Shipwright Archive
Thread: For those having trouble deciding on a price
Page 5 of 5
Aomircko
Sat Oct 30, 2004 1:42 am
#53
The resources are worth more than 1cpu period. If you can sale said resource for Xcpu, then to use it in your ship you need to make Xcpu or you are losing money PERIOD.
So again, the original post is dead wrong.
Message Edited by loonatik on 10-28-2004 12:57 PM
sorry to disagree, and that's all I'm doing here, not flaming you
The resources i harvest are for me to craft things with, they are not for sale on the open market, therefore they have no market value to me. I work out how much money it took me to get those resources and then put them together to get an item and work out a price based on the cost + a percentage. That's how I've worked as an Artisan and an Architect.
I don't want to be the richest crafter on the server, I prefer to have a laugh with my customers and engage in a little roleplay with them
I've got TKM as one of my skills, If i am short of cash or want more, I can go and run a few janta missions.
Aomircko
Sat Oct 30, 2004 1:46 am
#54
Brilyn wrote:
< As to the comments of "not wanting to apply real world business models" ... my question is, why not? More a curiousity than anything else. >
Because it's a hell of a lot of RL work for zero RL gain......
Take what Aomirckois doing, for example (yo, Aomircko, not flaming, just using you asa handy example.).
S/he feels that their resources are costing them 2cpu. "Until the cost of the harvs is recouped".
Really?
When does this happen?
What time period have you decided that this should be broken over?
Why not longer?
Why not shorter?
Why do I not do this: because (fundamentally) it's arbitrary, and unneccsary.
If I spend 500k on Harvesters, the cost is recouped once I see 500k back in my bank account.
An over-simplification for RL? Hell yeah.
Does it do the job here? Hell yeah.
I will be running a loss until I have made the money back that paid for the harvesters, power and money that i've sunk into it. Then it's even and anything after that is profit - ongoing costs
Mekmoor
Sat Oct 30, 2004 3:39 am
#55
I would like to see that Shipwrights dosent end up like architects.
Especially now when people grinding chassis. I have allredy started to se people sell ships for under 6k at the bassar. I hate that, it ruins the market for the rest of us.
My suggestion is that we use the pricing like this
1. Number or ore used.
2. Use a market cpu, like 3 or 4. (why shall I sell an item for lower cpu when I can sell the ore and make more money? We, craftsmen are refining the ore into greate stuff.)
3. Add a % on how much you think your work is worth. Like 10% (You have to put a 1 before the % beacuse otherwise you will only get 10% of the cost. Like 10% becomes 1,1. 20% becomes 1,2 and so on.)
4. Multiplie with the avrage, or highest, experinet valuse you get. (If you only make a ship with 30% in experient value, you shuldent sell it for the same price as a 100%)
The equation becomes as follow:
amuont of ore x cpu x procent x quality
Exampel
A ship that uses 5k of ore and got 30% on the experiment. 10% for doing the work
5000 x 4 x 1,10 x 0,3 = 6600cr
That is a low price for a crappy ship.
If you got 90% on the experiment thingy the price would be 19800cr
This will insure desent price based on your skill and the current market price on the ore.
00over0
Sat Oct 30, 2004 4:28 pm
#56
Mekmoor wrote:
Exampel
A ship that uses 5k of ore and got 30% on the experiment. 10% for doing the work
5000 x 4 x 1,10 x 0,3 = 6600cr
That is a low price for a crappy ship.
If you got 90% on the experiment thingy the price would be 19800cr
This will insure desent price based on your skill and the current market price on the ore.
Well, try your example with an actual ship--say the starter chassis (with no components). It is made of 5k units of different resources (2k steel, 1k ore, 1k aluminum, 1k inert petrochemical) not one resource type. That's a lot of work to figure up the price (and it will change constantly because the market value of the resources change constantly) on the simplest ship there is.
jrscott
Mon Nov 01, 2004 9:59 am
#57
Aomircko wrote:
I don't want to be the richest crafter on the server, I prefer to have a laugh with my customers and engage in a little roleplay with them
I've got TKM as one of my skills, If i am short of cash or want more, I can go and run a few janta missions.
Hey Sevardos, since you have not gotten off the train yet
, I thought I would point out that this supports one ofmy earlierrants. If you go back to that rambling post that you could not understand, this is one of the points I was making.
