Ranger Archive
Thread: Harvested Resource Pricing & Needs Guide
I would like some feedback on a little guide I'm writing ... I've gather a lot of information on this stuff and want to get it all put together for the Ranger communityto use.
http://www.bluemoonboys.com/blacksun/resources.htmlWhile Overall Quality is most often the statistic to look at, I wouldn't say it's the "primary factor for all resources". Factors like Potential Energy or Flavor in meat, or Shock Resistance in bones may in some cases be equally or more important to the buyer, depending on what schematics they will be using the resources in. If you (or the readers of your guide) are serious about being a resource supplier and making good money from it, it's a very good idea to get to know exactly what statistics are most important for which schematics requiring which harvested resources, rather than always going by the rule of thumb that OC is always most important.
IMHO, supply and demand are always going to trump any pricing formulae you might use. You can do all the calculations on attribute values you want, and if the market is glutted or someone undercuts you, they won't mean a thing because your stuff still won't sell. You might also end up short-changing yourself because the demand for something is high enough to sustain double the price that your calculations indicate. This is why some time ago I abandoned all the calculations and have been much more successful with these rules:
1. If I put a resource up for sale and it sells in less than 24 hours, I priced it too low. Bump the price of the next batch up by 2 credits/unit.
2. If I put a resource up for sale and it takes more than 3 or 4 days to sell, then I've priced it too high, or there's a glut of that resource in that area, or both. Price the next batch lower, and/or sell in a different city next time. (Target market: lazy players who want to buy something NOW rather than searching the whole planet for bargains)
3. If making a profit off a certain resource requires me to set a price that's higher than the market will bear, I hunt something different. E.g., my time and money spent collecting Dantooinian Herbivore meat and bringing it back to Tatooine to sell necessitate a price of at least 8 cr/unit, but none of the medics are willing to pay that much for it.
You already sort of touched on these rules in your last paragraph. What I'm essentially trying to say here is that, in my view, supply and demand will always take precedence over what your calculations show the price should be (the calculations being based on all other things being equal, and they never are), and secondly, what you term the difficulty in retrieving the resource is just one aspect of the "supply" of supply and demand. The harder the resource is to retrieve, then the lower the supply will be, and if it's very difficult then it may force you to set a price that's higher than the demand will meet.
Your chart is nicely laid out. I personally find the type one, two, & three columns somewhat unnecessary and just for the sake of readability would make one column with entries like "any meat", "insect meat", "endorian wooly hide", etc. Add another column specifying what characteristics to look for, for that specific resource (since each entry derives from a particular schematic that profession has), e.g., "Overall Quality 66%, Potential Energy 33%".
I hope this feedback has been useful.
"If I put a resource up for sale and it sells in less than 24 hours, I priced it too low. Bump the price of the next batch up by 2 credits/unit."
- A reasonable idea. ![]()
- Generally, since I have veryfew expenses, my sale prices remain pretty constant.
- I only vary the price based on quality, selling higher quality resources for 6-8, and lower grind ones for 3-5.
- I have little problem selling all my resources (meat and hide) on the bazaar using this approach. ![]()
Zip_Moonblast wrote:
I hope this feedback has been useful.
*VERY* useful. Thanks.
I am gathering as much feedback and insight as possible before I turn this into a "utility" tool (web-based app)for the chart. I have it broken down into three "types" for database sorting purposes. If any of you want to help with content (extending the chart into more detail), that would be great and most welcome.
I'm also open to any suggestions for this tool as to what would be helpful.
While you're at it, I would also put specific type meat, hide and bone, such as tatooine wooley hide for the boots.
I think Rangers/scouts are starting to get a good feel for what the market is demanding, and much of that has to do with good communication on these, and other boards. Along with that comes the idea of how to price. Your formula is a pretty good suggestion, and I might give it a go. As feedback comes back, it will be good to incorporate the specific needs, such as OQ, or flavor for each crafted item into your charts.
Some great feedback so far, and I've marked the page in my favorites ![]()
/bump
I'd liekt o see more feedback on this...
I think it's a great start and could go a long way toward standardization of a "Rangerecomony".
Any other thoughts on resource pricing?
I function primarily as a miner on Gorath and recently converted to Ranger after falling in love with outer planet harvesting. I have spent most of the game studying resources, stats and the market. I probably move 500k units a week.
