Shipwright Archive

Thread: Aniketos Pricing Guide

RagNoRock5x
Wed Oct 27, 2004 11:11 am
#40

How about charge for RE the same way with slicing?

XXX credits * % increase = cost


So lets say a RE on...


  • LvL 1 RE stuff would cost 1000 credits

  • LvL 2 RE stuff would cost 2000 credits

  • and so on since i think the RE level = % increase (atleast thats what I saw late in beta)

Or we could just charge 1000 * RE level


Just some ideas





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Animi
Wed Oct 27, 2004 1:01 pm
#41






Arrya wrote:


In the end, its all about quality. High quality stuff will be expensive, low quality stuff will not. Trying to set a "cpu" price and expecting that to become a standard is kind of silly.



I agree, but you have to start someplace, right? I'm sure things will adjust according to supply and demand. I'm not trying to set any standards. I'm just trying to figure out where I should start.




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4Bidden
Wed Oct 27, 2004 1:03 pm
#42

These prices are ok.. What people have to understand is that we have to craft the chassis, weapons, engines, virtually everything by hand. Dont expect cheap prices.



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Iwami
Wed Oct 27, 2004 2:17 pm
#43






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".






ok, i was on beta, an RE tools can be made in factories, and have around 13 charges, and they are cheap to make. A lvl 1 RE only impacts a loot 1%, its almost not worth it except you may find exceptional, legendary, or firesrpay stuff in there. lvl 1 RE takes 1 piece, 2 takes 2 piecesetc. Most people should know this before they get it REd, so if they know all these things, its totally not as complicated as slicing since you only need the tool. so a comparison to slicing is a bit off, you don't need all that extra crap. And i was only asking a simple question, jeez.


[EDIT] and RagNoRock5x, that's what i was looking for, not some idiot telling me "How much do you pay a slicer, der" a simple answer goes a long way.

Message Edited by Iwami on 10-27-2004 02:20 PM

Animi
Thu Oct 28, 2004 12:46 am
#44

I think it's just about impossible to figure out prices until you actually start selling and until things stablize. However, I'm thinking about adopting a sliding-scale model where things get more expensive the higher level they are.


What I'm thinking is that Novice ship chassis start at a price of 5 CPU and the cost slides up 1 CPU for each level you go up, so that Master level ships sell at 10 CPU. Novice Ship components start at 20 CPU and slide up 5 CPU each level so that master components go for 40 CPU.


Chassis cost less than components due to the sheer number of resources they take (and the fact that resources aren’t that big of a factor on chassis), while components cost more because they need higher quality in order to get a good result. Consider your components like your weapons and armor in the ground gameand your chassis like your swoops. The prices I'm looking at match up pretty closely if that's the analogy you make. The pricing scheme would look like this:

Chassis:

Novice – 5,000 resources x 5 = $25,000

Tier 1 – 15,000 resources x 6 = $90,000

Tier 2 – 27,000 resources x 7 = $189,000

Tier 3 – 60,000 resources x 8 = $480,000

Tier 4 – 88,000 resources x 9 = $792,000

Master – 150,000 resources x 10 = $1,500,000

Components:

Mark I – 200 resources x 20 = $4,000

Mark II – 500 resources x 25 = $12,500

Mark III – 1000 resources x 30 = $30,000

Mark IV – 2500 resources x 35 = $87,500

Mark V – 5000 resoureces x 40 = $200,000


Thoughts?

Message Edited by Animi on 10-27-2004 02:47 PM



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Arrya
Thu Oct 28, 2004 12:50 am
#45

Animi, I think your pricing scheme is going to be a lot closer to how things settle out. The main reason being - people will use higher quality resources in the higher level components. Higher level components will see more use and will be purchased by more established players who will demand high quality - they are naturally going to cost more "cpu".


On the other hand I've seen vehicles on the bazaar for 6k that use as many resources as a novice ship, so I'm sure the low end market will exist soon enough.


In the end, its all about quality. High quality stuff will be expensive, low quality stuff will not. Trying to set a "cpu" price and expecting that to become a standard is kind of silly.



