Weaponsmith Archive
Thread: Weapon pricing?
So my question is, What goes into YOUR pricing method? Is it only resources? Rarity of resources? Level of weapon (ie when they can be made or when the profession can use them)? Or just plain demand?
Also has any ever done what the possible stats on weapons could be using 1000 in every attribute required and achieving "great success" on expermentation (I consider amazing above the norm)?
AldaronTavish wrote:
So my question is, What goes into YOUR pricing method? Is it only resources? Rarity of resources? Level of weapon (ie when they can be made or when the profession can use them)? Or just plain demand?
I start with resources. I tally up all the resources that went in to the weapon (including those used to make sub-components), and then multiply that number by 10-20 depending on how good those resources were. That gives me an idea of where to start. Then I throw in the cost of any special components (looted components and enhancers). Then (if its a weapon from a loot schematic)I add in maybe 1/25 of the cost ofthe schematic if its factory produceable (Feather FWG5) or 1/# of uses of the schematic if its not (Scythe). Once I have that number I have my "cost" (even though I harvest instead of buying most of my resources, and most of my components come from guildmates who give them to me in exchange for free weapons, etc.). I then tack on some number, which varies from weapon to weapon based on how popular it is, and I've got a price.
Of course, I'm too lazy to actually do this to every weapon I make. Instead I usually price the first weapon of each type I make this way, and then use that as a guide to price other weapons of that type. So if my normal FWG5 is 6k, and I make one with 10 more max damage, I charge maybe 7k for it.
kalasiris wrote:
AldaronTavish wrote:
So my question is, What goes into YOUR pricing method? Is it only resources? Rarity of resources? Level of weapon (ie when they can be made or when the profession can use them)? Or just plain demand?I start with resources. I tally up all the resources that went in to the weapon (including those used to make sub-components), and then multiply that number by 10-20 depending on how good those resources were. That gives me an idea of where to start. Then I throw in the cost of any special components (looted components and enhancers). Then (if its a weapon from a loot schematic)I add in maybe 1/25 of the cost of the schematic if its factory produceable (Feather FWG5) or 1/# of uses of the schematic if its not (Scythe). Once I have that number I have my "cost" (even though I harvest instead of buying most of my resources, and most of my components come from guildmates who give them to me in exchange for free weapons, etc.). I then tack on some number, which varies from weapon to weapon based on how popular it is, and I've got a price.
Of course, I'm too lazy to actually do this to every weapon I make. Instead I usually price the first weapon of each type I make this way, and then use that as a guide to price other weapons of that type. So if my normal FWG5 is 6k, and I make one with 10 more max damage, I charge maybe 7k for it.
That's the kind of answer I was looking for though it's still kinda vague LOL, but it helps.
Siymon your post helps to as an easy to see list though I'm still curious how you came to those prices.
See I'm just starting out and will never be above WS4 though I can get skill tapes to get me at least to 10 EXP. Right now I've seen weapons at Master shops that my weapons with 3-5 less EXP almost match or even surpass so I'm trying to get a pricing method. I use Fooman's Tool for my resources and putting together schems.
Was planning on starting with newb weapons and bowcasters (still don't have the resources for all advanced stuff, only Adv Proj Feed Mech and Adv Proj Rifle Barrels) and came up with a D18 max dam of 90 1.9 spd ( I forget the rest) and was going to price it at 4K even though that seems a bit high for a Novice Marksman weapon. Seeing how Siymon's D18 is a good 30 points above mine (gueesing he used adv components) and his is priced at 4K, mine should probably be lower. Now my Scatter almost matches his. I realise differents servers have different economies too, ie Ahazi is a fairly high priced server.
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I generally compute a break-even baseline at 20 credits per unit. I use this as the lowest price I should sell things for. But then I compare quality and prices on the bazaar and see a lot of stuff moving at much higher prices with lower quality. So I adjust to meet their prices or exceed them slightly if my items are significantly better. I also note which items are better than mine and generally do not stock those on the bazaar.
I also charge less for people to come to my shop and buy weapons than if they buy them on the bazaar. :-) Some repeat customers have finally figured this out and now they drop by. Some like to email me and set up a meeting so we can dabble or barter. I love getting anhancements and nearly always make that customer a nice weapon in exchange for nothing.
I like having a small set of repeat customers than a bargain outlet in a mall.
50 cpu for non-specific resources
100 cpu for specific resources (IE Doonium Iron, etc)
This will give the price for a 100% experiment weapon.
Take that and multiply by the max Exp % obtainable by the resources I have (with the help of Fooman's Tool), then possibly adjust to my skill (currently only 7 EXP, IE multiply by .7.....1 being a 10 point WS and 1.2 a 12 point WS).
This comes out to a D18 of around 4250 for 100% exp, resources on hand have a exp% of 84.8%. Bringing the price down to 3604 and with my skill of .7 2523 credits. This may change if I can hit the max exp of the weapon based on resources (ie I think I can hit 67% so any resources that have that exp% will not be adjusted for my skill).
This sounds about right.
Idon't do any clever Math or anything like that. Although it works in principle, it doesnt always hold true. The best answer I ever heard to the question 'how much do I charge for a weapon?' was 'as much as you can get away with'. Its all relative to the market values on your server.
