Merchant Archive

Thread: 2 Questions Regarding Resources

Scorpnstail
Tue Sep 23, 2003 11:19 am
#1

Hello everyone ,


Hoping that I am posting this in the rightplace smileywink:,


Recently I decided toget myself involved in selling resources.my first question is : whatis resources are actually needed? I dont really want to collect up a bunch of minerals or what not, that does not really have a market. My second question is there any set pricing that is common thoughout the galaxies ? or does it really depend on the overall quality of the material.Thanks in advance for anyadvice thatanyone can offer


Thanks Again


Vanlorn








Vanlorn - Tarquinas - Soon to be Swordsman & Resource Baron -
marqie
Tue Sep 23, 2003 11:32 am
#2

I am speaking for me alone


QL 0 - 333 = 2.1per


QL 334 - 666 = 2.8 per


QL 667 - 999 = 3.2 per


I also drop the price by .2 for 10k or more.


This is my formula, it is in no way the right way. As for what not to sell, all I can think of is gemstone.




Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

Scorpnstail
Tue Sep 23, 2003 11:39 am
#3

Thank you for the fast reply


I was thinking along those lines myself , but I was not sure .. I have heard a few people asing for Beyrllius copper and colat iron and Kiirium steel I also heard that medics really need Dant. Berries .. but thats all i have seen from trying to soak up as much info as I can



thanks again ,


Vanlorn






Vanlorn - Tarquinas - Soon to be Swordsman & Resource Baron -
fsuchan
Tue Sep 23, 2003 11:50 am
#4

I don't sell resources but I use them. Here's 2 general ideas about the resources I purchase instead of harvest.


1) Resources that spawn on planets other than where I live. If it's a good resource and it's on my planet I know about it and i'm mining it myself. But if I'm on Tatoine and there's something good on Naboo I'd pay for it so I didn't have the planet hopping hassle.


2) Resources that have shifted out. There's resources long gone that I wish I'd have grabbed just a little bit more. Every so often they pop up on the bazzar and I'll pay a premium price for them.


I know these aren't specific, but there's over a dozen types of resources I use with different qualities desired on each.




Tholl
TC-Prime
Scorpnstail
Tue Sep 23, 2003 1:09 pm
#5






Flatfingers wrote:

Well, one option is to go to great unofficial Web sites like http://www.SWGcrafter.com/






Fatfingers,


Just checked that URL .. Seems like the site is not up yet.



Vanlorn





Vanlorn - Tarquinas - Soon to be Swordsman & Resource Baron -
fsuchan
Tue Sep 23, 2003 1:12 pm
#6

Try


www.swgcraft.com




Tholl
TC-Prime
Scorpnstail
Tue Sep 23, 2003 1:17 pm
#7






fsuchan wrote:

Try


www.swgcraft.com







That worked ... thanks



Vanlorn




Vanlorn - Tarquinas - Soon to be Swordsman & Resource Baron -
Flatfingers
Tue Sep 23, 2003 1:28 pm
#8

(to continue)


... that describe nearly all crafting recipes and experimentation modes, as well as listing most current (and past) resource factor values. Knowing these things, and then using your survey tools to collect a sample of as many current resources as are allowed, it becomes possible to identify exactly the most effective resources at that moment.


But it's not really necessary to go quite that far. Knowing a few simple rules will allow a resource-harvesting player to do well financially.


Here are my "rules"; everyone is free to debate mine or tack on their own.


1. High-level crafters (especially architects) need thousands of units of resources, so there's definitely a market.


2. You could spend a lot of time trying to find highly specific resourcesneeded for certain crafting recipes, but that's not a great use of your time. You're better off going after resources that lots of people can benefit from; that improves your odds of making the sale.


3. Hides and Bones are in short supply currently, so if you want to take the time to hunt for these resources, you can charge around 10 credits per unit (more or less) for stacks of 1000 or more. (Smaller stacks will sell to novice crafters, which is a nice thing for you to do, but it's not really the most financially effective use of your time.) However, you'll spend ALL your time on this, as opposed to letting a machine do the work for you (see below).


4. Generally speaking, the best kinds of machine-harvestableresources are metals (Mineral), fiberplast (Chemical),and cereals (Flora). (Note: Architects need an unbelievable amount of Low-Grade Ore, but unless you've got the biggest harvesters it's usually not worth going after this resource.)


