Shipwright Archive
Thread: Shipwrights Unite!!! Pricing issues
Yes. When they buy a ship they should be able to jump and go...too bad they are just buying a chassis eh? I have been crafting non stop since JTL was launched...which is a lot of effort...if i put all the components onto a starter ship with the chassis...i would also sell for 110k...maybe more, i mean the shipwright could've been crafting 10 other chassis during that time and made alot more money in doing so. If the customer isn't up to paying that price...theycan go ahead and pay 18 million to grind it out and provide master shipwright quality within the first week of release as i have.
Yeorg wrote:
Brilyn wrote:
No, but it's a lot of effort.
And someone may not have 110k starting off.
They may be able to afford the Chassis, Engine, Capacitor, Reactor and 1 Gun.
Then they'll do a mission or two to get money. And come back, and buy more.
If I'm sticking the Chassis *deed* in that bag (as opposed to the Blueprint), then I have an additional cost of 25k (and up) that I'm not going to recoup until someone buys that bag. And I don't think I'll be risking that......
Okay, if I have a custom order (I assume this is what you are talking about), then yes I would raise the price a little. But not much more. I mean, come on. 110k for a novice ship deeded form fully equipped with level 1 components. I still think 110k is too much, even for that. Yes, it is a lot of effort, but are we not supposed to put a lot of effort into our profession and make the customer happy. When a player purchases a ship, he should be able to jump into it and go, unless he just wants the blueprints.
Smelli
Emenikan wrote:
Yes. When they buy a ship they should be able to jump and go...too bad they are just buying a chassis eh? I have been crafting non stop since JTL was launched...which is a lot of effort...if i put all the components onto a starter ship with the chassis...i would also sell for 110k...maybe more, i mean the shipwright could've been crafting 10 other chassis during that time and made alot more money in doing so. If the customer isn't up to paying that price...theycan go ahead and pay 18 million to grind it out and provide master shipwright quality within the first week of release as i have.
Yeorg wrote:
Okay, if I have a custom order (I assume this is what you are talking about), then yes I would raise the price a little. But not much more. I mean, come on. 110k for a novice ship deeded form fully equipped with level 1 components. I still think 110k is too much, even for that. Yes, it is a lot of effort, but are we not supposed to put a lot of effort into our profession and make the customer happy. When a player purchases a ship, he should be able to jump into it and go, unless he just wants the blueprints.
Smelli
Who says it just has to be the chassis. I am not Master Shipwright yet. I just haven't had the time to fully master it with work and all, but I am halfway there.I believe that Master Shipwrightsshould sellcomplete ships (stocked with components). The better the components inside the ships are, the higher the prices are. Custom orders can be taken. Yes, you can also sell chassis, but not at 110k for a Z-95 chassis. Sheesh. Also, components can be sold seperately for those who have bought completed ships and wish to upgrade or adjust any of the components inside their ships.
Smelli
<KD>
Brilyn wrote:
Your mathimatics is bang on.
But lets clear up a completely erroneous assumption:
That we all buy our resources.
Mining one's own resources costs:
Steel at 0.2cpu
Aluminum at 0.2cpu
LGO at 0.2cpu
Inert Petrochem at 0.2cpu
2k of Steel = 400c
1k of Aluminum = 200c
1k of LGO = 200c
1k of Inert Petrochem = 200c
The fact that you grow your own food does not depreciate it's value.
Therefore, the base assumption is not wrong on my part, but rather, wrong on your part. If you don't agree with me, then sell me YOUR resources at the 0.2cpu that you quote. If you won't sell it to me for that, then it's value is actually higher, isn't it?
Lumpi667 wrote:
If you gain one time 10k or 10 times 1k there is no difference, but you will allow others to have more fun, play the game, earn money and come back to you and spend it at your Vendor...
I could imagine that it wouldnt hurt much to sell Tier1 ships for production costs and starter ships on the bazaar or cheap on your Vendor, as they will remember you and come back to buy other stuff like components, ammo, reapair tools higher Tier's ships...
Yeorg wrote:
In real life, when you purchase a new vehicle, you don't purchase a blueprint, then take it to a chassis dealer and pay more money to make the chassis, then go find or purchase an engine,wheels, windows, or doors for it. It all comes in one package. Am I the only one seeing the sense in this?
