Weaponsmith Archive
Thread: What do you all base your prises on?
So what are the factors you use to price your products? Recourses used, DPS, HAM, To Hit Modifiers, the skill needed to use the weapon....
# of resources used
# of named resources (These are usually harder to get, not always).
# of subcomponents
DPS
I've been pretty fond of the PANOOYA sytem to pricing (Pull A Number Out OfYour A**). ![]()
Seriously, I usually just start off with a base price (with the lowest level weapon being around 1500 creds)and raise it by intervals of 500 creds based on significant increases in min, maxdamageand/or speed. Plus, add on another 500 if it is sliced and for every advanced component used, etc. Seems to work out fairly well and keeps prices reasonable. Still haven't had much of a chance to shop around and see how my prices stack up against others on the planet (really need to do that soon...)
Hope that helps. ![]()
I call Miss Cleo ![]()
-=cicatrix=-
Master Weaponsmith
Coronet, Corellia
Radiant
well started my prices at the normal rate most other weaponsmiths were doing... now due to the large business i do, i raised prices almost double... Reason i doubled a lot of prices? People buying 10 weapons at a time just so they could get one good slice.... These people dont know how hard it is when someone comes and buys 10-25 of the same weapon for one slice, the workload i'm getting and my partner weaponsmith gets is unreal due to it. I'm talking both of us working 8 hours a day at least 5 days a week just producing weapons and stocking the vendors... Quality doesnt come cheap... most of the cash is going to the resource horde'rs to get the old no longer available resources i need to keep my stuff at thier best...
Myrrax Hellfyre
Master Weaponsmith
Starsider
Well I go around checking out most of the weaponsmith's prices, add them together and I take the relative average price for my weapons.
When I was doing full time WS'ing I'd do alot of that too, just check out other weaponsmiths, they're stats, prices etc.....
Then either fall in line with the average or most popular, or undersell just a bit.
I haven't been playing on Bria much though last month or two.... now I just login check resource situation, plant harvestors then goto Ahazi. ![]()
Barely keeping my vendors stocked even then....
i developed the system at the bigining for that.
whne i reached master WS i went 5k pper advance power handler.....with the exception of FWG, Scatter, Scout, Launcher.
Personally, I price mine a lot like Nox does. I set prices mainly (but not totally) based on the skill required to craft the weapon, and the weapon type. For example, right nowI make D18s and list them for 1000 credits, DL44s for 2000, FWG5s for 3500, Launchers for 5000, Laser Carbines for 7500, and Tangles for 12.5k. This may seem low, but I'm not consistently selling out of stock on anything yet (and mine are comparable to the older masters in most cases) and I also try to keep my weapons affordable for newbies.
Heavies I do at 15k for HPBCs, LLCs, and LBCs, 35k for Rocket Launchers (because of the horrendous amount that goes into them), and 25k for the other.
Melee weapons work like guns for me, but are cheaper because of less resources needed overall. Same with grenades and mines, but these are priced more based on demand than anything else (people buy mines by the crate for their bases all the time, butgrenades are a niche market so my ratio of credits to resources is a lot lower on them).
The one big thing that I do in addition to all this is that I visit the shops of the other known weaponsmiths on my planet at least once a week and see what they're selling for. If I notice that my prices are becoming higher than most others, or are not really competitive, I change them. In my opinion that's probably the best way to go about it. Set an initial price and then watch the market.
I have a formula that depends mainlyon the amount of resources used and their quality/use. I assign three grades to each resource based on how much I have, the quality, and the number of times it is specifically called in weapon schematics. This usually comes to between 6 and 18 and can be thought of as a price per unit. Of course that gets mutiplied by the units of that resource that are needed. Then everything is multiplied by some static "profit" number. Resources for components get added in as well. This actually came out pretty close to the other vendors out there.
That is the price of the best weapon I can make (i.e. all great experimentations). The actual stats of the weapon do not directly affect the price (though it is reflected in the quality of the materials used). If I decide to sell a weapon that had a less than perfect experimentation (say in teh case of a rocket launcher or something use that is too expensive to destroy) the price goes down from there.
Occasionally, there is an instance where I will raise the price due to some occurance (Pre-nerf FWG's or enhanced units for instance). If something is not selling...the price occasionally comes down.
It just makes me feel better to know I have some consistent basis for my prices.
-Aero'bio
Then I change the price, based on demand. For example, I started selling Republic Blasters for 5k, but I kept selling out of them very quickly. So I kept raising the price until they sold at a "reasonable" rate.
I made some very nice curved swords, that I started selling at 7k. They weren't selling well enough, so I dropped the price.