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  • Running Your Own Business
    By: MrClark, Posted at: Wed, Jun 25th 11:27 AM 2003, Last Edited: Thu, Jul 22nd 3:02 PM 2004
    Rated 4.61 by 21 people

    For some time I've played with the idea of posting this. Often I've thought..well maybe I shouldn't because it will give away some secrets that I would prefer people did not know, but I guess I can share as not all that many people will see this, and less might take the advice to heart.
    This guide is one that does not deal with game mechanics much, so if you need help with that please refer to other guides on that subject.

    This guide is going to discuss how to run a successful business in SWG, and make enough credits to advance in your chosen profession and buy nice stuff for yourself.

    At every level of the artisan tree there ARE items that people need and/or want, even if they don�t know it yet. You can start selling your goods on day 1 as a crafter if you choose to do so.

    Step 1 : Decide what your item or items will be that you wish to sell to the general public. As a novice artisan you have several items to choose from.

    Step 2: Take some time and look and understand your schematic diagrams. Figure out which materials you need, and what sorts of qualities those materials should be to make a good or even great item that consumers will want to buy. I have a list I regularly update with what raw materials are around and what quality they are so I can quickly reference it and update it as materials go away, and new ones show up. If you don�t know how to do this, it is very simple. Just open your schematic in your datapad and look for the item attributes, and what raw material attributes effect them. Say a basic CDEF weapon. You need a metal and an inert petrochemical. The qualities of the materials that effect the qualities of the finished product are Conductivity and Overall Quality. So you need to find a metal that has high conductivity and high quality and a petrochemical that just has high quality. (petrochems don�t have conductivity at all). Some items are much more complicated and have ratios that you need to be attentive to. The CDEF weapon is effected 50% by the quality and 50% by the conductivity, so it is pretty even. If an item�s schematic says the attributes needed are 66% Overall quality and 33% Shock Resistance than if you find a metal that is 950 quality but only 450 shock resistance than it is still pretty good if you can�t find anything better. Pay attention to this stuff as it has a major impact on the quality of the finished product. Some can get rather complex, like armor.

    Step 3: Gather those resources. At lower levels this means stepping outside the front door of your home town and gathering them. Get enough so you don�t have to do this again for a little while. At higher levels where you have the funds and the ability to buy or make a personal harvester, you can scour the galaxy for just the right resources. I encourage this as it will ensure that you will have a really outstanding finished product if you spend the time to grab an interplanetary shuttle or two.

    Step 4: Craft your items using the custom crafting tool for that item and be sure to do it in the presence of a Public Crafting station. Unless it is an item with no useful changeable attributes (like clothing) you MUST make your item at a crafting station.
    Step 5: Experiment, Experiment, Experiment. Take the time to work on each individual item you craft. It takes maybe 30 seconds to use up your experimentation points. Let�s use the example of the CDEF weapon above. You have gathered your resources and gotten a good result for your item�now crank it up to its max. It�s a gun so people like high damage..so experiment on that first, max it out if you can and then move on to things like range or efficiency. If you want to craft bofa treats, make them really good bofa treats that people will want to buy and eat. Whatever it is you need to experiment on the item.


    Now you have your finished products. Maybe you made a dozen CDEF weapons or maybe you made one hundred of them. Now you have to sell them. There are two basic ways of selling your items:

    FACE TO FACE

    BAZAAR

    We will deal with the Bazaar first. Check the local bazaar terminal and first look up the item you are selling to see what the local market price is. You can also check the entire galaxy and organize by location to see who is selling what where and for how much. What you are looking for is a POPULATED place where at least one of the following statements are true:

    THE ITEM YOU ARE SELLING DOES NOT EXIST IN ANY GREAT NUMBERS

    THE ITEM YOU ARE SELLING IS MUCH HIGHER IN QUALITY THAN THE ITEMS CURRENTLY FOR SALE IN THAT MARKET

    THE PRICE FOR THE ITEM IS MUCH HIGHER THAN THE MARKET DEMAND

    The last one is tricky. How do you know what the market demand is? Well, you have to make some educated guesses. A CDEF weapon is a weapon useable by anyone but desired by a new character who does not quality or cannot afford a more powerful item. The buyer for this item does not have a lot of cash, but really wants a better weapon. Let�s use this simple example: Say your weapon does 27-52 dmg.

