Ranger Archive
Thread: What's the regular price on animal parts?
3cr/unit??? riiiiiiiiiiiiiiiiiiiight that makes no sense. we rangers are out there killing mobs and RISKING OUR LIVES! remember that? they dont just lay down and die for us. Were not harvesters. We should be paid more for our efforts. 4cr/unit is STILL getting away with murder. 6cr/unit should be the minimum for over 500OQ hide/bone.
You have no idea how close i am to organizing a server wide scout strike. ![]()
avian meat goes for a lotto any Combat medic
and if you are selling for 3 a piece nad are on kettemore, I will buy all you have because i can sell it all for 5+
What determines price is supply and demand. People abritrarily pick this 3 number out of their ass and get ripped by your buyers. Personnally, I don't sell much because I just give my supplies to fellow PA crafters. However, when I do sell I use my brain.
So what is demand in the SWG economy. Demand relates mostly to the resources attributes. There is a certain demand for 900 quality resources and a much lower for 200. The trick is how to involve all of it together. If you have high quality but <100 of the other important attributes to your buyer it's useless. Therefore, your price actually changes based on who you sell to. You may be thinking that this makes no sence. Well it doesn't in our world but SWG's economy is no where near as efficient as the U.S.'s. Personnally I blame the Merchants for not doing there job and be proud of there proffessions, but I've posted on their boards and it's hopeless for now. Overall, demand is based on the what attributes your buyer needs.
So what is supply in the SWG economy. Simple availibility. Right now on Ahazi for example I have a doctor paying 6 cpu for Avian Meat at least 600 OQ because there is a shortage. If it's really good he'll offer up to 13 cpu. Some of you would still sell that for 3 cpu and I laugh at you. I'll buy yours for 5 and resell. Again there's the problem: Merchants aren't doing there job.
It's really hard to follow the economy and price correctly. The most effective thing to do until Merchants make SWG efficient is Trial and Error on the bazzar and hope you meet some people that are in need and will offer good prices for convience.
Find Bio-Engineer. They need meat over 700 quality for certain creatures.
Also Architects use high-quality hide.
I would never sell 700+ meat for less than 5 c / u and 900+ hide usually brings 6 c / u.
Meat under 700 and hide under 900 does well at 3 c / u maximum.
Don't worry about selling high on the right products. It will sell because people who need it will check the overall quality.
-- YP
...and people wonder why stuff costs so much...
I think it's highway robbery to sell for anything MORE than 3 credits per unit. And to avoid the people who buy low and sell high, I sell direct to the crafter who needs the resources.
I found meat that has a 1000 Overall Quality
I put iton the Bazaar in stacks of 500 for 3000credits, thats 6 credits per unit. It sells in 5 or 10 minutes on busy planets. Since 3k is the most you can charge, I'm thinking of selling it in units of 450 for 3k.
I sell certain 900+ OQ meat for 5cpu.
Bone and hide prices have dropped dramatically over time on my server, so I haven't even bothered trying to sell any.
This is an important topic. We need to be sure to keep our prices high and to remind people of the benefits of quality.
Don't sell 1000 units of bone for 1,000 credits just because you have 20k units of bone laying around.
Flynn_Nomad wrote:
This is an important topic. We need to be sure to keep our prices high and to remind people of the benefits of quality.
Do you know how economies work? When merchants have to pay a premium for their supplies, they have to CHARGE a premium for their goods, if they hope to make a profit. It costs us NO money to harvest and collect this stuff, all it takes is our time. Let's not get greedy here, folks.
Ailsa wrote:
Flynn_Nomad wrote:
This is an important topic. We need to be sure to keep our prices high and to remind people of the benefits of quality.
Do you know how economies work? When merchants have to pay a premium for their supplies, they have to CHARGE a premium for their goods, if they hope to make a profit. It costs us NO money to harvest and collect this stuff, all it takes is our time. Let's not get greedy here, folks.
You don't see the word greed in my post do you? Let me put it another way...
This is an important topic. We need to be sure to keep our prices high We need to make sure we don'tmake our prices too low...and to remind people of the benefits of quality.
Feel better? What's wrong with that?
Also just because it doesn't cost us anything to harvest per se. (save our guns and traps and armor) doesn't mean our product has a low value... It is worth a percentage of the product that it is used to create.
And I don't need an economics class to remind me that time=money, period.
If I come to your house to mow your lawn and you provide ALL THE EQUIPMENT, mower, gas, rakes and you even let me borrow your shoes... you're not gonna pay me? Because I'm just investing my time?
OK you're gonna pay me less than a guy with all his own equipment. Understood.
But if you pay me too little when I use your equipment, I may find out that I will make more if I buy my own equipment and you will be forced to pay that higher rate anyway.
I confused myself with that example, heh. (does it make sense to anyone besides me? lol)
We don't have the benefit of harvestors or the penalty of their costs either. So how does that affect the time/labor/equipment cost debate?
All I am saying is that since we make PURE PROFIT on our resources, we don't need to overinflate our prices. I think 3 credits per unit is enough. Maybe as much as 5 credits per unit IF the resource is of particularly high quality across the board.
I sell for 2 credits per unit direct to crafters who need the resources. And I have plenty of money.
Ailsa wrote:
All I am saying is that since we make PURE PROFIT on our resources, we don't need to overinflate our prices. I think 3 credits per unit is enough. Maybe as much as 5 credits per unit IF the resource is of particularly high quality across the board.
I sell for 2 credits per unit direct to crafters who need the resources. And I have plenty of money.
But 2 credits is too close to 1 credit per unit. See where you're headed? Towards zero...
Someone needs to organize the current economic situation into a readable format.
I am interested to know other professions "salaries" VS time and effort.
Cost of materials VS cost of product, etc.
How much is a Droid Engineer making off of a probot?
An architect selling a house?
Full suit of armor "X", material costVS selling cost.
You can not exclude time and/or effortfrom any of those factors.
Ailsa wrote:
I sell for 2 credits per unit direct to crafters who need the resources. And I have plenty of money.
And define "plenty of money". That's a little relative and vague.
In real life, I'll bet your definition of "plenty of money" isn't as high as mine, and I'm really not greedy either.