Merchant Archive

Thread: Bazaar Cap Increase

Intelerebel
Fri Jan 09, 2004 8:42 am
#40

With such an outstanding number of people who have accumulated 100's of thousands and even millions of in-game credits...... It's a crying shame that our profession has had to constantly debate the ethics of lowballers.



Smugglers have the slice and spice market cornered since day one, yet a strong minority have falied to either recognize this or simply don't care.





v==================v AOTA v==================v
. Master Weaponsmith / Master Smuggler .

[ Obsidian Fear Team Leader [
Draznar
Fri Jan 09, 2004 9:04 am
#41

I voted... Personally I hate to see all the newbie items selling at 6k. I only shop the bazaar for odd items I can resell. I hate the bazaar. I actually go out of my way to buy from other crafters through vendors.



~ ECLIPSE Power k DRAZNAR'S Resources ~
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Powering the Eclipse Galaxy at 1.5 credits per unit of harvester power from 6 Locations!
u Isle of Misfits, Dantooine 3529, 5761 u Xanadu Bay, Naboo -70, 5222 u Coronet, Corellia 172, -5444 u
u Bestine, Tatooine -970, -4350 u In Caliga, Rori -2710, -2460 u TBA, Lok xxxx, xxxx u
Resources available from Eclipse Resource Corporation at the Isle of Misfits & Cornet Branches

slugeater
Fri Jan 09, 2004 9:18 am
#42

" anyone that sells thier finished product near or even below that with the " i mine for 1c/u" argument is doing more work for less money."


Not quite true. Why? Mining isn't so time consuming.



  • Quality being irrelevant, finding a 80% spot of a non named resource, say, copper, is quite easy. Especially since people will be mining the good stuff. Those lousy quality copper spots are often empty.

  • One week of mining in a 80% spot gives me roughly 600K resources.(More with radioactives, since BER is higher on power harvesters). 600K copper gives me copper for 1600 crates.

  • Spices needing 3 resources, it then takes me 3 weeks to issue 1600 crates, resource wise. Of course I don't make that much, meaning in three weeks I'm setup for some time.

  • I don't have to scour the galaxy to find tens of thousands of resources at a decent price. Try finding 600K copper on the bazaar, whatever the price.

  • Making spices is as simple as taking the factory out and letting it make items for a few days.

To me, mining is LESS hassle than the bazaar, AND cheaper. Yes, I spent quite a fortune in top of the line harvesters, but these have paid for themselves a long time ago. I don't lose on good quality resources since I mine when there aren't any.




Sluggy Devlya
Master Smuggler-Politician
Avian City-Talus-Chilastra

Best way to deal with the tall guys is to give them incentives to lick the ground. And dont look down on me that way youre not THAT taller.

Kav
Fri Jan 09, 2004 9:29 am
#43

Thats what i am sayin Sluggy,



  • mining and selling the metalfor 3c/u

  • is easier than

  • mining, spicing, and selling for 3c/u.

in my experiance there is no such thing as a poor quality metal. it might stink for guns, then it useually has great med stats or structure stats, or its a rare named. all materials with the exception of some oddballs are worth 3c/u+ to someone.


my personal pricing rule is that i sell no finished product for less than 5c/u. but thats me, and it is a very personal decidion. If you want to sell your spice at 3c/u or there abouts, no skin off my nose.




Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
slugeater
Fri Jan 09, 2004 9:34 am
#44

Kav, a spice crate at 5cpu is 5625 credits.



Sluggy Devlya
Master Smuggler-Politician
Avian City-Talus-Chilastra

Best way to deal with the tall guys is to give them incentives to lick the ground. And dont look down on me that way youre not THAT taller.

ouselyd
Fri Jan 09, 2004 9:37 am
#45






slugeater wrote:
Kav, a spice crate at 5cpu is 5625 credits.





He said no less that, not exaclty 5 cpu.....



Kav
Fri Jan 09, 2004 9:39 am
#46

True i started about that low, 6k or so. but it flew off the vendor faster than i could keep up. so i rasied my price unitl i came just short of selling out each day. that is how i set my prices.


5c/u then adjust for demand.


'cept weapons which are a bitmore complicated:


50c/u +1k per named material +1k per Advanced componant +1k per artisan part=base price. which




Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
slugeater
Fri Jan 09, 2004 9:44 am
#47

"He said no less that, not exaclty 5 cpu....."


Yes, I know. That was just to demonstrate than selling crates at 6K is still more profitable than selling the resources. It's 5.33 cpu. So even by buying resources on the bazaar you make money. A lot less, of course, since usually you can't find enough 1500 multiples to make big runs.


That's another advantage of mining: I make one schematic and issue a lot of crates in one process. Very simple.




Sluggy Devlya
Master Smuggler-Politician
Avian City-Talus-Chilastra

Best way to deal with the tall guys is to give them incentives to lick the ground. And dont look down on me that way youre not THAT taller.

Kav
Fri Jan 09, 2004 9:45 am
#48






Kav wrote:

True i started about that low, 6k or so. but it flew off the vendor faster than i could keep up. so i rasied my price unitl i came just short of selling out each day. that is how i set my prices.


5c/u then adjust for demand.


'cept weapons which are a bitmore complicated:


50c/u +1k per named material +1k per Advanced componant +1k per artisan part=base price. which






which is then modified by the slice:



  • 15-20% just base price

  • 20-29% 1.5x base

  • 30%+ 2.0x base

this system works great for me. keeps my sales within reach of my production. nothing is worse for business than being out of what your customer wants.




Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
Kav
Fri Jan 09, 2004 9:47 am
#49

personally i feel the price affects of the change are an aside,


the fact that everyone in the game would have a better selling venue than a merchant pays skill points for is the problem with raiseing the cap.


bazaar > vendor, if price is inside the cap.




Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
slugeater
Fri Jan 09, 2004 9:48 am
#50

That I agree on.



Sluggy Devlya
Master Smuggler-Politician
Avian City-Talus-Chilastra

Best way to deal with the tall guys is to give them incentives to lick the ground. And dont look down on me that way youre not THAT taller.

Kav
Fri Jan 09, 2004 9:58 am
#51

that poll is crappy, i voted no but the reasoning it gives is for crap.


the option should be there that says:



  • No i don't want this because it undermines the merchant profession.

  • not: no i don't want his cause i am a greedy crafter.

Vendor/bazaar decidions affect merchants, not crafters.


it does nothing to my weaponsmithing skills, or my smuggler skills, it undermines my merchant skills.




Kav::Master Smuggler::
Beul::Engineer::
"Credibility is like virginity, you can only lose it once."
HythosSWG
Fri Jan 09, 2004 10:22 am
#52

Crates can be divided...


Back when I actually SOLD spice (aside of the fact that it's suppose to be BANNED by the imperial army and a crime to sell / possess), I would sell 5 units for 3k... 5unit crates x 5 = 15k / 25unit crate.. Did that for a while until I stopped careing.

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