Shipwright Archive
Thread: Shipwrights Unite!!! Pricing issues
CerionSkydreamer wrote:
NordaIspe wrote:
I started doing SW and sold and will sell the noob ships on the baazar. Go ahead and buy them since I was going to destory them making some profit from nothing is better than making no profit. The big kick in the pants is the fact that the difference in practice and create prototye is so minute that its stupid to use practice mode for SW untill you are at the higher chasis's.
Please, please promise me that you'll use practice mode on tier 4 ships. And if you have already, thank you.
oh, and I forgot to mention one observation in your cost analysis. What happens if no quality resources shift under your immobile harvesters? Yes you could harvest poor quality, but that's the difference between your operation and mine I guess. You favor security over profit potential, while I'll try not to take a loss on profit potential which introduces a bit of risk. Until SW grind, I only put down harvesters if at least one of the major attributes was above 800.
Message Edited by CerionSkydreamer on 11-02-2004 03:36 AM
Lot swaps can be considered an exploit. I dont think you should be advertizing this fact.
I guess in all our shouting you forget to read the rest of the posts. If you had, you would realize that most shipwrights are trying to avoid this profession going the same route that architect did. When you sell your wares for less that the market value of the raw materials, you are hurting the profession as a whole because you setting a bad precedence.
Rexan Ryu
Wow so you dont read your galaxies trade forums very often do you? If you did you would see threads for lot swaps ALL THE TIME. Its not an exploit since SOE decided to let me create 10 players per account I can do with my characters what I want if I only want them to be harvesting stuff then so be it.
I'm selling noob ships for noob prices whats wrong with that? You people that want more than 10k for a noob ship are crazy, I never used a player made noob ship ever! I got free ones from the trainers if it got destoryed do you think I repaired it? Nope destoryed the deed and got a new one. Yes I can see its bad to do that for the upper ships I'm not debateing that, what I have a problem with is the noob ships (tier 0).
More I think about it how am I selling on the baazar less than market price for resources? With my farm I sell my junk resources at 1-2cpu depending on what sells and what doesn't. So if they all go for 1cpu thats 5k.
moody628 wrote:
Well, it will be interesting to see if Shipwrights sell themselves out as a profession like Architects did.
For your consideration.
Steel at 6cpu
Aluminum at 4cpu
LGO at 4cpu
Inert Petrochem at 2cpu
I suspect that these are fare rates for resources on all galaxies.
Novice Ship
2k of Steel = 12k
1k of Aluminum = 4k
1k of LGO = 4k
1k of Inert Petrochem = 2k
This means that the base cost of the resources for a Novice ship would be 22k! This doesn't cover your overhead expenses such as your tools and stations, or your vendor costs, or your house maintainence, ect. So, the actually cost per blueprint is actually even more!
So, if you sell a blueprint on the bazaar, you are giving away 16k of your hard earned money, AND you're giving away your time and your profit.
Simple rule of business is this... wholesale is 3x cost, retail is 5x cost. There are a multitude of more complex formulae, but that one's simple and straight forward.
This puts a Novice starship at 66k for wholesale and 110k for retail.
And there are shipwrights who are claiming that this is ripping people off.
Excuse me?
The last metrics I saw for my server (probably 2 months old) is that we have 3100 characters. Given alt accounts and such, that's probably 2000 players. If HALF the players on my server buy JtL, then I have 1000 possible customers. Now, imagine that only 1/3 of them want to mess with shipwright... that means that on average, each shipwright is going to have 3 customers!!! Ever. Even if it's only 5%, then I have only 20 customers. Now, I figure I can expect the average pilot to go through 3 ships on their way up, and then with decay, maybe they'll need a new chassis every 6 months. Odds are with loot drops and RE, they're never going to need components from me... just the chassis blueprints.
So... what happens? If I train my client base to expect 6k blueprints, I'm going through the hassle of shipwright for as little as 3 * 6k, or 18k every 6 months. If we go the other extreme, and say 20 clients and price a high-end blueprint at 10x the low one, then I'm still looking at only 20 * 60k, or 1.2 million every 6 months.
I can run through a quarter of that amount in one scan of the world bazaar... or setting up one round of heavy harvesters to run for 8 days.
So, my total income from a year of shipsmithing would run my overhead for about 2 months.
So... think of it i these terms. A car made of cheap materials (Hyundai) runs 9k in the real world. A bass boat made of cheap materials runs 40k in the real world. In SWG, a bike made from grinding materials costs 10k... so shouldn't a ship made from grinding materials cost at least 45k?
I would strongly urge ALL shipwrights to set your prices based on the cost of resources on your server. Sell to your friends and in bulk at wholesale rates (3x what the value of the resources is), and sell to the man on the street at retail (5x the value of the resources).
And when you make something out of that sweet steel that has OQ 956 and sells for 12cpu, price accordingly.
Didn't bother to read the rest of the thread because of the one thing in Red above. General rule of thumb for real businesses in a perfectly competitive market is 10-20% mark-upabovewhat you are paying to get the item. So ifit costs you 20k to make an item, 22-25k is what a perfectlycompetitive market would dictate that you sell your ship for. Ifyou are the wholesaler and a retaileris buying your items to re-sell, their price would be 27.5k-30k.
That being said, this is a game. Price what you want (whether high or low). The majority of us non-shipwrights are never going to pay a ton forblueprints, because its easier togo to a friend shipwright who will usuallycharge at cost or just above cost. The only people that might get screwed by an artificially inflated price are those people either not in a guild or those that have plenty of cash to burn. I guess shipwrights would be smart to artificially fix their prices, because most of the people in this game don't take the time to shop around for the best deal, so have at it.
Everybody knowsthat,, it's "hard" to kill an elder ...
Situation 3:
Brilyn wrote:
I'm trying desperately not to make the assumption that "the people who are flaming me are morons" but all these assumptions the two of ye are making are just feeding into it.
My preferance is for civil discussion. (And I've dropped the 'economics is a load of BS' for that reason)
Any chance we could have that?
Pot..Kettel..Black.
Civil discussion does not involve calling people morons.
Correct, why in the WORLD would I Sell ANYTHING for LESS than 3cpu which I can easily sell my resources at (as a matter of fact the JTLS resource SINK has drained every major resource vendor on tarquinas. So to say well, it only costs 0.2 cpu to harvest that resource, doesn't include your time manufacturing, your time maintaning harvesters, overhead on your merchants, overhead on your storefront, overhead on your factories, travel tickets while surveying the resources. Why in the WORLD would I go through all the trouble of having merchants, a storefront, factories just to make stuff and sell it for the same exact price I would get if i just sold the materials? Nope doesn't make much sense to me, the author of this thread probably uses an overhead calculator similar to the one on swgcraft that I use. The cheapest I will sell a ship for is 8 cpu I won't make crap and I won't waste good materials making less than I should.
PyronFirewalker wrote:
He isn't assuming that you are buying the resources. He is saying that what he has mined he can sellat those prices. If you could sell the resource for 10 credits a unit why would you make something that sells for 2 credits a unit out of those resources?
Brilyn wrote:
Your mathimatics is bang on.
But lets clear up a completely erroneous assumption:
That we all buy our resources.