Ranger Archive

Thread: Please My Fellow Rangers!!

TookrakLarrin
Sun Aug 31, 2003 5:04 am
#1

Hey All


This is abit of a rant, but nonetheless its what is really starting to get up my nose at the minute.


Firstly, the ability for multiple people to harvest is going to killthe harvest economy.


Secondly, greater understanding has to be made to people we sell to and i honestly think we have to start selling our hides, bones & meats for far more than we currently do.


People, do not understand what it takes to get a decent amout of hides, bones or meat together so that we can sell suitable amounts to them. Why is this?


Simple, Harvesters, they simple just plant them and then go away for 2 days and come back and they have a heap of resources. Easy. And i think this rational passes onto people when they consider buying HBM (Hides Bones MEats). They seem to forget how much time it takes to get 2k of hides, 3k of meat etc..


How much do you think everything would cost if they had to physically surver and mine for everything. I tell you bloddy 500 copper would got about 15K!!!!


We need to mutually agree to increase our prices. Im not talking huge amounts but it has to be an increase.


If someone asks me for 3k wooly hides, i usually would sell that for 12-15K depending on the person buying em. Some of you might say, well thats not bad, 15k for 3k hides, it is only 5 per hide, which has to be killed, then harvested. Depending on the creature you are harvesting this can take for ages.


So come on guys lets start getting some ideas on common prices and stick to it. We need to start telling people what things cost, not them telling us how much things cost.


Myself i would think (im just using hides for this example)


5 - 10 per hides - OQ less than 500


10 - 15 per hides - OQ 501 - 750


15 - 20 per hide - OQ 750 - 950


30 per hide - OQ 950 and beyond


Some of you might say geez, thats abit expensive, but look at the extreme risk one has to put them selves into to get the higher quaclity hides etc..


I think this is reasoable fair, maybe the numbers could be worked a little more, but something has to be done, not everything is worth 3 credits per hide.


So come on guys, lets start pushin around some numbers to see what we all think is fair and reasonable considering what we have to do to get these resources.


Nerj
Sun Aug 31, 2003 5:07 am
#2

Yes I agrree,


However,




Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Nerj
Sun Aug 31, 2003 5:15 am
#3

Stupid button!!


However, You can't take just Overall Quality into consideration: I adjust my prices based on the other stats as well since these factors are figured into who uses them.


My own story goes that i had 180 hides with OQ of 850 and secondary stats in the 800's as well.


Customer: Have any wooly hides?


Me: Yes, OQ 850 Decay 820 (something like that)


Customer: How much?


Me:4 credits/hide


Customer: Well I don't pay over 3cr/hide


Me: I sell these for 5cr/hide on the bazzarr


Customer: Ok


Me: Want em?


Customer: Only for 3cr/hide


I sold them on the Bazzarr for 5cr/hide




Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Nerj
Sun Aug 31, 2003 5:19 am
#4

One more thing, Right now I have enough cash that when I see cheap hideswith good Quality I buy them off the market and repackpage them at my (FAIR) price. If more of us did this a basic price structure would be determined and people would understand Hide/Meat/Bone value.



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

BusterBlade
Sun Aug 31, 2003 6:16 am
#5

OQ isn't everything. we've gotta consider all the other stats cuz all of them work independently. good overall hide is very valuable especially to armorsmiths! the OQ makes the armor's protection, shock resist and unit toughness makes the other stats, mallebility (i know i cant spell it) makes the encumbrance, and im not sure but i believe the decay resist makes the condition. not sure about everything else.


The shadow isnt only used by the dark side- its also used by me......'Shadow'

LecheHombre
Sun Aug 31, 2003 6:24 am
#6

I hunt for fun and experience, not credits. Doing missions (mainly to get a guaranteed spawn point, which I can stop worrying about after tracking is implemented) gets me far more credits than I spend, and I see no real reason to horde my wealth. Having always thought this way, I have never sold my harvested resources. And let me tell you, as a master ranger, I have harvested a *lot* of stuff.