Smelli
Message Edited by Yeorg on 10-30-200411:27 PM
Message Edited by Yeorg on 10-30-2004 11:28 PM
Just as a point of order, if you've ever purchased a NEW car, this is not the case.
There's the price of the car. There's the price of the ABS. There's the price of the power steering and locks. There's the price of the undercoating. There's the price of the sound system upgrade. Yadda, yadda, yadda.
moody628 wrote:
Yeorg wrote:
In real life, when you purchase a new vehicle, you don't purchase a blueprint, then take it to a chassis dealer and pay more money to make the chassis, then go find or purchase an engine,wheels, windows, or doors for it. It all comes in one package. Am I the only one seeing the sense in this?
Smelli
Message Edited by Yeorg on 10-30-200411:27 PM
Message Edited by Yeorg on 10-30-2004 11:28 PM
Just as a point of order, if you've ever purchased a NEW car, this is not the case.
There's the price of the car. There's the price of the ABS. There's the price of the power steering and locks. There's the price of the undercoating. There's the price of the sound system upgrade. Yadda, yadda, yadda.
lol, yeah, but my point is, when you are buying a vehicle from a dealer, you can get in and drive it away (hopefully). The better the componentsare in a vehicle, the higher the price will be.
Smelli
PyronFirewalker wrote:Long term viability isn't determined by the price that is charged for the items, it is determined by the decay rate of the item. Architect items don't decay (well, as long as you pay the maintenance on the houses and harvesters that is) so that profession was hosed from the start. Shipwrights will make their long term money on components since they decay.
GalacticHustler wrote:
actually the only point in this thread that is important has to do with long term viability of the profession. People say we have no right to say people shouldn't give away ships but we do because we are the ones that actually care about the profession. Lowering the long term viability and then getting out is just another form of griefing no matter how you spin it. It may not be intentional griefing but it achieves the same result. I just wish they raised the barriers to entry even higher to prevent FOTM crafters from ruining yet another prof before it even gets a chance to get off the ground.
We obviously have 2 different definitions of long term viability the arch problem is they thought it meant capable of surviving where most of the economically sane world would say it means long term success, two distinctly different things. Decay does play a role in that but what also plays a role is what do you need to charge to be a success in the long run. 6 months down the road if anyone that is making negligible cred being a SW is still a SW I owe you all an apology, but more than likely the rest of us will be left behind to clean up the mess they've made.
or
Maybe I'm just not understanding certain peoples reasoning so proponents of low cpu sales, why do you think this is the best way to go not for yourself but for the shipwright community as a whole?
Message Edited by GalacticHustler on 10-31-2004 08:22 AM
GalacticHustler wrote:
We obviously have 2 different definitions of long term viability the arch problem is they thought it meant capable of surviving where most of the economically sane world would say it means long term success, two distinctly different things. Decay does play a role in that but what also plays a role is what do you need to charge to be a success in the long run. 6 months down the road if anyone that is making negligible cred being a SW is still a SW I owe you all an apology, but more than likely the rest of us will be left behind to clean up the mess they've made.
or
Maybe I'm just not understanding certain peoples reasoning so proponents of low cpu sales, why do you think this is the best way to go not for yourself but for the shipwright community as a whole?
Message Edited by GalacticHustler on 10-31-2004 08:22 AM
I think that's the fundamental disconnect. Most of the shipwrights are either former master crafters or master combat types, for whom a million credits is meaningless. As a former entertainer turned Master Shipwright, I make more in one day (for the last four days in a row) than I have ever had at one time in months of gameplay prior to JtL launch - multiple millions of credits per day. Yet my even my most extravagant pricing is less than half of what the Coronet Mall vendors are selling for. One anecdotal component - Mid-Grade Blaster in South Coronet Mall (the prime shopping spot on Naritus) was 400-700ish damage rating and selling for 85k. Mine are 625-850ish and selling for 4k.
I have already replenished my materials stock twice over since JtL launch (some mining, mostly purchasing) and am still up more than I've made in nearly 8 months of SWG. So please remember that "negligible" is not the same for everyone.