    CDEF Pistol Dmg 17-35 price 1000cr
    CDEF Pistol Dmg 20-42 price 1000cr
    CDEF Pistol Dmg 17-35 price 3000 cr
    CDEF Pistol Dmg 30-50 price 3500 cr

    Now right away you notice that all these weapons are selling for a lot of money for what a new character could pay. The 17-35 damage is a starter weapon (probably used) that someone is selling. Every character starts out with this gun so who would buy that? Right! No one in their right mind. On the other hand it looks like there is one that someone put some time into, but did not experiment on which they are selling for the same price. There is yet another that someone did experiment on but they are selling for a ton of cash. YOU JUST FOUND YOUR MARKET!!!

    It takes some time to browse this stuff and keep a careful eye on it. What you need to do when you find your market is put your item up for sale at a reduced price. Sell for less than everyone who has locked in their items for 7 day sale-a-thon. What did your pistol cost you? Well, if you were not using a harvester this item cost you nothing but time. How much you charge for your time is your business but it should not be 3500 cr for a few minutes of work. On the other hand you don�t need to undercut the lowest price by that much to make the sale. You can take a risk and sell your pistol for say, 1500 credits to beat out the loser pistols and the one really nice one or you could undercut the 1000 credits and sell for 800. This insures that your pistol will be the first to sell and sell fast. It is up to you.

    Now, what if you are a high level crafter competing with other high level crafters for business? You have to compute your costs for manufacturing the item AND analyze the market condition. With all the cash you already have as seasoned crafter you should be spending a lot of time waiting for shuttles to find the market where ALL THREE of those statements are true. That way you can insure that your items will sell, cover your costs (including travel expenses) and give you a hefty profit.

    Now, onto FACE TO FACE SELLING

    So you have decided to supplement your bazaar sales with some good old fashioned street corner vending. How do you go about doing this?

    Assuming your items are pretty much identical with only some variance in quality you need to set for yourself, an asking price. Again, you can refer to the local bazaar to see what is for sale and then try to undercut that price by a little bit if you like. Say you have a dozen CDEF weapons to sell. Figure out what your best weapon should be priced at, and then figure out what your cheapest weapon will be priced at.

    Find a high-traffic area of a major town where many people will be waiting around or otherwise congregating.

    Make a Macro for your goods. Don�t use abbreviations, just say what you mean. �Selling High Quality CDEF Weapons for cheap!� or �Selling Experimented CDEF Weapons!� or whatever you like. Don�t spam, but give that shout out every minute at least as new people arrive in your area. Make sure you remain attentive to people around you, sometimes someone will send you a tell if interested, sometimes they won�t. The last thing you want to do is turn down a sale because you are too busy crafting or reading your skill tree.

    It may take awhile until you get a bite, but often the first bite will generate more interest in a crowded area. It is human nature to not want to be the first. Very quickly others will come to look at your wares.

    Take your time with each customer, tell them the pricing. If you have a variety of weapons have your prices ready to go so they know what they cost. Why didn�t you just shout out the price with your selling cry? Well you don�t need to talk price right up front, as it will guarantee you some customers won�t approach and you don�t need to alert any other sellers in the area what you are offering.

    Negotiation: Always leave room for negotiation. It is the oil that lubricates the market. Your asking price should always be negotiable on the street. Welcome it. It�s fun. If you tell someone the price �That Pistol is 1000 credits� and they say �WTF! That�s nuts. Thanks anyway.� You should immediately follow it up with a /tell. �what would you pay?� and get the counter-offer out of them. A sale for less is more than no sale at all. These items are cheap to make, remember. They don�t do anything for you in terms of XP or in terms of cash if you just sit on them.
    If you have an item that does cost you money to make, make sure you know what it costs you so you don�t sell under it!

    Watching the crowd: Look at those characters who are just idle in a given area. Often you can tell a lot about them by their gear. If you see a guy in a noobie scout outfit holding a CDEF weapon it�s a pretty good bet he doesn�t have a nice weapon. Ask him nicely if he would like to buy one cheap. Chances are he will be very interested in talking to you. Maybe he didn�t respond earlier because he thought he didn�t have the money, or because he didn�t see the spam. On the other hand, a guy with �Master Marksman� above his head probably doesn�t need to buy your 60 damage CDEF or your Bone armor breastplate.