So if I don't sell them, then what do I do with all of them, you might ask? Well, aside from keeping a decent stockpile so that I can make all my traps, tents, etc.; I generally give them away to friends that can use them. Making friendly connections with artisans can put you in a position to get free stuff (armor, meds, metal and polymer for traps, etc.), and at least for me just seems like a better deal than selling your harvested stuff for credits.

Trying to set standard prices on resources just feels wrong to me, and has pretty much failed every time any other profession has tried to do it. Sell what you harvest for whatever you want, but be aware that there is always somebody willing to undercut your price if you aim too high (or some crazy guy that just gives it away like me).

As a final note, it is absolutely not my intention to bash the practice of selling scout resources in general, and I do realize that doing so is the primary source of income for many scouts and rangers. That's cool, and I can certainly understand that you want to be compensated to a level proportional to the amount of effort it takes to gain those resources. However, I don't necessarily think that a price-fixing "ranger mafia" is the best way to go about it.

Happy hunting!



0000101010110000000100111101011011011100
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1001110000010011001110111100100000101000
0100110101110101000011001110110100010010 Ikoro - Medic
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1111100101100100111101010011100110111010 Kylista - Spy
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Elder Creature Handler


Ki_Gu_Lon
Sun Aug 31, 2003 6:30 am
#7

I agree that we have to go through far more trouble to get "our" resources (hides, bones and meat) than artisans do to get "thier" resources (minerals, chemicals and energy), but I would rather see Rangers get some sort of static organic resource harvester "traps" instead of resorting to raising the prices for our goods.


I mean, realisticly, creature parts are not as expencive as raw metal and chemicals in the real world, I dont feel they should be in this game either (dont get me started on paying more for a gun than a house!).


If we had a means, as rangers and trappers, to collect "our" resources while offline solely by maintaining a few traps, I feel we would be able to realisticly supply our resources at fair and marketable prices.




"Daddy, what's that bad man doing to my (Star Wars)?"

"Son, that bad man is (SOE), and he's **edit**ing your (Star Wars)."
DeltaXi65
Sun Aug 31, 2003 7:03 am
#8

Toorak,


Your post makes a good argument, but it contradicts itself - you start off by saying that the new 60% rule will destroy the market for hides and bone (which it won't - read the arguments I've posted on the Scout boards) but then you go on and suggest that we need to RAISE our prices.


That doesn't make economic sense. With an increase in the amount of hide and bone available on the market our prices would techincally decrease. As more hide and bone become available, you'll find fewer people willing to buy at those inflated prices that you mention.


Also, you need to keep in mind that we really only hurt ourselves when we charge exorbitant amounts for hide and bone - the end users of our harvests are crafters, themselves making a product to sell. If we charge them 15 credits per hide, they're going to pass that cost onto their consumers - us - and we'll end up paying more for the armor, clothing, housing, food, and medical treatment that we need.


I have always advocated a pricing structure based on OQ- unless there is a specific attribute that my buyer wants, like wooly or a high decay resistance, etc. The more specialized the order, the more expensive. But I have never charged anyone more than 10 credits per hide. There are just too many scouts out there for me to get that kind of money. I may be a Master Ranger, and a semi-famous one at that, but there are plenty of others who would step up and take an order for the same hides and bone and charge half, no matter what trouble they have to go through.


Remember that this is a ful fledged economy, and any action you take has ripples beyond your immediate wallet situation.


B




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Flynn_Nomad
Sun Aug 31, 2003 8:16 am
#9

I think we should sell at what it sells for. Get what you can get, keep pushing the prices up, if it sells, up it more, if it doesnt, drop it down.


I sell around 100k of hides a week, so don't believe me if you don't want to. I was gonna get into meat but I don't have time.


Other professions jack up prices, but since we are used to them we dont say anything.


I bought a top of the line, comes with everything real quality R2 unit for 25,000 credits. Did it really cost 25,000 credits worth of resources and materials? I will NEVER know. Unless a DE gets honest and tells me, or if I become one myself.


20,000 credits for a gun?


Armor prices?


