Scout Archive
Thread: To Selling Hide/Bone: Dirty Little Overlooked Secret (A must read for Scouts)
Yanno, I read the entire post and decided that it was a lot of work and sweat and thinking just to figure out how to sell stuff.
Here, I will make it way way easier. Price it all low, lower than the other guy, you sell more, you get rich. Hard work my butt, it's fun to kill and harvest. The selling of stuff is a pain. Lately I only do it cuz my bank is full, then it's yard sale time... 3cpu, you tell me what you want cuz it's all on the bazaar. What don't sell, I use to make traps. Wow, way simpler than algebra/calculus/trig and figuring out the square root to the hypotenuse.
3cpu, unless I am in a good mood, then its freaking free. yeah, its hard work to shoot durnis, I want 75cpu ... rolfmao
JB
I make money the old fashioned way, I run a lot of missions and kill load of Lumps
I posted some thoughts on pricing a while back because I thought our profession was ripping itself off with low pricing, 3 cpu. A nice post was left by Delta, explaining the pricing of our resources. I dont think anything was priced above 15 cpu for something extremely rare but most prices were listed under 8 cpu for our resources.
I still think we our ripping ourselves off most of the time at the prices we sell at. For example, I find it funny when someone needing my resources replies to my post stating at my prices nobody will ever buy it at that price and so and so on... but then says we can barely amake a profit at3 cpu etc., etc.. They then go on to state, I just bought so many hides from this guy for 2 million credits,very cheap and your stuff will not sell at that price etc..So whats wrong with that statement they made.... anyone....anyone.....Ok, if your barely making a profit at the so called cheap prices, 3 cpu,where didyou get 2 million credits to purchase it. LOL
Yes, some stuff shouldsell cheap. Everything should be sold based on its attributes and what people want. This is a great post. We finally need to shed some light on whatmost crafters arekeeping a secret in order to keep buying cheap. Making them millionares and keepingus scouts struggling.
An example of what can be done. I sold 1000 hides at 20 cpu to an armorsmith.He wanted OQover 800 and SHOCK over 500. Thats it. He also offered the same hides for a price at 40 cpu if I purchased his armor with the credits from that sale. So, do u think hes doing this to lose money. I think not. This leads me to believe thatour prices areway to low and out of line with the economy.Even at the crappiest hide cpu's. I also sold 600 hidesdivided in 100 bundles at 12 cpuon the bazaar in three days.They were very nice and high in most attributes though. The funny thing is, those auctions were ridiculed badlyon these boards by some armorsmiths putting their 2 cents in about how they would neversell and how they would never purchase anything at 12 cpu regardless of quality and so on. Guess what, THEY SOLD!!!!
We need to establish our own profession and our own pricing. Not let others dictate our pricing and profession with their whining. I will not try to rip people off or just come up with pricing off the top of my head. Its just a game in the end. But, I will ask what they need and refer to the great sites that were listed inthis post to comeupwith my pricing so its far to me and my fellow scouts in establishing a far financial market forour profession.
IsaipOsywae
Master Hunter / Tracker
Sorry TheFuna but you are wrong about this.
OQ IS THE MOST IMPORTANT STAT FOR MAKING ARMOUR!
But it is not the only resourcestat that matters. But OQ is used to determine every stat of the final armour. Malleability only affect encumbrance (which is still important) but will have no impact at all on resistance. Shock resistance is also important but will not affect encumbrance.
There are 4 stats that are important OQ, SR, UT and MA.
OQ: Affect alll stats
UT: Affect the base resistance
SR: Affect special resistance (for example Chitin has special resistance against Kinetic damage)
MA: Affect encumbrance (HAM cost)
Hide with High OQ and low MA is always better than High MA/Low OQ. 1000 MA / 100 OQ or 1000 OQ / 100 MA will give you the same results for encumbrance but the 1000 MA will not be used for any of the other stats.
High OQ is always a safe bet. An armoursmith might choose high UT and SR over high MA if he is more concerned about maximizing resists than HAM cost.
---
You say about crafting CDEFs : "I realized that with metals quality is not determined by OQ but rather CONDUCTIVITY."