    Some items you are going to have to be a bit more specific. Food for example, is something that a lot of people never bother with, but they say it is a good buff now, so let people know just how good.

    If you are making clothing, go to a cantina and sell to entertainers. Give them a discount, they work hard!

    Hang out in the hospital with the medics and sell your wares to those waiting for healing.

    Sell your weapon powerups to a group getting ready to go out on a hunt. There really are endless possibilities, and if you play it smart you can make a killing and have a lot of fun doing it!

    Putting it all together. To do this right, you really cannot think about this as steps, but as different processes. You can sample while you craft clothing. You can craft a few items while you /shout for sales. You can take a galactic trip and spend a few days on a new planet where you sample some new minerals with your harvester, sell your items on the local bazaar and hock your wares in front of the star port.

    As you advance up the tree you should always fully explore new opportunities. That item that you think is pointless might be a key component for something completely unrelated to your field, and you can mass produce it. The prime example of this is the tailor who makes synthetic cloth. You need some as a tailor, sure, but so do armor smiths. Ask other crafters what sort of items they need.

    There is a whole separate dimension to the game, that no one has really explored and that is the true merchant character. If you spent the time and effort simply on buying and selling, you can make quite a bit of cash for yourself without ever picking up a crafting kit or a blaster. If you watch the market regularly, you will see insane low prices pop up all over the galaxy. I bought 3700 nice hide for 1000 credits this morning! If I didn�t want it, I could break that up into 10 smaller packages and sell them for 37,000 credits at the going rate for hide resources.

    To do this requires that you spend most of your time interacting with other players, and striking up conversations as well as browsing the bazaar for hours on end, but you might find that rewarding. Crank out a few weapons and get your merchant novice skill and go from there. Go out on buying binges, meet crafters who don�t want to sell their own goods but need to dump them on the market. Make deals, have fun.

    SWG: General: Running Your Own Business, by MrClark
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    9 threads, 1 page(s) long 
       Nice Reply...
      Posted @ Fri, Jul 2nd 11:11 PM 2004
      By: Loti
      1 posts
      Score: Decent [3.00]

      Nice guide, wish I'd have used that, in fact, maybe I'll sell swoops or something.

      But does anyone know why some names aren't allowed for vendors? All I wanted was a vendor named Dingus the Deal Droid...                                      

       
      0 Replies
       Resellers Reply...
      Posted @ Mon, Sep 15th 3:09 PM 2003
      By: smbbeetle
      1 posts
      Score: Decent [3.00]

      What do you think about Re-sellers? People who scour the galaxy looking for good prices and take those items where they are needed to resell them. A lot of times when I was on Tattoine I saw a lack of a certain item and went looking for it in another area, bought it, came back and made a profit selling it where they didn't have it. People don't seem to like to search for an item so why can't a entrepreneurial character go out and do the searching for them and resell it? This in itself helps to build an economy here in SWG.

       
      0 Replies
       PS Reply...
      Posted @ Sun, Jul 13th 11:35 PM 2003
      By: Anonymous
      Score: Decent [3.00]

      Another note:

      There are TWO currencies in a MMOG, money and XP. XP is "worked" for, although it cannot be traded like money can. But it can make players sell an item for very little, in order to get more XP.

      This further confounds things.                         

       
      0 Replies
       Economics Reply...
      Posted @ Sun, Jul 13th 11:32 PM 2003
      By: Anonymous
      Score: Good [4.00]

      I am interested in seeing how the SWG economics model pans out. The problem with MMOG economic models is that they all end up suffering from gross over-supply. Some MMOGs have tried to stem this with various decay and tax/upkeep costs, but all I have seen failed. Deflation of the virtual dollar ends up largely unchecked. (unlike a real economy where the government monitors this closely)

      For those who do not know why this is:
      1) All resources in the game are infinite and have no supply limit. (there is a theorectical limit, but it is far too large to matter)
      2) There is no way to regulate the dollar's market value. This means that the value is totally at the mercy of the players.
      3)Crafters of all levels are making items of all levels as fast as they can. Mostly not to make money, but to train their skill and get XP. They will sell off items at a loss just to get XP.
      4) Popular items that can be sold for a profit end up being grossly oversupplied. Mostly the profit margin is reduced to nothing.
      5) All of this is accelarated because websites post information on how to beat the system, which of course exacerbates these trends. :o)
      Essentially the value of items decreases dramatically, meaning the dollar becomes more and more worthless. Ways that have been invented to try to prevent this, but all have failed. The problems decribed in the earlier post are not new, they are simply a function of a player-driven economy.