And I'm supposed to feel bad for charging 3,000 credits for a stack of 375 hides with 950+ OQ and high secondary stats?


Droid engineers have the biggest nerves considering their droids have permadeath, 25k for a probot that's gonna last 3 days MAYBE if I don't use him? MY gun was 20k and it will last me a month at least.


Just sell for what people will buy, think of baseball cards, they are all made of cardboard, but some are rarer and more desired and will fetch more, ie wooly and stuff after shifts that aren't available anymore.




--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
Embersyc
Sun Aug 31, 2003 8:25 am
#10

I sell all resources, be they mineral, chemical, gas, hide, bone, meat, or whatever on the bazzaar at 1000 units for 3000 credits. If I have less than 1k of something I'll generally mark the price up a little, but never over 5cr/unit. Since I only get 25 sales at a time, I like for all of my auctions to end within 24 hours of being posted. I never sell hides/bone/meat from the baseworlds (Tatooine/Naboo/Corellia) unless it is over 800 quality. However as some crafter things specifically require resources from higher level planets, I do tend to sell anything I harvest from those planets, and it goes fast at 3cr/unit.



: Ember : Sunrunner : Hunt Master :
Zip_Moonblast
Sun Aug 31, 2003 9:37 am
#11

As much as I sympathize, being a Ranger myself, these calls for price fixing in one form or another never work. I see them most often suggested among the medic and entertainer communities, and the problem is always that it's impossible to get every medic/entertainer/ranger/etc. to go along with it. Heck, I've never even seen even a noticable percentage going along with it. Most players don't read these boards, and there are always a significant number who just don't care about the issue, even though they're in the profession themselves. They're having fun in the game and don't mind healing for free or selling resources cheaply, and so with no way to get them on board, their undercutting defeats the effort.


What I would suggest doing is to focus on identifying and harvesting just those animal resources that are both high quality and in special demand for particular uses, e.g., herbivore meat, avian meat, wooly hides, etc. I've been finding that even when thebazaars on my server/planet are glutted with thousands of leathery hides, I can still sell herbivore meat for 10 credits/unit, because it's currently OC 908 and the medics & doctors need it specifically for one of their advanced components.

Nerj
Sun Aug 31, 2003 1:21 pm
#12






Ki_Gu_Lon wrote:

I agree that we have to go through far more trouble to get "our" resources (hides, bones and meat) than artisans do to get "their" resources (minerals, chemicals and energy), but I would rather see Rangers get some sort of static organic resource harvester "traps" instead of resorting to raising the prices for our goods.


I mean, realisticly, creature parts are not as expencive as raw metal and chemicals in the real world, I dont feel they should be in this game either (dont get me started on paying more for a gun than a house!).


If we had a means, as rangers and trappers, to collect "our" resources while offline solely by maintaining a few traps, I feel we would be able to realisticly supply our resources at fair and marketable prices.





Buy the way in the real world there are no such things as harvesters to get GAS/Metal/Ore/etc. We don't have organic resource harvesters if we did this would be a moot point. The point is that the average artisan marks up the profit by around 20X what they pay.



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

Nerj
Sun Aug 31, 2003 1:22 pm
#13






Ki_Gu_Lon wrote:

I agree that we have to go through far more trouble to get "our" resources (hides, bones and meat) than artisans do to get "their" resources (minerals, chemicals and energy), but I would rather see Rangers get some sort of static organic resource harvester "traps" instead of resorting to raising the prices for our goods.


I mean, realisticly, creature parts are not as expencive as raw metal and chemicals in the real world, I dont feel they should be in this game either (dont get me started on paying more for a gun than a house!).


If we had a means, as rangers and trappers, to collect "our" resources while offline solely by maintaining a few traps, I feel we would be able to realisticly supply our resources at fair and marketable prices.





Buy the way in the real world there are no such things as harvesters to get GAS/Metal/Ore/etc. We don't have organic resource harvesters if we did this would be a moot point. The point is that the average artisan marks up the profit by around 20X what they pay.



Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

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