Droid Engineer Archive

Thread: A Pricing Formula

Puck_Starfire
Mon Feb 09, 2004 10:56 pm
#1



As everyone knows, there is a lot of debate over what is the "right" price to charge. We know that some Artisans greatly overcharge while others greatly undercharge. The ones overcharging hurt little, except for the fool's purse. The ones greatly undercharging are bringing the average price now, thus hurting everyone.


For months I've been working on a formula based off of experience and other Artisans' input that gives a price that is fair to the customer but also gives the Artisan a small profit. While the Armorsmiths and Architects are richer than rich, Droid Engineers and Artisans in general struggle to stay afloat.Well take a look at what I use. The formula is pretty simple:


Price = # of resources x ( "5" + Difficulty of item / 10 )


Let's break it down.


# of resources - this is the total number of resources, including the resources used in subcomponents. It is important to include the resources, not the price, of the subcomponent. If you do it the other way around you're pretty much cheating yourself.


"5" - this number can go up or down. It is pretty much just a "credit per unit" number, but increased to cover other costs. Broken down my way, I charge a base 3 cpu. The other 2 cpu helps cover maintenance of your extractors and store and vendors. Believe me, that 5 cpu is hardly enough to cover it completely, but it helps. Depending on the rarity of the materials, or supply and demand, this number could be much higher, like for example 15.


Difficulty of item/10 - This is your profit, and isn't much at that. This is called markup in the real world. When you buy something in real life, you pay for their cost to buy the item, their shipping costs, maintenance costs, storage costs, and a little extra that goes to them as profit. There really does not need to be a cap on this number, since the hardest things are a difficulty of 50. That gives you a profit of 5cpu. It may sound like a lot, but it isn't. Most things give you a profit more along the lines of 2 cpu.


Example: Let's take a simple R2 unit ( since I am a DE ). Off the top of my head, I believe they take a total of 1200 resources and a difficulty of 40). Plugging the numbers in, 1200 x (5+4), you get a cost of 10,800. This does not include modules. Just a bare-boned Droid. Now, 6,000 of that will probably go to your extractors, vendors, store, and travel. That leaves you with a profit of 4,800. Realistically 10,800 isn't alot. I ran across a spreadsheet that I printed out and kept, designed by a few of the beta testers way back. Their "agreed" price for the same Droid is 34,300. Quite a difference. Mine's 1/3 of the price.( and rightfully so since no one is going to pay 34k for one right now )


Experimentation


Now, if you're charging nothing for experimentation, you are really cheating yourself. You are selling a quality product at a "standard" price. Again, what do you charge? This is a harder one, so my method is pretty simple. This I'm still working on. It works, but could be better and any feedback is welcome.


Simply put: Price = base price + (base price x % of experiment bonus) Example: Taking the same R2 Droid, let's say I experiment him up to 85%. (10,800+(10,800 x 85%) = 19,980) He would then cost 19,980. There are so many variables with experimentation however, that a formula would be hard to come up with. But this is my start. Of course one can charge more or less.


Let's look at vehicles. I think I saw someone post that they charge 15,000 for a Speederbike. That's 2.5 cpu. That isn't even enough to cover your maintenance and trouble. Mine would run more around 54,000 (although I only charge 35,000 because of supply...a mere 5.8 cpu) People don't really realize what it takes to craft this stuff and sell this stuff. If you added up the expenses, it's alot. I think I spend about 150,000 a month on operating costs. I'm sure I spend more, but that is a guess. Now what is 2.5 cpu gonna give me in profit when I'm probably not even covering my bills? Just something to think about.


Well there you have it. Constructive feedback is always welcome.








Message Edited by Puck_Starfire on 02-10-2004 01:41 PM

Malitevv
Tue Feb 10, 2004 3:27 am
#2

I have one question. I do agree that charging for experimentation make sense in general, but for the most part, it makes no sense in DE at all, because experimentation doesn't work on most things in this profession. Even your example R2 droid, where you say "experiment up to 85%". What are you talking about there? If I critical fail on every crafting step on my R2 droid (so long as I use level 4 or better modules for everything) I get the exact same droid that I would have gotten if I had amazing successes on everything.


but i don't see any need to "agree" on a formula. That's not what a free marketplace is about. Doesn't happen in the real world, and I see no need for it to happen in this artificial world either. Why would you say that the lack of agreement on a formula is not the reason DE's have trouble staying a float? There no such agreement in any real life economic systems, why do you think DE's require it? Also, I don't see any more consistency in architect or armor prices than I do in droid prices in the servers I play on (nor would I expect to).


No, if the DE profession has trouble staying a float, a more likely reason is thatthere is no documentation anywhere in the game explaining what droids do or how they work. Architects don't have to explain to their customers what a house is. They don't have to explain what a chair is for. Armorsmiths don't have to explain that armor will protect the customer in battle. Both professions can safely put their wares up for sale without having to worry about the possibility that the customer won't know what the product is or what it does. DE's on the other hand have to explain to their customers how droids work. Customers who have not yet purchased a droid have no idea how droids work or what they do, and many of those potential customers will never find out unless a DE seeks them out and educates them. That, in my opinion, is the reason DE's find it hard to stay afloat.



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In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Puck_Starfire
Tue Feb 10, 2004 8:11 am
#3

On experimentation, I used Droids as an example. I realize experimentation does nothing for us, but it does for other professions. My R2 example was just an example.

