Medic Archive
Thread: Stimpack B's as your main source of Income?
Uh, try again.
I have had a bunch of experimented stim b's on the market for quite some time. Just recently pulled them off and rebid them at a lower price. In a week I have sold six stim b's with heavy experimentation and using advanced components instead of the regular ones. 24-25 charges and healing power up to 191 onthe best one I made. People just are not buying them. Maybe my price was too high.
But I can tell you, ppl will do without or they will make their own. I actually tried to monopolize the market by placing all my stim b's up at 700 a peice. I then bought all the other comparable, heavily experimented stim b's on the market and rebid them at the higher price. As mentioned above, I sold six of them in a week. People just stopped buying them!
So I've chalked it up to experience, ran a couple missions to restore my bank account, and reposted my stim b's at a lower price. We will see how they do now.
I have started making stimpack B's and selling on the baazar and I was wondering what experiences others have had and what prices they are getting. I charge up to 650 or so for ones that experimental success was good, such as 23 heals with 160+ heal rating. I charge 450-550 for ones that are more normal 17-18 charge 110-125 heal. I post in my description how to make a /healdamage self macro and all you need to use B's is novice medic. It seems to me that everyone will figure out that until they really need points for master status that 15 for novice medic is worthwhile just for the self heal ability.
I have found that experimenting on the biological controller for charges gives me the best results charge wise but my components are not that good, overall quality in the 600-700 range. I was curious to know how others resource quality has affected the end result and what results people have had using advanced components.
I was wondering if anyone has managed to set up a factory to make Stim B's. I would guess that do make it work you would have to produce 100 identical biological controllers, 100 identical chemical, 100 liquid, then use them to make and experiment to get the template for your super pack, then set the factory to producing them. It would be nice to be able to crank out 28 charge 200 heal stim B's to sell.
I think we have what could be a long term goldmine as these can be used by anyone not maxed out in skills and they will use them up and need more.
A stimpack B requires (if memory serves) 72 resources. The market generally will not support paying more than 5 creds per resource, even in manufactured form. Unexperimented stimpack B's should sell for 350 creds. You can charge more of course, but I would call the fair market value.
Screw some base amount of credits per unit that people decide on, I'll charge what the market will bear.
You go on with your bad self, Balsimba. Now, I make a premium quality product, my last batch of B's healed for 226. I put everything in Power, so charges are about 19 (yes, I do that on purpose because if they only have 19 charges and not 24, they'll be back to buy more sooner, but also, if mine only heal for 190, they'll need to heal more often, and not feel as safe every time they fire off my product -- fighters don't want to use up Mind pool!).
I just pack the absolute most healing power into a B I can, and let everyone know that all they need now is Nov Medic to pop heals of 250+. Add a couple levels of First Aid, and I have a client BH who's healed himselffor 350. These things beat Stim-C's out on the Bazaar! I'm not afraid to charge a lot -- I know they're spendy, my clients do too, but they know it's worth it.
So I'm not afraid to say all this, my clients love my product and I love making it and knowing I help them keep alive while being independent out there. I charge 600-650 per stim, and I have sold them 10 at a time. The price isnot a lot considering I run a factory; the costs of it are quite formidable, I've yet to break 100k credits on them or something -- if I wanted to be rich off of fighters, I'd start grinding to weaponsmith =)
Rufan Corridano -- Tatooine
I charge 300-350 for the C-Stims, 250-275 for the B-Stims.
And they are usually better then the other meds I see on the Bazaar that cost over 500 creds and have less power then mine.
Who knew I could actually make money as a Healer...
btw, anyone on Chilastra need some Meds, NoxLabs got you covered
I can make a stim b with 200 effectiness and 20 charges. I have a factory to make them and can make crates up to 50 each in them. I would have to charge 300 each just to barely meet my expenses considering running harvesters, buying resources, paying maintenance and power on factories. That's 15k a crate of 50 and doesn't count my TIME at all. This is assuming I could get sufficient high quality resources to put these all together.
In my experience people won't pay that much. And yes I'm aware that you can make a stim for less, but you probly aren't counting your time, and you are not running a factory either, and it's likely you are not using the best posible resources for your meds.