      Some reduce the monster money/item drop freq. Some introduce new items with special powers. Some make items decay. Soem introduce covert taxes on everything. (like building upkeep)

      Mostly these have the wonderful effect of forceing players to go "farming" for money for longer and longer periods, and not the desired effect at all. Essentially they decrease the time a character spends on advancing their chracter and increases the time they spend killing low level mobs for cash.

      I hope SWG works this out properly.

       
      0 Replies
       Pricing Reply...
      Posted @ Sat, Jul 12th 11:23 AM 2003
      By: Anonymous
      Score: Default [2.00]

      The problem is you've still got what I call scabs who will give this stuff away or sell it dirt cheap with no regard to making a profit, just getting it out on the market.

      So early on, till we've more merchants really going gung ho on this, there's junk being sold on the market.

      The CDEF Pistols for example or Rifles, actually sell for about 100 credits or less. And the market is flooded with them.

      And the permanent items like the crafting tools and survey items also get put out for free or dirt cheap.

      There's one guide that says to sell materials for 2 credits a piece. The current market at the time of this post is wanting 10 credits a piece per unit of material.

      Another guide says to sell items 10 credits per unit used in making an item.

      Let's do the math.

      Example: Muzzle

      It' takes 6 units mineral, 4 units of chemical.

      So that's 10 units all together for a price total of 100 credits to sell on the market.

      Now the Bazaar takes a 20 credit fee for posting items for sale.

      So, at that range, ideally the Muzzle should sell for 120 credits at least to turn a 100% profit.

      Let's say you've bought the materials on the market. If it's going for 10 credits per unit. And you used those to make the muzzle. Again, to make a 100% profit, that muzzle needs to sell for 220 credits.

      That's just the basics there without trying a price guide for quality of the material, quality of the end product or for the final complexity to make the item. And currently, I don't think people are looking at this aspect or taking into consideration. Just make the item and churn out junk.

      And if we take it a little further to a person trying to run a personal mineral harvester, it takes 15 credits per hour, even you're not on playing the game to keep it running properly. Plus it takes power. And your power generator costs you 30 credits an hour to run, again, even if you're not on playing.

      If people aren't selling items to make a profit and we've still have the scabs. People going full time for merchant or just trying to keep a power generator or mineral harvestor going will find it very difficult to do.

      This is also another thing, early on now in the game, not everyone seems to be aware of the fact that there are weapon powerups out there or how to use them.

      So bare in mind when you see an item for 20 credits or less, the person selling isn't even trying for a profit, just tossing out more junk.

       
      0 Replies
       Pricing Reply...
      Posted @ Sat, Jul 12th 11:23 AM 2003
      By: Anonymous
      Score: Default [1.50]

      The problem is you've still got what I call scabs who will give this stuff away or sell it dirt cheap with no regard to making a profit, just getting it out on the market.

      So early on, till we've more merchants really going gung ho on this, there's junk being sold on the market.

      The CDEF Pistols for example or Rifles, actually sell for about 100 credits or less. And the market is flooded with them.

      And the permanent items like the crafting tools and survey items also get put out for free or dirt cheap.

      There's one guide that says to sell materials for 2 credits a piece. The current market at the time of this post is wanting 10 credits a piece per unit of material.

      Another guide says to sell items 10 credits per unit used in making an item.

      Let's do the math.

      Example: Muzzle

      It' takes 6 units mineral, 4 units of chemical.

      So that's 10 units all together for a price total of 100 credits to sell on the market.

      Now the Bazaar takes a 20 credit fee for posting items for sale.

      So, at that range, ideally the Muzzle should sell for 120 credits at least to turn a 100% profit.

      Let's say you've bought the materials on the market. If it's going for 10 credits per unit. And you used those to make the muzzle. Again, to make a 100% profit, that muzzle needs to sell for 220 credits.