You can calculateall you like, but if a weapon is overpriced it won't sell, simple as that. Watch what other people sell for and look at their quality. If yours is better, make that your selling point and charge more. An astute marksman will recognise the quality and accept the price. If yours is of equal quality to the competition, go in a little cheaper to be competetive.
On the flip-side dont under-price. Set a minimum value you will sell at and DONT go below it. Also, slashing pricesruins the weapons economy. The only flamers and lightning cannons you should see on the bazaar are loots, because they're cheap junk. Remember, in a price war, all the merchants lose.
When street-selling, dont blab out your prices, or your competitors will simply undercut you to get the sale. Always mention price last. Sell up your weapon'sgood points, dont mention the bad points. Let the customer view it in the trade window so they can see it for themselves, then while the trade window is open, you wait for them to ask 'how much?' You've got 'em hooked; give them the price and 9 times out of 10 you've got a sale. If it helps, throw in a powerup or two!
At the end of the day, this is just 'my way', it's up to you to find 'your way' butI hope I have been of some help!
Math is just too much trouble to be honest (and using a static method to calculate prices in a dymanic economy is fraught with danger), there are guaranteed to beone or two really big WS on your server and their vendors will be stocked with just about everything under the sun no doubt. I know its not what you were after etc but I compiled a spreadsheet of what they were selling at etc and then matched them unless my quality was alot worse. Then adjust your prices dependong on how well/badly things sell.
AldaronTavish wrote:
I realise this has probably been asked a thouand times but the only answers I've seen are "go to other WS and see what they are pricing and price accordingly". Which in truth isn't practical as not every WS makes every weapon so you can compare.
So my question is, What goes into YOUR pricing method? Is it only resources? Rarity of resources? Level of weapon (ie when they can be made or when the profession can use them)? Or just plain demand?
Also has any ever done what the possible stats on weapons could be using 1000 in every attribute required and achieving "great success" on expermentation (I consider amazing above the norm)?
Redguard wrote:Ok, I'm not going to be popular here but it's my belief that the 50-100cpu formula is kind of nuts. Apply this to a D18 and you have a weapon that not many people are going to buy. The D18 is a novice weapon and as such you should price it so that novices can afford to buy it. As you go up on the weapon certification tree the consumer will have more income and thus a higher price is justifed (along with the fact that you're making a better weapon). You still have to keep in mind that this consumers resources are still limited. (I'm not including legacy credits, e-bayers or dupers here) so that there is a legitimate price ceiling.
I mine my own resources. I find it far more cost effective that buying them. The quality of the resource has a bearing on the quality of the good and the price of the weapon. Though I refuse to sell substandard weapons I'm aware of the fact that some other weaponsmiths might be making a better product. My gear has to have the edge of being less expensive when I'm competing with a superior product.
Prices are dictated by the market, not formulas. You must make sure that you break even but you also have to be competitive. Cover your costs (the best model I've seen thus far is the 3-5 cpu formula for covering costs) I broke down all my component costs using a model similar to this and created a master list so that when I create a weapon I know what the break even price is. After that it's about the market and what people are willing to spend.
In response to the "Price War" comment: I think you're off base here. Competition makes us better because you're always trying to get the best out of the resources at hand. Yes there are issues with the SWG economy but there is no real justification for price fixing in a free market. Setting artificially high prices does nothing for the weaponsmith commited to his work. It merely props up those who do not take the profession seriously or who are unwilling to put the effort into making the best.
Are you saying you think 2500 for a 100 max damage D18 is too much? Which is what my pricing comes out to. That's a few missions for a novice (a complete newb). Established players will easily have that if taking up a new profession. My bowcaster without advanced components are 151-233 5.6 (sliced to almost 300 max) and priced around 20K, is this too high? I realize I may have to come down on prices a bit.
Ok, I'm not going to be popular here but it's my belief that the 50-100cpu formula is kind of nuts. Apply this to a D18 and you have a weapon that not many people are going to buy. The D18 is a novice weapon and as such you should price it so that novices can afford to buy it. As you go up on the weapon certification tree the consumer will have more income and thus a higher price is justifed (along with the fact that you're making a better weapon). You still have to keep in mind that this consumers resources are still limited. (I'm not including legacy credits, e-bayers or dupers here) so that there is a legitimate price ceiling.
I mine my own resources. I find it far more cost effective that buying them. The quality of the resource has a bearing on the quality of the good and the price of the weapon. Though I refuse to sell substandard weapons I'm aware of the fact that some other weaponsmiths might be making a better product. My gear has to have the edge of being less expensive when I'm competing with a superior product.
Prices are dictated by the market, not formulas. You must make sure that you break even but you also have to be competitive. Cover your costs (the best model I've seen thus far is the 3-5 cpu formula for covering costs) I broke down all my component costs using a model similar to this and created a master list so that when I create a weapon I know what the break even price is. After that it's about the market and what people are willing to spend.
In response to the "Price War" comment: I think you're off base here. Competition makes us better because you're always trying to get the best out of the resources at hand. Yes there are issues with the SWG economy but there is no real justification for price fixing in a free market. Setting artificially high prices does nothing for the weaponsmith commited to his work. It merely props up those who do not take the profession seriously or who are unwilling to put the effort into making the best.