Weaponsmith Archive
Thread: Pricing Blues
I know this question has been asked many times on this board, but I'd like to post some weapon stats and get some general feedback on pricing.
Right now my skill level is 0204 half way to 0304.
My shop is right outside of Kaadara on Naboo on the Sunrunner server.
I don't have a factory so I'm making all of my weapons by hand. These are the average stats of the guns Im making anything that goes much lower I don't sell.
Scouts
52-108/ 2.1
FWG5's
31-134/ 3.1
DLT20a's
105-165/5.6
DL44's
36-115/ 2.6
DH17's
57-145/ 2.8
Tusken Rifles
105-165/ 7.3
Speaking of Tuskin Rifles all the ones I've made today have been armor rating none...They were armor light in the past wernt they?
Anyhow any kind of feedback would be great...Like get a factory,move location,I would price them as so,get a life and so on.
There's two suggestions I would have for you.
You could base your pricing on DPS...which would mean your pricing would be high on lower level guns...and low on higher level guns which take MUCH more resources.
Or you can do what I personally do, and come up with a pricing formula that's based on resources used.
Figure out what your average COST is for resources. What you're paying to get them yourself...what you're paying others to get them for you. I personally use an average of 10...even though that's not my average. Because that covers what I have to outlay for stockpiling as well as powercosts, time costs, factory costs, etc etc etc.
Then calculate the number of resources used in a weapon. Multiple that by ten (or your base COST). Now you have the amount that weapon cost YOU TO MAKE.
And figure out from there how much % you want to add onto it. You figure if you make a weapon with a schematic...then you have anywhere from 1-20 weapons that were less than perfect. These usually aren't a total loss since you can sell them at a huge discount, but they're still a loss. So that factors in as well with your base costs. You want an average here as well, so you can come up with a pretty steady price.
Then you have to figure, do you want to charge extra for advanced parts? I know one weaponsmith who tacks on 1k per advanced part. That's not too unreasonable, though it may not be ideal when multiple powerhandlers work correctly.
Anyway what you'll end up with is pretty much what most people have, the scoutblasters and DH17 and whatnot being relatively cheap, and the dx2, laser, etc being higher....even though the DPS is usually better on the lower weapons (which will eventually....hopefully...change)
Plus what you stock will be based on what sells well. If you're pricing an FWG5 for X...and it's not selling, ask people why. Talk to other weaponmasters on your server and ask what they're selling it for. Then you may find that you need to adjust your prices to be more realistic.
I personally favor using a # of resources used formula because it's more FAIR. I'm not emotionally pricing an item because it's really good, or at the moment a high demand item. I'm pricing it based on my costs...and factoring in the profit margin I want to see...and what I HAVE to see to replace resources.
Also realize that as a business...you don't have venture capital. You're outlaying a lot of cash early on....harvesters, shop, vendors, factories, buying resources, etc. these all cost a lot of money. So the profit margin has to be decent for you to not only survive and make something for your time, but also to upgrade and hoard resources.
Pricing is always one of the hardest things for me. And I also adjust my formula. If I think the price seems a little high for something...I'll drop it down. If the stats come out so-so because the only resources that spawned were kinda iffy...then I'll lower it as well. And on rare occassion I've sold things at below cost just to dump it to make space.
I find personally what keeps pricing good is communication with other masters (I don't do price wars, or price fixing...my goal is to be fair, I don't meet or beat prices or anything like that) and good communication with the players as well. I'm willing to look at taking less of a profit margin on some weapons just so it's easier on the players if it's a weapon they're constantly using and replacing.
I'd also focus on your constant money makers. This used to be VKs at 5k a pop. Relatively easy to make, and a very nice product. No more, now that they need TKA certs. /sigh
So powerups are the new one. I've dropped my price on them to 300c each, and I sell them in crates for 3k. I know I could get more for them, but I like doing it this way as long as I can maintain the resources for them. I may have to raise my prices later on, if I start finding I can't keep a steady flow of top quality ones in stock. We'll see. But since the factory can make them now (well when they want to work....I hope that bug is fixed soon) they're MUCH easier for me to produce, and are a constant source of income I can depend on.
My strongest suggestion to you would be not to try to undercut others, or anything like that. Figure out your costs, base whatever formula you use on resources used (and adding additionals in if it's a rare resource only on Dantoonie or something) and price FAIRLY for the player AND yourself. And be flexible. I'm not flexible on haggling, my prices are set on the merchants, but if I have players telling me that they'd really like to see it just a little bit less...I'll take a look and see if I can do that. Also have had players tell me to sell some items higher too hehe. But I don't do that.
Hope this helps you somewhat. ![]()
I opened my shop after techniques 4 and firearms 2 and followed a simple rule, my prices where generally half of the common Master price. I sold lots of weapons, gained a bunch of loyal customers that still buy from me now that I'm a Master WS.
Merett, Lowca
Message Edited by AllyaEcati on 10-30-2004 09:27 PM
Message Edited by TheNola on 10-30-2004 08:54 PM