      That's just the basics there without trying a price guide for quality of the material, quality of the end product or for the final complexity to make the item. And currently, I don't think people are looking at this aspect or taking into consideration. Just make the item and churn out junk.

      And if we take it a little further to a person trying to run a personal mineral harvester, it takes 15 credits per hour, even you're not on playing the game to keep it running properly. Plus it takes power. And your power generator costs you 30 credits an hour to run, again, even if you're not on playing.

      If people aren't selling items to make a profit and we've still have the scabs. People going full time for merchant or just trying to keep a power generator or mineral harvestor going will find it very difficult to do.

      This is also another thing, early on now in the game, not everyone seems to be aware of the fact that there are weapon powerups out there or how to use them.

      So bare in mind when you see an item for 20 credits or less, the person selling isn't even trying for a profit, just tossing out more junk.

       
      0 Replies
       Pricing Reply...
      Posted @ Sat, Jul 12th 11:22 AM 2003
      By: Anonymous
      Score: Default [1.50]

      The problem is you've still got what I call scabs who will give this stuff away or sell it dirt cheap with no regard to making a profit, just getting it out on the market.

      So early on, till we've more merchants really going gung ho on this, there's junk being sold on the market.

      The CDEF Pistols for example or Rifles, actually sell for about 100 credits or less. And the market is flooded with them.

      And the permanent items like the crafting tools and survey items also get put out for free or dirt cheap.

      There's one guide that says to sell materials for 2 credits a piece. The current market at the time of this post is wanting 10 credits a piece per unit of material.

      Another guide says to sell items 10 credits per unit used in making an item.

      Let's do the math.

      Example: Muzzle

      It' takes 6 units mineral, 4 units of chemical.

      So that's 10 units all together for a price total of 100 credits to sell on the market.

      Now the Bazaar takes a 20 credit fee for posting items for sale.

      So, at that range, ideally the Muzzle should sell for 120 credits at least to turn a 100% profit.

      Let's say you've bought the materials on the market. If it's going for 10 credits per unit. And you used those to make the muzzle. Again, to make a 100% profit, that muzzle needs to sell for 220 credits.

      That's just the basics there without trying a price guide for quality of the material, quality of the end product or for the final complexity to make the item. And currently, I don't think people are looking at this aspect or taking into consideration. Just make the item and churn out junk.

      And if we take it a little further to a person trying to run a personal mineral harvester, it takes 15 credits per hour, even you're not on playing the game to keep it running properly. Plus it takes power. And your power generator costs you 30 credits an hour to run, again, even if you're not on playing.

      If people aren't selling items to make a profit and we've still have the scabs. People going full time for merchant or just trying to keep a power generator or mineral harvestor going will find it very difficult to do.

      This is also another thing, early on now in the game, not everyone seems to be aware of the fact that there are weapon powerups out there or how to use them.

      So bare in mind when you see an item for 20 credits or less, the person selling isn't even trying for a profit, just tossing out more crap.

       
      1 Reply
         RE: Pricing Reply...
        Posted @ Tue, Oct 14th 5:35 AM 2003
        By: bsoe
        6 posts
        Score: Decent [3.00]

        I agree that many people arent trying to make a profit and throwing things out onto the market just get rid of the things they make. On the other hand my associates and I sell minerals, armor, and weapons, we do this at lower prices of our competitors yet we make sure that we do get profit after we subtract the cost for maintinance on our harvestors and houses. On average we sell about 12 lots of inorganic mineral at 500 for 1.5k which is less than what most other people put out their yet still just from that we manage to get about 5k profit each a day (after all maintinace is paid off. Yet we do not consider ourselves putting "junk" on the bazaars but a qualitiy product that most if not all players can afford and will buy.

         
        0 Replies
       Wow Reply...
      Posted @ Tue, Jul 1st 8:39 PM 2003
      By: Liles
      7 posts
      Score: Decent [3.00]

      Wow, very nice. Well written and very informative. It is all out there in your face, but it just does not seem as clear till someone writes it down.
      Thank you for the post.
                                                         

       
      0 Replies
       Thanks Reply...
      Posted @ Mon, Jun 30th 1:56 PM 2003
      By: Xylass
      2 posts
      Score: Decent [3.00]

      Thank you

      this is a very good post about how to buy and sell in games

      Xylass


      Edited, Mon Jun 30 13:48:40 2003                                                   

       
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