Both are actually equally important. It is 50% OQ and 50% Cond (as with all ranged weapons). A metal with 1000 Cond and 100 OQ (final resource stats is 50% x 1000 + 50% x 100= 550) is worse than using 700 OQ + 700 CD (=700).
Hope this help
Bermag wrote:Sorry TheFuna but you are wrong about this.
Sorry Bermag -- but I'm not.
Overall Quality is not the primary stat for items using hide/bone.
In all the schematics I've seen the primary stat is MALLEABILITY followed by OQ with a lower percentage. This applies mainly to HIDE whereas I haven't been able to do as much experimentation on bone.
Here's the facts when making BONE ARMOR:
1) High Malleability + mid-low OQ hide makes BETTER armor every time as opposed to high OQ mid-low Malleability. This means that Malleability is the more important stat.
2) High Mall/High OQ hide, obviously, will give the best results, but in practice malleability is the key to good results when crafting with hide.
Of course if you'd have read my post thoroughly and the resulting discussion you'd have gotten the point: which is we cannot and should not base our selling prices on OQ alone as it has been suggested in the past. 999 OQ hide is worthless for quality items if the Malleability is 200.
The schematics themselves prove this point to be true.
Bone Chest Plate - Malleability only affects HAM (three entries) at 50%. Overall Quality is used in every stat at 50%. Allakhazam
Padded Armor Chest Plate - Same. Allakhazam
Ubese Armor Jacket - Ditto. Allakhazam
I do agree that all properties are important, and if you're not selling based on all of them you are potentially short-changing yourself, or over-pricing the material. However overall quality is still the most important stat in the majority of schematics.
Seiryuu wrote:
FUna, check your schematics again:
Bone Chest Plate - Malleability only affects HAM (three entries) at 50%. Overall Quality is used in every stat at 50%. Allakhazam
Padded Armor Chest Plate - Same. Allakhazam
Ubese Armor Jacket - Ditto. Allakhazam
I do agree that all properties are important, and if you're not selling based on all of them you are potentially short-changing yourself, or over-pricing the material. However overall quality is still the most important stat in the majority of schematics.
In actual practice, Malleability makes a bigger difference with Bone Armor than those schematics show. I tried some high mall/low oq hide vs some high oq/low mall hide and in ALL cases the high malleability hide gave better initial values and more opportunities for experimentation.
The fact still stands:
OQ is not the sole basis for hide/bone desirability/quality.
I've revised my opinion somewhat on how important Malleability is (see follow up post) but I still believe that OQ is a lot less important than we've been thinking.
Don't be fooled by random results. Sometimes you get better results with worse material becasue you had a better success (it is sometimes very strange and I have got strange results. Like getting a minor failure which was better than good).
For example, I did some weaponsmithing the other day and every time I used the best resource (which I didn't want to spend on the stuff I was crafting; just wanted to see how much betetr the results were) it come out worse than the other resource with lower stats.
I haven't been crafting nbone armour for a long time, but I do remember that I found some of the results very strange.
I'll echo what others are saying here, for armor you want (from what I've seen):
#1 Overall Quality
#2 Unit Toughness
#3 Shock Resistance
#4 Mallebility
Of course, 900 OQ isn't going to matter if all the others are 100. Something 700+ to all 4 is **edit** good, so don't get put off if it's not 900+ on something.
Stats on those to should be over 1200 together (high OQ is always preferred).
Maybe I can clear this up. I'm grinding scout now (Mr. Holocron said "master ranger"), but I'm also a master weaponsmith and a past master artisan. Malleability affects experimentation on weapons, sounds like it does so on armor too - a higher malleability means each experimentation point you use can have a greater result. So even if you have a better base item with higher OQ/lower MA materials, by the time you've experimented it up it might be worse. Maybe I'm wrong and armor is different, but this would seem to explain the results you got.
I find it interesting in general that the community is finally getting around to hashing this out...
I remember early in the game when weaponsmiths weren't making certain things cause they said they were lowsy and not worth making... I always figured it wasn't the devs fault but ours for not really knowing what the right combos were...
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