
I don't want to give away all my merchandising secrets, but suffice to say that the formula I posted above works for me... and it keeps my prices consistant and fair... as long as I use harvesters for the mainstream resources and never pay more than 3cpr for the rare ones.
That's true about the capital of both the factories and the heavy harvestors. At 360 heal he uses at least two of the 3 advanced. He already said he has two on lok and gets about 50k of resources for around 10,000 power/maint+ 1600 round trip travel to that one planet... maybe he just exchanges to get the rest of the components.Btw, I'll add later butsome of the advanced, like the chemical take more materials than the non-advanced. So let's see you pay 250k for two heavies and 100k for the two factories. If he makes 1000 stimpacks (which at 64 resources is 64,000) every 2 days that he sells for 500/piece for 500,000 with a day of rest to get more materials he's doing fine I assume.
Anyhow, why do some of you have to complain because he sells less. More importantly, why do you have to complain when we sell for more? You can't handle everyone that needs stimpacks and perhaps we just value our time differently than you... or have a different style. I know I'm just now starting to be able to afford my own heavies (and I'm a master architect)
I consider my prices fair and I'll sell cheaper in a crate to an individual than I will on a bazzaar simply for the personal aspect of it. I don't really mind people that sell for less. I don't have money coming out of my ears, so I don't see myself as greedy, I range between 10k-150k in my pocket depending on if it's before or after I visit a harvestor. I suppose if I were to liquidate all my resource assets I could be rich but I'm trying to develop a bit of a stockpile in a few areas.
Let's just all get along and have fun ![]()
Just to elaborate on the previous post,
Under optimal conditions you can produce stims for about 100 cr. a piece maybe even a little less. A stim using 2 of the 3 advanced components uses 84 units. So sure, you can make money selling at 500 cr a stim because you're getting paid about 7 cpu. However, I can make as much money as a resource gatherer with a lot less headache.
You see, if you are smart about which resources to harvest, thesemedicresources can be worth about 10 cr each or even more if you just wait until they are extinct and the current spawn is crappy. Currently on Bloodfin, we're dealing with,
44 OQ 650 PE Lok Wheat
199 OQ 93 UT Tat Fiberplast
752 OQ Talus Water
116 OQ 402 PE Dantooine Berries
No class 4 liquid petro
Like many doctors on my server, I wouldn't dare use these resources to make stims for my loyal customers and guildmates. This is the second week in a row the resources have been crappy. We are running on fumes now. Stuff that you wouldn't touch on your servers are going for 10-20cpu on Bloodfin.
Fengo
I don't know about the rest of the people here, but if I see someone seriously undercutting the going rate for stims, I get a little angry and a little happy at the same time because they just saved me time.
For example if there's a fast turnover in a major PvP city and I know stims at +350/26c are moving like hot cakes at 1000c and out of the blue business stops and I check, sure enough someone will be popping in factory crate stims for 500-600c. I just buy the stims and resell them for the average going price (they even lose all advertisement since factory stims have no creator marked.) Let them keep trying to flood the market, I'll keep buying and reselling for a realistic price and they can go hunt down the resources and produce them for me.
Some people might think this is dishonest or whatever, but so what, I'd rather resell to keep the market at decent prices for medical crafters (and make a profit) than let someone run the value of our product into the ground. Why do you think people don't pay for heals in the med center? Because they know someone will do it for free, setting the base worth of healing at 0c...
If you train the average consumerto expect stims for 500c a pack regardless of what that costs you or other people you just lowered the bar and the economic potential of your craft across the board. The consumers have no idea about the work that comes into play to craft some of these products. And I for sure don't have the $ to drop on any large extractors and endless high end tickets to even compete with major producers... Therefore I'm left with this solution to a very real problem.
- Cooter, Scylla
(U * H) / (12.771 + .0858M)
U=uses
H=healpower
M=med use
I sell crates of Stim B's on Tarq for 30k they average 300 heal and usually anywhere from 30 to 35 charges I only use Advanced Bio's and Advanced Liquid's in them.
I only sell them in crates of 50 unless someone gets lucky and finds me with a small one that I have been pumping one by one into the bazaar at 800c Each.
They sell faster then I can make usually and everyone tells me I am selling to low but I am making up my cost of travel and factory time and a little extra so I am not missing out.
Stims sell for 1.5 to 2k each in the bazaar on my server for ones not as good.
Zeli
I'm trying to work on an exponential pricing scale where stims where the difference in the stim power is the main factor my result isprice peruse
F=multiplication factor
B=base power
V= base price per charge
P= price per charge
S= power steps
x=power of stim
P= V*F^( (x-B)/S)
now plug your favorate numbers
let asume the must basic stim is a 20 charge stim b with 200 power and cost 200 credits (about 3 credits per unit) and let say every 50 points make the stim better by 50%
F=1.5 , B=200 ,V=10 ,S= 50
so the formula is P=10*1.5^((x-200)/50)
power/price per charge
100/4.444444444
150/6.666666667
200/10
300/22.5
350/33.75
375/41.33513941
400/50.625
425/62.00270911
450/75.9375
500/113.9
sample uses/power = price
35/200 = 350credits
35/250 = 525 credits
35/300 = ~1180 credits
35/400 = ~1770 credits
35/450 = ~2660 credits
35/500 =~3990 credits
still this doesn't acount to medical usetime crafting and complexity.
i got an idea to model pricing acording to avg heal of avg user'streatment eficiancy/speed, skill point cost to use over medic
but anyways i looked for a bunch of buisness formula and found a nice one:
value = precieved benefits / price
so in general if people value your stimsmore than the other's joe medic crafter it's either because they are cheaper or they thinkyours give them more benefits ( lower downtime, better combat heal, more charges).
Oegies , doctor (2/4/3/2) on tempest