Shipwright Archive
Thread: Aniketos Pricing Guide
moley wrote:Figures. Here we go with the insane prices. Seems I remember what Luke Skywalker said in Star Wars. "wow, we could almost buy a ship of our own for 10,000 credits." Something along those lines anyway. Funny, not many things go for 10.000 credits in SWG. Maybe some people can set a trend and lower the economy instead of trying to hoard credits for some dumb reason. Wow, you have the most credits on the server. Good for you. Don't charge huge prices like that. A newbie comes in, he can't do anything except jump into a starter ship and get blown up every 10 seconds. On top of that, component breaks, you have to buy another. Running boring mission after boring mission to get the credits just to get a new deflector shield, again and again. And if you say, SWG doesn't follow story lines, well, maybe it should. Maybe SOE should cap everything. Put a cap on all things sold so everyone doesn't have to grind to buy something, and grind to support it. That way, some of us can actually play the game the way it should be played.
Maybe you could stop trolling the Profession board and find something constructive to do, while we're on the topic of things we feel people should do. It costs more than 10K just to make a starter ship chassis with anything but grind materials, and even with grind materials, a starting ship *with* components takes 6400 resources, assuming NO upgrades. Now, I don't know if you've noticed, but on our particular server, grind materials generally go for 2 cpu at a minimum. So to BREAK EVEN, we're already talking at least 12,800 for a kind of terrible ship. naturally, breaking-even scales up from there. And no, I'm NOT going to go grind TKM Janta missions all day so I can hand out ships below cost to people. I'm all for reasonable pricing and such, but that isn't reasonable, period.
S_Thark wrote:
Nah... the price guide is actually pretty fair. In averages it goes by about 6.5 cpu for chassis and 10 cpu for components. And if you consider in what kind of insane amounts a shipwright will need ressources to be able to make chassis and that all components and chassis have to be made by hand, it is rather fair. I am a lot more expensive as a tailor charging about 10 cpu to 18 cpu there.
a tier 1 ship @ 100k is 20 cpu
****edit umm n/m I was thinking of novice. Dang the more I do the math the more those prices are too cheap !!
Xwing 60k resources Tier 3 @ 7.5 cpu that's 450k !! Man that's cheap cpu crafting ! *****
Origianlly I thought that was a fair price as other crafter get 20 cpu to 40 cpu profit.
A long time ago I rebutted an Armorsmiths post stating they had to charge said prices to make a profit.
I told her that she is making over 40 cpu profit not a base price of 40 cpu !!
No wonder a full suit of Comp was costing 525k !!
So anyways I was reading some other posts and since I'm creating prototypes and not "practice crafting" I have those crappy resource made /non experimented tier 1 ships @ 40k a blueprint.
We'll see I guess.............. server is coming up
Message Edited by FSCSexplorer on 10-27-2004 07:53 AM
Sevardos wrote:
Ummm... pricing discussions are generally useless. You're not going to convince anyone what is or is not a fair price.
One thing that seems to be under-estimated (or ignored)is the cost and market value of quality resources. These will go up and will be fought over - just like AS and WS resources are now.
This is NOT architect where all you use is grind resources. Some of the resources you will use for components, sub-compents (and maybe even chassis) will have market values ranging from 6 cpu to 15 cpu (some 50 to 150 cpu if it has ridiculously high stats).
Again, this is NOT architect. Every ... single ... piece .... needs to be experimented on and can only be made by hand (i.e., no factories). So you're not going to have someone spewing out 1000 ships in a factory which would flood the market with product (and lower prices).
There is no way by any stretch of the imagination that I would sell a product at a price that is the same or lower than the market value of the resources that make it. I'd be better off just selling the resources then. Anyone who thinks otherwise is delusional.
It's your $$$ to SOE every month so you're free to price anyway you like. But as the market matures, prices will actually go higher (my opinion of course). Unless ... you believe people will want grind ships with grind components for higher tiers (although I highly doubt it).
If people say: here are the prices I'm using, why I'm using them, and how the customers are responding, then that is *great* information, particularly as we all get started.
But when people issue "moral" judgements, based on *their* playstyle and values (never considering that the other guy may be coming from a different perspective) then it's down the rathole we go.
If I have a pile of resources that would fetch some number of credits (e.g., 300K) on the open market, and I make products from that pile instead of just selling the resources, if I sell the products for less than 300K that means that by my efforts I just *reduced* the value of that pile - my work added negative value. I just fundamentally won't do that - it makes my labor worse than worthless.
How much do you pay a slicer to do your weapon or armor? That only takes them "10 seconds".
ZenDragonMLS wrote:
It doesn't take 10 seconds of your time. You meet with the customer, they hand you one or more pieces of loot, you talk about them, you look to see if they take multiple items to do the RE on, then you put them in the tool, hit the button, hand it back to them, and talk about how that impacted their loadout.
How much do you pay a slicer to do your weapon or armor? That only takes them "10 seconds".