First, the importance of a particular stat can be seem by looking at the schematic. A camp, for example is most effected I believe by the stat called "decay resistance" not overall quality. Depending on what yu make, maellibilty may be key...or potential energy....etc....I have not checked camo camps but plan to tonite. The type of materials yu use effects the SUCCESS yu have im crafting it.
The bizaar (at least on Gorath) is a more expensive way to acquire resources. Get to know a miner and have him look out for yu. Yu can generallyget resources from large scale providers for 2-2.5 depending on stats. Also, if yu have the points to allow it....consider taking artisian and survey 1.......heres a HUGE tip...offer to survey dangerous planets while Rangering in return for materials. A good miner will do that in a heart beat.
High quality hides are most critical to Tailors and Armorsmiths. The better quality they are the more they will sell for. Certain meats with certain stats are better for stims...etc....
Selling direct to certain classes will make yu more per unit. The bizaar limits the transaction to 3000 credits and most of the more wealthy artisians spend little time checking the bizaar.
Hope this helps.
IF (and that's a big IF) resources have been truely cut in quantity but more people are now selling because of the 60% group rule, prices and such might change. I'm not an economist, but I have to imagine that the changes made will have an impact on pricing in some form.
I'm all for fixed prices... It takes the same effort to harvest 100 quality crap as it does to harvest 900 quality gold. Fix your prices at something reasonable. 3-5/cr unit isn't bad. Only go lower if you have a pile of crap you can't sell.. but remember, stats don't matter for Tailors, they're ALWAYS willing to buy hides at a reasonable price... Novice medics need organics for stims, quality doesn't matter for the guy grinding out exp or making packs once in awhile for himself and the cantina crowd.
I fixed ALL my prices at 3cr/unit, I ONLY go higher if there's a specific order or offer at a higher price. For example I was approched for a certain high quality Wooly hide that was found on Naboo (until a few days ago) at 15/cr a unit for all I could harvest. I was made a similar offeron Yavinian wooly hide at 10cr/unit. I go lower on prices for bulk (10k units or more) because its less work for me, and the limit on the bazaar is 25 items. You'll frequently find my fiberplast on the Theed Bazaar at 1000 units/3000 credits unless I get an order for 'all you can harvest'.
I used this guide today for a bunch of hides / bones / meats that were taking up room in my house. For the most part, I tried to stick to the formula, athough I did adjust it depending on the stats.
Considering the work involved, the risk, the tavel costs, and the time... Ithink I came up with some fair prices. Some (1 or 2 actually) were around 9 cr each, most others others around 4 - 6 cr... just depends.Yavin or Dathomire is going to cost you more then Corellian items...
But then again... beauty is in the eye of the beholder, and if you REALLY need Tatooinian Monkey Feet for a Stimpac, you'll pay a premium amount regardless of OQ, Malability or whatever.
I like the formula and I will use it from now on, only deviating from it when I feel it's nessicary.
I hope I made sense... it's late and I'm tired. ![]()
Great idea, wonderful principles, complicated formula for someone who hates math.
Will it work, maybe - If you can get everyone onboard with it, which is not gonna happen.
I sell my hides based on the idea that I am a Master Ranger. There are people out there who need the things I can get - hides/bones/meat. Some of these may be starting out, some may be masters. I have an unofficial pricing plan that I use - goes like this -
If i got a smaller amount - under 1k - it goes on the bazaar for about 2.2cpu. Let the new people, or the not quite masters yet, fight over it. They don't have shops yet, or vendors, and need the stuff. Why withholdxp from them?
Larger amounts, I go see a master at his or her shop and sell it on their vendor. Depends on the scarcity of the item, the quality if a concern, and who I am selling to. I may leave it at 2.2, it may go as high as 4.0, or if I am in a good mood, I will slap it on there for about nothing . But they know I need a favors now and then and they will owe me one. Example - polymer is pretty much not needed anymore, so I gave most of my stockpile to a Master Tailor friend. Do I get discounts? yuppers. Herbie meat is the same deal, I supply the docs and get free stims, great stims, outstanding kickbutt heal you in one shot when you forgot to clone stims. Free, or at a deep discount, or on a 'here, try this, tell me what you think" basis.
7.0 - nah, way too high. Good idea tho. But as money seems to flow into my pockets, I am sticking with what I got. I am not a socialist, just believe in helping the little guys here and there and think bartering is more fun anyhow.
JB
I may not be rich, or good looking, or talented, but I am having fun