Jump To Lightspeed Archive
Thread: Pricing
Joilhath wrote:
Ok I have to ask a question of those that use CL in pricing pets. Are you telling me if I make a cl35 with just about the same stats as a CL 70 you're going to charge more for the cl70? The whole idea of making BE pets is to pack more creture into a smaller CL so why base your price schemes of of CL?
Because you can get close to the same HAM and resists at CL 35, but at CL 70 you have more HAM and a lot more damage. Plus the fact that getting the DNA for that CL 70 is a lot harder to get.
Kevm wrote:
Joilhath wrote:
Ok I have to ask a question of those that use CL in pricing pets. Are you telling me if I make a cl35 with just about the same stats as a CL 70 you're going to charge more for the cl70? The whole idea of making BE pets is to pack more creture into a smaller CL so why base your price schemes of of CL?
Because you can get close to the same HAM and resists at CL 35, but at CL 70 you have more HAM and a lot more damage. Plus the fact that getting the DNA for that CL 70 is a lot harder to get.
I've seen various Master Creature Handlers who sell mounts for about 10K fully tamed and trained, including mountable. I'm wonder how as a less than master, I should set my prices. I want to make sure I make decent credits, but I also don't want to screw anyone over (boy, I'm a rare type) by overcharging them.
I've been selling cute animals like the already mentioned butteflies and bunny creatures from Correlia (can't remember name) for around 200 credits. Although, I've thought about boosting up the price on the butterflies as I've had three CHs ask me how I managed to get one. And I've noticed they are a pain to get compared to other little creatures...
And I sold a fully grown lesser plains bol to someone from 2000 credits; he was my first pet, given to me by another creature handler to get me started. *sigh* I miss him. Anyways. He was trained in: follow, trick1, attack, store, and group. Did I sell him too low?
Basically, I'm wondering what the 'average' creature handler makes for his trouble. So I know where to set my base prices. Prices for training various commands; I figure mount is worth a lot more than some of the others since its so much work to get to. And how much is a 'cute' animal that I've tamed and trained worth? And how about decent nonCH combat creatures?
I'm absolutely flabergasted at the pricing of these ships! Even for tier1 and tier2 craft!!!
I understand the trouble you go through to make this stuff and I do understand the resource demands for these items.
But honestly unless you're a character that can make 100k a day playing the game affording these prices are rediculous. Expecially for just blueprints. I understand that you use up valuable questing time to make ships and that you can't do much because you spend all day crafting. When I see Tier 3 and 4 ships reaching over 200k it makes me sick. I played the beta and I don't remember the the necessary resources needing to be that bad nor
the time invovled being that complex. Especially if you have multiple crafting tools and a station.
I think a lot of the Shipwrights are taking advantage of the demand and raking it in like Microsoft and leaving the other players to a little short changed. First of all you're charging too much for BLUE PRINTS!! That means the buyer still has to go and have the chassis built. Second of all they still have to outfit that ship.
Do you honestly believe that beginner characters or PC's that don't have that much time to be on can handle that pricing? To be honest by over pricing the ships you're making it harder for low level characters to do much. They're gonna be beating their heads against a wall after a while and decide that $15 a month after spending $60 on the games aint worth it. And to be honest I think it's bad enough that some people can't afford good equipment on the ground as is. U know I came across a marksman with lvl3 rifle skills still using a CDEF rifle! They couldn't get in a good enough group because they didn't have the firepower, no one would help then attain that firepower, nor could they get the money to buy the firepower because they had to keep paying for cloning and insurance.
And I'm gonna say this because I know there's a lot of Brawlers out there...I think that's the cheapest profession in the game. A buffed brawler doesn't even need meds to take on mountain squills. And a well armored one can take on mission on remote planets.
And I stated this because there are a lot of brawlers out there. There are more brawlers than any other combat profession out there. It is so widely over used that it is rediculous.
I say this because I do feel that people are over doing things with being shipwrights. If you are a beginning level or low level character you will not be able to afford the ships you need to continue on to tier 2 missions. NO offense but you get XP for the use of the equipment we purchase. You should want to out sell the next guy. But all you've managed to do is make it impossible for beginners or low level characters obtain the ships they need to complete their missions.
YOU have let this get out of hand.
YOU have created this over abundant economy
YOU have prevented help to beginning characters.
I myself help as many beginning characters as I can...whether it be the need for XP or help them gain the money they need for necessary equipment. As before mentioned the LVL3 rifle in marksman I gave that person a
laser rifle so they could do missions and gain the money they needed to buy better equipment needed to get through. My honest opinion is that you should reconsider your costs because not all of us can afford to buy
A ywing at 90k, then pay 25k to have it built, and buy any equipment or repairkits we need.
*sigh*
Alright I've said my peace. Here's a platter of cheese and no I'm not french. I'm just a hard working player
who sometimes even when I have enough..I still need lots of hard work just to keep up.
Message Edited by Gruug on 11-02-2004 09:04 PM
Erepus wrote:
When I see Tier 3 and 4 ships reaching over 200k it makes me sick.
LOL
try 200-300K for tier 1 and 2 ships, and 900K+ for tier 3 and 4.
Thats what I have seen
Below is the FAQ entry. See the link in the bold section for example price thread. You can also use the Architect Calculator to setup a cpu + profit % based price list as a starting point. I wouldn't recommend pure cpu based pricing in general but its a place to start.
Q-5.3: What should I charge for a building/harvester/piece of furniture??
A-5.3: Short answer: Specific prices that you choose are going to be very server dependent. No price is too high if your customers will gladly pay it and no price is too low if you make a good enough profit.
Here is a thread with some example prices from various architects, note that this information is dated and does not represent every server so your mileage may vary:
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=67514
Copy/paste from ZenDragonMLS -
"Find the vendors for many of the Master Architects on your server. Go visit them. Copy down the prices. Talk with miners and ask them where they get their harvesters and how much they pay. Check the Bazaar for furniture prices. Check the Trade Forum for your server.
Then sit down and figure out what kind of business *you* want to run. If you want to be a low-cost / high-volume guy, then figure out how you can keep your operating costs as low as possible and yet pump out lots of stuff (high-volume means you will need extra lots and/or people to mine for you). If you want to focus on furniture, then you need to make sure that your vendor always has a large selection on it and you need to advertise a lot. If you want to only service miners by making high-end heavy harvesters, then figure out the economics of *their* business and charge for your harvesters based on their payback (e.g., selling someone a money-making machine that never decays for an amount that they can earn back in 2-4 days is not a recipe for long-term success.)
You get the idea: price is only *one* aspect of your whole business model. Think through how you want to play and pick your prices to fit that model. Whatever you do, don't take some "rule of thumb" like "charge X credits per unit of resources that it takes you to build it" and call it a "business model". Take more control over your business than that."