Doctor Archive

Thread: Stim B sale prices? (please read)

Drexnarz
Tue Sep 16, 2003 5:27 am
#27

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.



_____
Dr. Geiger' - Master Surgeon


Tarquinas/Theed







Jedi Knight from a time long forgotten.


(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)
Drexnarz
Tue Sep 16, 2003 5:38 am
#28

/\ nevermind. It was the chems.. I swear!



Move along....nothing to see here..



____


Dr. Geiger'







Jedi Knight from a time long forgotten.


(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)
Soren_dVinn
Tue Sep 16, 2003 12:49 pm
#29

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.




Soren Medicorp
Soren d'Vinn, Master Doctor of Scylla
Soren MediCorp at 6500,3800 Kaadara, Naboo

SSG: Scylla Surveyors Guild
http://ssg.ordo.cc

Abumi
Tue Sep 16, 2003 1:06 pm
#30

Well, I do understand people's thinking that they should not have to pay an arm and a leg for stims that are consumed in no time. They seem not to take into consideration the time and effort it takes to get the resources it takes to make them. I would much rather be hunting with my friends than running all over collecting the resources for these stims and then creating them. They don't consider the cost of maintaining a harvester, house, vendor, factory, travel, and other necessities. So while purely on resource costs it may cost around 200 credits to create one stim they don't consider the other intangibles. I don't know about you but my time is money and since I would like to spend sometime having fun like they do, their going to have to pay. Sooner or later those medics and doctors will stop selling stims for 300 credits when they start getting tired of the work involved. It's bad enough that people don't tip for healing. Just my 2 cents.



Meeting the needs of the many.

Abumi
Master Artisan & MasterDoctor
If you need anything please send me an email.
AloraSnowmaiden
Tue Sep 16, 2003 1:51 pm
#31

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




Alora she'endra (Master Architect/ Doctor)
and husband is Das (Master Tailor/Artisian/ Merchant)
Narnian Marketplace near Theed, Naboo at -3795, 4868 (Corbantis)
Partnered with Riygo - Master Droid Engineer and Kilrathi - Master WeaponCrafter
Ida
Tue Sep 16, 2003 2:05 pm
#32

500 a stim using all advanced components is 4.8 creds per resource. While it is possible to be profitable at that rate, you're selling for less than your resources would go for on the bazaar. And yes, you definitely need to factor in the travel expenses, factory expenses, time spent, and skill to make.





Ilori, Master Chef / Master Doctor, Starsider
Coronet, Corellia (-907, -3732)
Semi-retired
Peavy
Tue Sep 16, 2003 4:01 pm
#33

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

darksithmage
Tue Sep 16, 2003 5:04 pm
#34

I agree with you whole heartedly peavy. on starsider things have been real crappy lately. Or at least since I've mastered doctor. My stims now because of horrible resources have only been in the 30/290-300 range. It's why I'm amazed when I hear about stims hitting over the 400 base heal mark. Maybe when the resources are better. On starsider some really good wheat just popped up that was 976 oq if I recall. Now if only the other resources would catch up. The talusian water wasn't so bad from a couple shifts ago. have about 23k units of that left at about 850 oq I think. Any tips on improving my meds would be appreciated. I'm using all 3 advanced components.



________________________________________________________________________________________________________
"Pain is such a delicious treat that goes well with warm brandy*"

Naom'zade: Dark Jedi Knight (if the FRS ever comes back): "Enslaving the galaxy, one soul at a time"

"No, I don't use a saber anymore. I prefer to blast holes in people's skulls these days"
Cooter_Scylla
Tue Sep 16, 2003 7:26 pm
#35

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




- Cooter, Scylla
(Master Pistoleer/Master Smuggler/0400 Squad Leader)
HighRoller3K
Tue Sep 16, 2003 8:18 pm
#36

Thats not dishonest, thats smart. Wish I'd thought of it hehe.



Annomander Rake...
(SCYLLA)
XRXTypeO
Tue Sep 16, 2003 11:39 pm
#37

i like to charge based on, charges*healpower*.1 (U*H*.1), or if im selling to a merchant to sell for me, i use a more elaborate algorithm i found on the boards so that they can markup and compete with me

(U * H) / (12.771 + .0858M)

U=uses
H=healpower
M=med use



XRX
master ranger
master CH
Typeoxrx
master doctor
2100 combat med
Shorty
2000 squad leader
1130 pistoleer
Valda
Wed Sep 17, 2003 5:11 am
#38

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




Zeli
Proud member of GHOST
Master Dr.
Master Combat Medic
Tarquinas

May all your wounds heal in time!
Remember to enjoy life while you can
mosheg
Wed Sep 17, 2003 7:56 am
#39

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




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