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pneumonic81
Thu Oct 28, 2004 4:59 am
#46

well i dont charge for reverse parts the same way. if u bring me the parts ill re them for 3k, same as a slice.


however if they are my loots and i re them for myself, i put them on my vendor for a comparable price to the crafted cousins.
pneumonic81
Thu Oct 28, 2004 5:02 am
#47

adjusted pricing after a coupel days of playing.



ill likely be selling on a different scale all together something like this below:


tier 1 chassis: 50000


tier2 chassis: 150-250000


tier3 chassis: 350-450000


tier 4 chassis: 500-650000


master chassis: 1-3 mil


with compoents probably looking like this: (non missile)



tier 1 component: 5000


tier2 component: 10000


tier3 component: 20000


tier 4 component: 40000


master component: 80000


i have noticed missles are all over the board. i have been forced to charge 50 for mark 2 concussion launchers cause of all the resources they use, while the proton launcher remains inexpensive.
zineotic
Thu Oct 28, 2004 5:17 am
#48

So far here is what I am making and how I have it priced... If you don't like it, I don't care... It's selling and that's what matters


Chassis... 1.5cpu (YES IM NOT JOKING)...why so cheap? WellI don't know how many of you kept your by-product when grinding, I sure as hell did... and guess what, an experimented ship at say 2000 SW isn't all that bad. So yeah I am trying to sell off my grinding "prototypes" for whatever just to recoop some loss and make up for the expensive grind... however once I sell these chassis I will probably go to a more rigid pricing scheme that is somewhere inbetween 5-10cpu.


Components... well so far I have only been making Tier 2 stuff (Level).


Reactors... 10k

Engines... 9k

Mid Guns... 5k

Light Guns... 3.5k

Boosters... 5k

Capacitors... 6k

Proton Missile Launcher... 8k

Siesmic Missile Launcher... 11k

Plate Armor... 6k


Proton I Missiles in crate of 5... 5k

Siesmic I Missiles in crate of 5... 12.5k

Texture Kit... 1k

Paint kit... 2k


I based my prices really on nothing I saw on this forum or anywhere else... Pretty much determined what I can sacrifice, and how muchI would be willing to spend if I were the customer buying noob parts... face it, that's what we're making now.


Now in a week to a month as stuff progresses, well, that will be a whole new ball game. I could see spending upwards to 500k-1m for a nicely loaded 3 Tier ship. When you compare it against other stuff... A nice stun suit of armor and a nice Jawa Ion are probably gonna run you 500k or more together... And how long will that last? Ship stuff doesn't break down as fast. And you have to also take into consideration, ship building is going to be hard work. I am already feeling the burden of over welm-ness (is this a word? oh well). How many of you have been treated like a human JTL manual. You know what I mean, people assume because you are making ships you know everything there is to know about JTL... Question of the day I received "Hi, I see you make ships... I think my game is bugged, how come I can't attack stuff in my Sorosuub?"...


Considering so much is done by hand, show your local Shipwright some love, they deserve it. This isn't a cookie cutter crafting profession like armor or weapons.



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FSCSexplorer
Thu Oct 28, 2004 9:53 am
#49


standardizing shipwright terms ?


ok I'd like to talk apples and apples with the rest of the community.


Is it Novice , Tier 1, tier 2, tier 3, tier 4 , Master?


Some are using tier 1 as novice box





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zineotic
Fri Oct 29, 2004 4:38 am
#50






FSCSexplorer wrote:


standardizing shipwright terms ?


ok I'd like to talk apples and apples with the rest of the community.


Is it Novice , Tier 1, tier 2, tier 3, tier 4 , Master?


Some are using tier 1 as novice box






I would say Tier 1 is novice... because at 0100 you can use Mark II components.




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moley
Tue Nov 02, 2004 2:42 am
#51

Wow. Maybe I'll go master shipwright. Get a ton of great resource, make anything anyone wants and charge resource+harvesting costs+5000. Guess that would put it at maybe 200k-250k for a master ship going by some calculations made. Components would be way cheaper. I guess I'll see what happens with that. Kettemoor server by the way.
moley
Tue Nov 02, 2004 2:46 am
#52






CapnKate wrote:





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.





Thanks for your input. Trolling huh? If you say so. I like to find messages and flame just for the sake of it. Not like I get frustrated sitting in-game watching everyone get things I can't because of the economy situation. But, who cares. SW for me. <falls asleep from things like this>
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