Scout Archive
Thread: charge per unit ?
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Infiltrator
Fri Sep 26, 2003 3:54 pm
#1
how much does meat and hide sell on your servers ? like depending on oq ? i'm not sure if i charge enough i go 3 per unit for crap 5 for the moderate and 10 for the good stuff like all stats 900 + like krayt hide ? discus
DeltaXi65
Fri Sep 26, 2003 9:32 pm
#3
Infiltrator,
My Scout guide has my revised pricing guide in it, but you are selling for about the right prices. Check it out.
As for the krayt segments, I've never sold one, so I'm not sure.
I would suggest getting an offer from an armorsmith - see how much he is willing to give you for it.
B
TheFUna
Mon Sep 29, 2003 4:15 am
#4
I mentioned this in another thread but I generally can't get more than 5cr/unit.
I'm currently on Naboo hike-hunting between cities. When I get to a city I'll sell off everything I collected on the way, usually 1000-2000 units of mixed resources. Originally I played on Corellia doing the same thing but pricing anywhere from 3-10cr/u depending on quality but I've still got some 900+ OQ stuff sitting on the Bazaar in Coronet after 5 days that I'm trying to sell for 5cr/u.
Lately I've taken to breaking my haul from a day's hunt into 100-150unit blocks and selling it at 3cr/u unless its REALLY good OQ (900+) then I bump it to 5cr/u. Funny thing...I put up a sale of 500 scaly hide for 1500cr and it sat for 3 days. I put up 5 sales of 150u of scaley and it sold the same day all to the same person. It seems that there's a psychological game to play as well. Keeping your selling price under 1000cr makes your sales look more "affordable".
From what I've seen and what I've been told by two artisan friends and a medic, they don't care about quality for the most part. Quality only counts for SOME items, but when making furniture and most clothing they could care less. Bio-Engineers don't care either. Simply put only the high-end tailors, armorsmiths, and architects really care about quality and with the market flooded they can get what they want cheaper than most Scouts are willing to sell for.
My advice...try selling high for 72hours, then nudge your price down if it doesn't sell. Break up your sales into "affordable" blocks of 100-200units to get them to move quicker. You'll need to experiment to find that perfect selling price for your server and planet.
I'm currently on Naboo hike-hunting between cities. When I get to a city I'll sell off everything I collected on the way, usually 1000-2000 units of mixed resources. Originally I played on Corellia doing the same thing but pricing anywhere from 3-10cr/u depending on quality but I've still got some 900+ OQ stuff sitting on the Bazaar in Coronet after 5 days that I'm trying to sell for 5cr/u.
Lately I've taken to breaking my haul from a day's hunt into 100-150unit blocks and selling it at 3cr/u unless its REALLY good OQ (900+) then I bump it to 5cr/u. Funny thing...I put up a sale of 500 scaly hide for 1500cr and it sat for 3 days. I put up 5 sales of 150u of scaley and it sold the same day all to the same person. It seems that there's a psychological game to play as well. Keeping your selling price under 1000cr makes your sales look more "affordable".
From what I've seen and what I've been told by two artisan friends and a medic, they don't care about quality for the most part. Quality only counts for SOME items, but when making furniture and most clothing they could care less. Bio-Engineers don't care either. Simply put only the high-end tailors, armorsmiths, and architects really care about quality and with the market flooded they can get what they want cheaper than most Scouts are willing to sell for.
My advice...try selling high for 72hours, then nudge your price down if it doesn't sell. Break up your sales into "affordable" blocks of 100-200units to get them to move quicker. You'll need to experiment to find that perfect selling price for your server and planet.
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