With what I'm using my bio controllers come out power 6 charges 2, chem release duration mechs at power 12, liquid suspension power 32. I use 5 points all on effectiness to get the current yield.
Using the same ingrediants on a stimC gives me a 25 charge 325 effectiveness, 30 med use stim.
Right now I'm running two factories just to keep up with demand from the trade group (we dont' have a pa hall yet) I'm involved with. If I had enough to sell, they wouldn't sell because like the poster said, they would rather buy 2 stims for 200 each than 1 of mine at 500. The demand on stim Cs is low on my server since most people with the pharm III to use them have been able to make them already for a while and make them, themselves.
There are some other problems with factories that seem to have them stop pulling components from factory crates as well so I can't run around and sell things or do missions while they are running, I have to baby sit them. I can make components all day long but making the final from crates of components is very flaky. It's been this way for beta. Not sure if other factory types have this problem.
To the poster above who said they would pay for bio controllers, I'm aware of just how useful factory controllers in a crate would be, but you didn't say how much you would pay for this sort of thing. If I could get you a crate of 50, how much would you pay, maximum for it? Keep in mind I'm not trying to get rich here, but I'm betting that what seems a lot of money, when you work it out wouldn't hardly pay for making them.
Anyway, to sum up, yes these things are makable, but they are not comercially viable. If they were I'd be rich. They are a huge pain to make, but I'd make them just for my own use to have a crate of 50 stim Cs or Ds sitting in my pack. People who think that something would sell and should be made, post what you actually would pay for that sort of thing.
I'm on Radiant, based out of Naboo. Bring me 6k and I'll give you a crate of 50 biocontrollers at the specs above. Trade me 600 eekee polysteel copper and 600 orlee domesticated rice or porpo corellian oats and I'll trade you for it. Anything less and I'm taking a loss when you factor in my time and ALL the factors needed to make these.
Rift Valley, Stimpack Chemist
Naboo, Radiant
Stim B's are the "sweet spot" for medecine sales.
Many fighter-types grab novice medic to be able to solo and they don't want to waste a lot of points to improve their medic skills. So, since B's only require a medicine skill of 5, they are the stim's of choice for these players.
I sell 21 use, 211 healing stim B's for 350 credits each and they sell pretty quickly. I could probably charge a bit more, but even at 350 I believe I make a fair profit. If your harvesters are working in fairly high concentrations of materials then they return you resources at less than 1 credit per unit (see www.swgcraft.com) with the added expense of maintaining two wind harvesters and a factory, I'd estimate that would increase operating costs to maybe 3 credits (a worst case estimate which is very dependant upon resource concentrations). So I still make at least (350 - 72 * 3 =) 134 credits per sale, and folks usually buy 5-10 packs at a time. This then covers my costs for my time running around, creating new schematics, and for reclaiming harvester deeds when concentrations drop or disappear. I am not in this to "get rich quick", but to provide a valued service at a fair price. It also leaves me with extra high quality subcomponents that I can use for my personal medecines as needed.
Of course, if someone wants to buy resources rather than harvesting their own, their numbers may differ. This is harder because you have to negotiate prices and people will try to gouge you for higher quality materials. A saavy medicine crafter will have to negotiate better prices if they want to make a decent profit using purchased resources. And even then you need to be sure of a demand before you invest thousands of credits in the venture.
As for those of you who use the "charge whatever the market will bear" mentality. You may do well in the short run, but as this is a social MMORPG, people will get sick of that attitude and customers will become loyal to those who have dealt fairly with them from the start. You may find yourself charging less than a competitor and still not being able to move your merchandise because the consumers will have brand loyalty to the more reasonable crafter. Your reputation will stick with you and it's harder to hide behind a company in this game than it is in the real world. A burnt customer has a long memory. Players find suppliers by word of mouth, an important fact to remember. Anyway, that's just my personal view-point, I am sure some of you may think I am a fool (maybe I am ) but that's how I see things anyway.
Lyandra Wylde
Deeja Peek, Naboo, Corbantis