Scout Archive

Thread: Hide and bone prices -- what do YOU charge?

HolyElvis
Wed Jul 09, 2003 10:56 am
#14






DarthEric2 wrote:

Scouts.... they NEED these items to make THEIR items, and trust me, they're not selling their stuff for nothing.






True, but I generally get more than enough of all of these resources to keep myself well-stocked, and to make my own items. I haven't bought a single resource from another player or the bazaar...and would prefer if I didn't have to. After all, I'm a Scout dangit -- if I'm not resourceful, I should consider a career change! ;-)




Bothek Osskss the Funky Transdoshan (Ahazi)
Jack of All Trades, Master of ONE
Master Scout | Marksman (0/0/4/3) | Medic (1/0/0/3)
Artisan (4/3/0/4) | Entertainer (0/0/1/1) | Carbineer (1/0/1/1)
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pyumeh
Wed Jul 09, 2003 11:14 am
#15

well that should've said 10 c minimum



In game name:
Pyu'meh Pulsaris
AaronJL
Wed Jul 09, 2003 11:15 am
#16

I couldnt agree more with Holy!!! Folks the moment you undercutt a fellow scout on price, not only did you undercutt him/her you undercutt us all!! You should honeslty never have an issue with $$$$. Who here hasnt simply shot their target on a mission and simply moved on to the next for some quick cash. Hell I might do this twice a week for about an hour a piece and I make great cash and then could care less if that batch of hides or bones has sold yet or not. Actually I havent sold a a single hide or bone since the first week because I need them to hunt effeciently.



The happiest Dirty Bothan on the server
Stroker
Hudsonrivs
Wed Jul 09, 2003 1:10 pm
#17

Oh thanks Seiryuu!
Phaserblast
Wed Jul 09, 2003 1:54 pm
#18

Thanks for all the great tips on pricing Hides/Bones. I really like the idea of basing the price on the OQ points.



Phaserblast

TheNothing
Wed Jul 09, 2003 2:56 pm
#19

For those that want to charge by the Overall quality number:


Overall Quality rating is not the actually "overall quality" of the hide.


Every quality rating number listed makes a difference when making armor with them. Like mal. changes the encumbrance I believe and overall quality and something changes the resist stats.etc etc.


They are all important numbers to have high.


For instance a hide that was 97/148/973/356 would not mean it is good hide because the overal quality is 973.


So when youprice for the quality of hides, all the numbers equal the real quality.

HolyElvis
Wed Jul 09, 2003 3:27 pm
#20






TheNothing wrote:

Every quality rating number listed makes a difference when making armor with them. Like mal. changes the encumbrance I believe and overall quality and something changes the resist stats.etc etc.


They are all important numbers to have high.


For instance a hide that was 97/148/973/356 would not mean it is good hide because the overal quality is 973.


So when youprice for the quality of hides, all the numbers equal the real quality.





Good to know...I was just using OQ as something to start from - it's feedback like this that helps to understand how to determine what's quality and what's not. Would a good approach be to add the quality numbers together, and use some % of that as a guideline for pricing?


If OQ doesn't reflect the actual quality of the item, what does it mean? Remember, I'm a scout, not an artisan, so I don't worry about these things in-game.




Bothek Osskss the Funky Transdoshan (Ahazi)
Jack of All Trades, Master of ONE
Master Scout | Marksman (0/0/4/3) | Medic (1/0/0/3)
Artisan (4/3/0/4) | Entertainer (0/0/1/1) | Carbineer (1/0/1/1)
Creature Handler (1/1/0/0)
TheNothing
Wed Jul 09, 2003 4:11 pm
#21

I am also a scout. I work with my armorcrafter a lot to make the best quality armor.


Overall Quality is misleading. I also thought the overall quality was the "Overall Quality" of the hide. Needless to say, I was corrected by my armorcrafter.


Think of Overall Quality as if it was just like the other quality ratings.


They are all numbers that are factored into the resistances and the encumbrances, etc.


I have it written down at home which numbers are for what.


So a good way to base the quality would be to add all the numbers and take that % of 5000 ( I think there are 5 quality's )


On pricing, I have no clue what to sell them for since I hand everything I get to him for free.

Mule
Wed Jul 09, 2003 4:12 pm
#22

As a few of the DEVs have pointed out, you can charge only what the market will bear. Charge 10 credits or more, if people will pay it. The people who pay for these things will soon enough let you know when you've gone too far. So far, I've discovered that even after I've warned them in the description that they are buying kreetle hides and worrt bones, they still pay 10 credits a unit. I'm not price-gouging, either, because that seems to be the going rate on Bria.



(Retired)
I hope that someday we will be able to put away our fears and prejudices and just laugh at people.
- Jack Handey
Meshuggah_theWookie
Wed Jul 09, 2003 4:17 pm
#23

This is on bloodfin. . .


Before the July 4th, I was selling bone and hides for about 20c per unit in Theed. . .and people were eating the up!!!


But the market is more stable now. <sigh> I suppose 5c per unit is going to be the baseline rate now. I used to travel from city to city trying to find the places I could charge the most, but that's not worth my time or money anymore.





--------------------------------------------------------------
Meshuggah

Primalmoon
Wed Jul 09, 2003 11:44 pm
#24

I'm starting to feel really stupid... I sold 1k bones for only 3000 credits
Seiryuu
Thu Jul 10, 2003 12:10 am
#25


Is there a way to stack the same hides? I have about 4 different stacks of leathery hide. Is there a way to stack those?


These are actually different hides. They may all be leathery, but if you examine them, you will see they have different names and quality ratings.

I also take quality into account when selling hides. Overall quality is not the only thing you should consider though. A hide with straight 1000's is worth a lot more (actually this would be priceless) than one with a quality of 1000 and the rest at 1's. Depending upon the schematic used, any of those properties might actually be equally or more important than quality.



Another point about the bone, hide and meat types. All resources reset on a periodic basis. This system is identical for our harvesting as well as resources artisans deal with. Sometimes a planet can have multiples of these types, which is why one durni may give you one type of leathery hide, while his fellow durni gives you a different one. In our case, unllike artisans, it randomly picks between all available sub-types.

Also, when the resources reset, you will not find anymore of that type from creatures. Ever. If you have a high quality hide and what is now harvested is very poor, you can ask more for it. Better yet, you can go to another planet with good hides and bring them back. Grinders will not care, but people trying to make the best item they can will. (And if they have better starting materials, their end product is better. You can charge more because they certainly will.)



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HolyElvis
Thu Jul 10, 2003 12:23 am
#26





Seiryuu wrote:

Also, when the resources reset, you will not find anymore of that type from creatures. Ever. If you have a high quality hide and what is now harvested is very poor, you can ask more for it. Better yet, you can go to another planet with good hides and bring them back. Grinders will not care, but people trying to make the best item they can will. (And if they have better starting materials, their end product is better. You can charge more because they certainly will.)




This is exactly why I started pricing based on OQ instead of some random decision point! That way, the people that want quality materials can get them (for a premium, of course), and those that burn through cheap stuff will be able to.




Bothek Osskss the Funky Transdoshan (Ahazi)
Jack of All Trades, Master of ONE
Master Scout | Marksman (0/0/4/3) | Medic (1/0/0/3)
Artisan (4/3/0/4) | Entertainer (0/0/1/1) | Carbineer (1/0/1/1)
Creature Handler (1/1/0/0)
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