5. Within the metals, steel is always in demand, but interestingly I've found that there's a nearly equal demand for copper and aluminum (Non-Ferrous Metals). (A good iron is nice... not exciting, but nice.)Based on analyzing many crafting recipes, I conclude that there are certain factors that are critical to getting high experimentation values.Overall Quality (OQ) is by far the most important factor -- if every other factor is low (600s or less), you can still sell a metal with an OQ of 850+. The other factors that are crucial for metals are:


* Malleability (MA)


* Conductivity (CO)


* Shock Resistance (SR)


* Unit Toughness (UT)


If you can find a metal with over 800 in OQ and SR, harvest it. If you can find a metal with over 800 in OQ, CO, andMA, harvest as much of it as you can. If you can find a metal with over 900 in OQ, CO and MA, harvest it like the world is endingand DON'T SELL IT untilat least a couple ofweeksafter it goes away -- you'll be able to charge anything you want for it at that point. (And no, you can't have my Eekeetian copper from the early days of Radiant, with its OQ=966, MA=945, and CD=995. )


6. A similar argument applies for fiberplast, except that Shock Resistance and Unit Toughness are even more important. Decay Resistance [DR] used to be vital as welluntil experimentation on clothing was removed. Now it's just very nice to have -- in fact, I usually like to harvest two kinds of Chemicals -- whatever the current fiberplast is, and the Chemical with the highest current Decay Resistance, since there are a number of crafting recipesrequiring an Inorganic or Inert Petrochemicalresourcewith a high DR.


7. Finally, a Cereal resource (any of the four grains in either the Wild or Domesticated varieties) with high OQ and PE scores (850+) will sell very well, since it can improve most recipes for food items. Fruit and Vegetable resources with high OQ and PE scores will also sell, but they're not as valuable generally.


8. If you run harvesters you'll need a Power resource, which you can either buy or generate yourself, but I personally wouldn't mess with Gas or Water harvesters at all. There are some folks with a limited need for good Gas and Water resources (weaponsmiths and stimpack chemists respectively), but there aren't enough of these players to insure instant sales for your resources.


9. A last note on pricing: I run a personal mineral harvester, a personal chemical harvester, and a personal flora farm, and I find I can sell everything I harvest on the Bazaar within a day (two at most)at 2500 credits per 1000 resourceunits. I don't mind saying this out loud, since there will always be greedy players who insist on selling at 3000 (the maximum allowed Bazaar price) whom I can undercut.


If an income of 50K/week is enough for your needs, then the rules I've outlined above should work for you, too. If you feel you need more income, then you'll probably want to use the bigger harvesters, and look into selling within a PA or running around making 10,000+ unit deals with individual players.


Good luck!


--Flatfingers [Master Artisan, almost Master Merchant; Radiant/Naboo/Keren]

Flatfingers
Tue Sep 23, 2003 1:31 pm
#9

try www.swgcraft.com


Ack! Thanks for the correction, fsuchan.


Man, maybe I should call myself Fatfingers....


--FLATfingers

fsuchan
Tue Sep 23, 2003 1:37 pm
#10






Flatfingers wrote:

try www.swgcraft.com


Ack! Thanks for the correction, fsuchan.


Man, maybe I should call myself Fatfingers....


--FLATfingers






Anytime, it's one of my favorite sites.



Tholl
TC-Prime
Scorpnstail
Tue Sep 23, 2003 2:35 pm
#11







Man, maybe I should call myself Fatfingers....


--FLATfingers






Oppps ... sorry about that



Thanks for such a great post above . . I know that it will help me out immensly , in what I am trying to do



Thanks again,


Vanlorn




Vanlorn - Tarquinas - Soon to be Swordsman & Resource Baron -
marqie
Tue Sep 23, 2003 4:16 pm
#12

BTW, good post, good conversations



Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

Flatfingers
Wed Sep 24, 2003 12:16 am
#13

This is a very good question I don't recall seeing posted elsewhere -- to phase it another way, how is a miner-type player supposed to know what resources to harvest?


It's one thing to go after resources if you're a jack-of-all-trades crafter type. If you've learned a lot of crafting skills, you knowa boatload of crafting recipes and their experimentation factors. And that means you can identify at any point in time what resources are "best" to make any particular item, experimented on in a particular way.


But how are you supposed to know that stuff if you're not a crafter?


Well, one option is to go to great unofficial Web sites like http://www.SWGcrafter.com/

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