Weaponsmith Archive
Thread: Gernade prices
Brilyn wrote:
I didn't say *you* were charging significantly more. Though, 1400 is 40% more, so yeah, I guess I'd consider that pretty close to 'significanly more'.
I believe you called me a "ripoff merchant", and 400 credits in this game is nothing; even to a new player;
if 400 credits is significant to you then maybe you are the one that isn't charging enough.
Brilyn wrote:
< It is a pain to craft C12 due to alot of factory time. >
I don't understand this sentiment.
I don't get how factory time = pain.
I mean....
I create a Light Warhead Schem, and a Warhead Fusing Schem.
I put both into a factory.
I come back 24 hours later, and make a C12 Schem.
I put that into a factory.
I come back 24 hours later, and retrieve all my crates of C12s.
What's the problem?
It actually takes about 33 hours for each sub-component (120 secondsx1000 = 2000 minutes/60 minutes = 33.33 hours). I don't recall exactly how long it takes for the final C-12 grenade, but I'd be surprised if it wasn't at least another 120 seconds each, so assumeanother 33.33 hours. So you're talking about 3-4 days, depending on how often you can get on to change factory loads--some of us work, so we can't jump into the game right away to switch over a factory load.
What's a pain aboutC-12s and factory timeis the opportunity cost--that's 66.66 hours that your factories could spend making something that sells for a higher CPU withthe same, or less,factory time, such as T-21's, VK's , etc. If you're only selling your C-12's for 1K each, that's roughly 18 cpu for 66.66 hours of factory work. 18 cpu isn't horrible, but in the same time I could have made 100 T-21's that would sell for 30+ cpu, or top-notchVK's that I can sell at a whopping 92 CPU. I suppose if you have 10 factories set up, then it's no big deal to set aside a few to do constant runs of grenades. But not everyone has 10 factories set up, nor wants to.
As for storage, the reason storage is such a problem for crafters, especially for those dependent on high quality resources, is that we never know when, or if, an equivalent or better resource will spawn again. On Corbantis we once went four months with no Diatium copper. So if you depended on only your 100K stack, you'd run out soon enough and then find yourself making blasters with inferior damage compared to those WS that had stockpiled 500K of Diatium. That's the primary reason why crafters stockpile so much when a good resource spawns.
There is also another cost associated with storage, in that we spend a good amount of money to stockpile large amounts of resources, then a new resource spawns in that's better. The old resource then losses a good deal of it's value: you can't use it to make weapons (not if you want to stay competitive); you might be able to sell it for 3 cpu, but that's a far cry from the 18-92 cpu we could have gotten for a finished product. Thiscost is partly reflected in the price of weapons. If SWG had a more efficient resource system, then it wouldn't be necessary to stockpile so many resources, and I think prices for many weapons would be somewhat lower.
In the end, it doesn't really matter what you or I think is a fair price. All that matters is what the customer thinks. If the demand is there, and the customer is willing to spend the money, then the price was right. There's no one holding a gun to the customer's head forcing themto buy our weapons. Every server has dozens of weaponsmiths they can go to, so there's plenty of competition out there.
Slim Vargo, Corbantis
It is a pain to craft C12 due to alot of factory time. If at 100k per crate, maybe time to up production of C12.
I remember before this new FS grind, my C12 sit on a vendor for 3 months and no one is interested. LOL.
Brilyn wrote:
< I used 30cpu as the lowest I would accept because I was selling powerups at the time as fast as I could make them at 30cpu, investing more skill points and collecting more resources should yield a better return. >
So....
You're prepared to pay 30cpu on a Heavy Harvester then?
It's the architect's fault they sold themsleves so painfully short early on.
d0qtrX wrote:
Brilyn wrote:< I used 30cpu as the lowest I would accept because I was selling powerups at the time as fast as I could make them at 30cpu, investing more skill points and collecting more resources should yield a better return. >So....You're prepared to pay 30cpu on a Heavy Harvester then?
It's the architect's fault they sold themsleves so painfully short early on.
Selling short early on is irrelevant now, over a year later. The difference between architect prices (in terms of cpu) and weaponsmith prices boils down to one word: decay. How much do you think a T21 would go for if a rifleman only had to buy one and it would last forever (provided they paid to "maintain" it)?
Not to make this an architect discussion, but the devs ultimately made the architect prices screwy, not the architects themselves.
It may seem counter-intuitive, but the higher prices for grenades are a direct result of their "decay." Use it once, and you have to buy another. This increases demand, and since weaponsmiths are just learining of the demand for grenades (at least on Corbantis), there isn't the supply to bring the prices back down. On each server, as more weaponsmiths make more grenades, the prices may go down, but they will never be what prices are for architect wares (in terms of cpu). From what I recall, a heavy harvester at 150k works out to about 5-6cpu, adn takes about 2.5k of "quality" resource (the kind we put in weapons for 30cpu). Weapon prices will never be that low, so in the meantime, let everything work out naturally (which it is bound to do).
Cacao
kettmalice wrote:
Okay those of you that are selling for 35k+ thats highway robbery.....
At least for me,
I bought enough resources at 2/unit to make 8k grenades. I will go back tomorrow and buy some more, but I sepnt a totall of about 600-800k. 8k grenades at 1k wach is 8 million....
The cpu for that is insane, please weaponsmiths try to remember we are here to make some money but not to rip people off. If your vendor goes dry then just keep making more as fast as you can, I dont see any reason to sell them for 35k+ a crate. As weaponsmiths we make plenty of money, being greedy is what screws up the economy of the servers. I know the supply and demand rule...but there is a point to stop raising prices, at least thats my opinion.
Some may make their weapons with 2cpu grind quality resources but not all smiths do. Some value quality over qty and that quality can drastically effect costs as well as prices in the end. Nothing personal but anything that sells at 8k per crate simply isn't worth my time to try and produce. I'm not a crafting feind and don't particularly enjoy mass crafting. I got into WS because I enjoyed the custom work. This thread wasn't meant to be a flame war about price gouging etc... as it's turned out to be. This was meant to get some general feed back on grenade pricing. As I understand it this is the general pricing scheme for grenades:
C12 - 25k-50k
C22 - 35k-65k
Imp Det - 100k(most other grenades falling into this category as well)
Please post constructive information on a pricing scheme that you use on your server(also keep in mind server economics vary). Please don't bother posting if your simply going to state that you think someone else's prices are too high, just simply state what price you use and let each smith determine on his own which scheme sounds like it best fits their particular server economics.