Pricing models get trampled onby semi-crafters who can either do effective combat, or have alt characters that can. A pure crafter in this game who does not plunk down an extra monthly fee to SOE to have a TKM/Master Fencer/Master Rifleman is bound to be frustrated by these types of competitors. This is because the crafter feels overpriced charging whatshe/he needs topay for the resources.
The combat enabled crafter is able to pay for the "Hobby" business with mission rewards that are TOO EASY to get, while the pure crafter has to put up with the complaints that their pricing is too high and has to overcome that with having a great location and a program of good spam advertising to constantly get new customers because of high customer turnover.
For the record, I have TKM so I can loot Nightsisters and such for that elusive +25 Weaponsmith Experimentation tape (have not found one yet, and of course, only the Elders will drop em with my luck, and TKM can't touch an Elder
). I resist the urge to run 2 hours of Jantas to make 800k to buy resources for my business, though it gets real tempting. And yes, I did create my Weaponsmith business on the blood of Mokks and Janta (*guilty*). I just would rather make my business self-sufficient. My choice.
Aomircko, I am not criticizing your post or the way you play at all by the way, I am just pointing out to Sevardos that you are supporting an earlier rant of mine that made no sense to him. It's your play time, do it your way. 
Truly
Mon Nov 01, 2004 10:15 am
#58
do you think that charging 4cpu for chasis' is outrageous? I had someone send me a tell and say that 60k for a y-wing was too expensive and that there were people selling them on the bazaar for 6k.
! What are you all chargin for a y-wing?
dinah/trulee
bloodfin server
dinah/trulee
bloodfin server
Aomircko
Thu Nov 11, 2004 4:48 am
#59
jrscott wrote:
Aomircko, I am not criticizing your post or the way you play at all by the way, I am just pointing out to Sevardos that you are supporting an earlier rant of mine that made no sense to him. It's your play time, do it your way.
No worries mate, the point I was making was that IF i run low I currently have the ability todo that. I've been an artisan since i started playing, and an architect until very recently, and I've never had the need or want to supplement my crafting with combat money.
I've since started a new account that will give me my combat fix, so this character will be a pure crafter (as I would have liked him to be from the start, but that means no hunting with mates) 
And for the record, I don't buy resources (It annoys me to think that I'll pay 3-10 CPU for something that costs less than 1 to harvest) If I run low of resources, then I'll harvest more of them, and if customers don't like it, then I can only apologise.
This character is Master Artisan, and steadily working up the shipwright tree. I'll continue to supplement my new character with jantas etc, until such a time when the new one is self sufficient and then drop TKM and pick up another crafting prof.
CTRL_ALT
Thu Nov 11, 2004 6:48 am
#60
People who sell chassis and components for 6k on the bazaar most likely won't bring your business down. If it does maybe you should consider becomingn more competitive. It costs me on average about .2 cpu to mine my own resources. I mine everything myself. Does that mean i should sell my T21s for 1k? Not really, I want to make a profit. In RL (people seem to like comparisons) most stores markup their product 2.5 times from the price they bought it at. But since I make everything and I mine everything and I am completely self sufficient in manufacturing I gain 95% profit. I sell at a price that works, It is a low price that is acceptable to all. I don't use CPUage in my profession because it is too unconsistent between one product and another I price it at what I feel is fair, and most competitive. I most likely have some of the lowest prices for the quality of my weapons and people buy them. Shipwright is very easy to price extremely easy to price in fact. My friend sells at 3 cpu on the grinded chassishe made and all the components. Oncewe get the good resources and he starts making better ships, we will increase the price. Bazaar sellers and .5 cpu sellers well doubtfully overcome our business, unless they can provide on a consistent basis, the high-quality parts. I see armor and weapons on the bazaar that are uncommon, but do I care? No, because that is most likely a one-time sale that won't happen again.
Mastercrafters (especially SWs) shouldn't be buying resources.That is crazy, no way you are going to make a great profit. Buy some miners, make some friends, join a guild, all these things can help you get miners and lots, which will make you manufacturingless costly and won't make you dependant on resource sellers. If you don't have the time to find mining spots, check on the net or hire a surveyor (Newbie artisans would love to make some quick cash or rewards).Become moreefficient.
Message Edited by CTRL_ALT on 11-11-2004 05:57 AM
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