Also, don't take this thread as anything more than informative. I'm basically explaining my system and looking for what others use. It's a way to help me grow in pricing my own goods. I realize that no one uses the same system. Again, that is not the point of the thread. I'm just getting feedback. However, there is a difference in varying prices and someone who just sells way too cheap for the market. When the "suggested" price of an R2 unit is 34k and someone sells them for 5k, they are really only cheating themselves. The problem with that is when a customer comes to you and says your average price is way too high that so-and-so charges 5k, then more people lower their prices to sell their goods. This brings the market down, and this has happened over the last few months. R2's don't go for 30k anymore. Guild Halls don't go for 500k now. But...we pay a ton for something as common as armor.


So, again, this is purely informational. While you did offer criticism, which I accept because you can only better yourself if you know what needs changing, you never did offer your method of pricing goods.
Ackis
Tue Feb 10, 2004 9:13 am
#4

I like my pricing formula better:


(x resources * 7.5) + (y named resources* 27.5) + (# of required sub-components * 300) + (# of required factory sub-components * 500) + (tech level of droid * 1000)





Imperial Captain Ackis Losackego - Über f335h

TheWoody
Tue Feb 10, 2004 10:19 am
#5

I just went with what I thought the market would be willing to pay for. Forumulas are great in theory, but in practice some things are moredesired than others for intangable reasons and therefore canbe priced higher than the forumulas suggest. here's my old brochure


http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=54815#M54815


You can probably add 5k onto everything on there and it'll still be valid.





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"Never in the field of forum posting has so much bollocks been said to so many by so few"
Malitevv
Tue Feb 10, 2004 11:11 am
#6






Puck_Starfire wrote:

So, again, this is purely informational. While you did offer criticism, which I accept because you can only better yourself if you know what needs changing, you never did offer your method of pricing goods.





I was going to offer my method of pricing goods. Then I reread your post and saw that your initial post was clearly asking that we all converge on fixed prices for droids. At that point I said, to heck with that, and explained what I thought was wrong with your opening argument. The opening argument of your post advocates price fixing and clearly states that the reason DE's have it hard is because of lack of price fixing. That opening argument doesn't say one word about seeing other peoples formulae.


So I responded and critiqued the opening argument because I completely disagree with it.



But if you want my formula its fairly simple:


resourcese_used * 5 * an_adhoc_fudge_factor


I price separately for each component and sum across the components for droids that have multiple components. The fudge factor is different for each individual component and incorporates the obvious things like rarity of the resources required. It also incorpates how easy it easy for me to keep the component in stock (i charge a premium for GP modules and anything that requires them because I am ALWAYS running out of these things). It also incorporates whether anything unique was required by me. For example, I put an extra multiplier on BLL's for example because they require me to burn factory time on Advanced Motive Systems factory runs, which I ordinarily would not do. In some cases I also apply a multiplier for the skill level that the schematic becomes available (I do this for the crafting stations). I've worked out individually for the items and put it all in my spreadsheet, based upon what seems reasonable to me. I don't use the complexity of the schematics though. The complexity of the schematic has zero impact on the game for me because I'm always at a crafting station. So I don't incorporate it into my pricing.



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Puck_Starfire
Tue Feb 10, 2004 11:39 am
#7

I understand how you may have perceived it as an argument for Price Fixing, but believe me it's not. The fact I added the quote "Because no one can agree on a good pricing method.", I can see how that mis-wording would lead one to believe my argument was for price-fixing. I assure you it is not. Funny how one sentence canchange the way someone views something. Truthfully, I blame our "poverty" on the fact that our Droids are useless at the moment. Yeh, I'm not much for the "bargain sellers", but the overall reason is that no one wants something they really can't use.
Malitevv
Tue Feb 10, 2004 11:49 am
#8






Puck_Starfire wrote:
I understand how you may have perceived it as an argument for Price Fixing, but believe me it's not. The fact I added the quote "Because no one can agree on a good pricing method.", I can see how that mis-wording would lead one to believe my argument was for price-fixing. I assure you it is not. Funny how one sentence canchange the way someone views something. Truthfully, I blame our "poverty" on the fact that our Droids are useless at the moment. Yeh, I'm not much for the "bargain sellers", but the overall reason is that no one wants something they really can't use.





heh. actually, the part that really cemented that you were advocating price fixing to better the profession in my mind was when you said "artisans are rich...architects are rich...droid enginereer are not. Why? because nobody can agree on a pricing method." I paraphrase somewhat. But that was the argument that threw me. (that argument's still wrong btw, :-b).


Anyway, I actually make a good profit on my droids. I'm a 4/3/1/4 engineer. maybe that helps me. I don't spend huge amounts of rare resources on the Level 6 modules to make my droids. I use level 4 modules almost exclusively, though for special orders, I'll use a level 5 medical module to make room for an extra crafting station. Somy droidsare cheaper than the ones that do use the Level 6 modules. and my droids sell amazingly well. I advertise my shop aggressively though, which helps a lot.


I agree that there are serious problems with the profession, but the droids aren't completely useless. A couple modules are useless, but the others work. The problem as I see it is that there just aren't enough modules. Thereis a serious lack of content in the profession, which is why I can easily compete with a Master Droid engineer in terms of the services I can provide to a customer even though I am 4/3/1/4.







---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Gavvot
Tue Feb 10, 2004 12:44 pm
#9

I'm a noob, I use noob formula :
round(round(Number of ressource * 3.5,up) + module number *(module level * 100),up)

I'm very cheap, and sell on the bazaar.
But hey, my highest module is level 1 and my highest droid is an R5 with 1 module at 1400-1500 depending of my mood.



--
How to make a link in those forums
Look sir, droids. -4689 3336, Naboo, Theed
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