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  • Architecture Pricing and Recipe Guide
    By: LordDisdain, Posted at: Thu, Jun 5th 10:41 AM 2003, Last Edited: Fri, Jul 30th 8:49 AM 2004
    Rated 2.53 by 39 people

    LordDisdains Guide to Architecture Pricing v.99 for version 43874.20 29 May 03
    Currently playing as "Kiir" on Bria, home is Yavin 4

    I noticed alot of varied pricing of housing and decided to see what it actually costs me in terms of resources and I tried to equate a value to it. I assumed 10cr per unit as it seemed to be a pretty average amount.


    ** Note: Some resources may be specific whereas I may have them listed as chemical or mineral. The amounts should be current. Also, some descriptions are truncated/Abbreviated.

    *Denotes a player crafted item required as an ingredient.

    Prices are "Simulated" using a pricing method of all 1 unit = 10 credits this isn't meant to be a definitive pricing chart, only a rough guide. Many prices you will see may be much higher or much lower than listed here.


    Formula and pricing guides


    Installation Componants


    Fluidic Drilling Pump Unit

    Type: Componant
    Complexity: 13
    Schematic Data Size: 4

    Bore Head : 100 Steel
    Well Head : 150 Metal
    Fluid Hose: 200 Chemical
    Pump Unit: 35 Metal
    Seal & Shock 100 Chemical

    Totals:
    100 Steel @ 10cr/unit = 1000cr
    185 Metal @ 10cr/unit = 1850cr
    300 Chemical @ 10cr/unit = 3000cr
    -----
    585 Total: 5,850cr


    Ore Mining Unit

    Type: Componant
    Complexity: 12
    Schematic Data Size: 6

    Bore Head: 100 Steel
    Bore Arm: 150 Steel
    Ore Auger: 150 Metal
    Load Joints: 120 Steel
    Charge Thermal: 75 Inert Gas

    Totals:
    370 Steel @ 10cr/unit = 3700cr
    150 Metal @ 10cr/unit = 1500cr
    75 Gas @ 10cr/unit = 705cr
    ------
    595 Total: 5,950cr

    Manufacturing Mechanism

    Type: Componant
    Complexity: 15
    Schematic Data Size: 10

    Subassembly: 150 Steel
    Assembly: 100 Metal
    Isolation Asm: 100 Chemical
    Charge leakage: 100 Low Grade Ore
    *Mini Turbo Gen: 1 each

    Totals:
    150 Steel @ 10cr/unit = 1500cr
    100 Metal @ 10cr/unit = 1000cr
    100 Chem @ 10cr/unit = 1000cr

    Turbo Gen @14,500cr/unit
    ------
    350 Total: 18,000cr


    Light Ore Mining Unit

    Type: Componant
    Complexity: 13
    Schematic Data Size: 6

    Bore Head: 80 Steel
    Bore Arm: 72 Steel
    Ore Auger: 90 Metal
    Load Joints: 65 Steel
    Charge Thermal: 20 Inert Gas

    Totals:
    217 Steel @ 10cr/unit = 2170cr
    150 Metal @ 10cr/unit = 1500cr
    20 Gas @ 10cr/unit = 200cr
    ------
    387 Total: 3,870cr

    Structual Module

    Type: Componant
    Complexity: 8
    Schematic Data Size: 3

    Reinforcment: 50 Metal
    Body Mat: 100 Low Grade Ore
    Insulation: 100 Low Grade Ore


    Totals:
    50 Metal @ 10cr/unit = 500cr
    200 Ore @ 10cr/unit = 2000cr
    ------
    250 Total: 2500cr

    Light Power Core Unit

    Type: Componant
    Complexity: 15
    Schematic Data Size: 10

    Sub-Assembly: 15 Metal
    Micro Turbine: 85 Metal
    Shock Assembly: 18 Chemical
    Charge Linkage: 60 Low grade Ore
    Mini Turb gen: 50 Metal
    Energy Flow: 15 Metal
    Energy Distro: 15 Metal

    Totals:
    180 Metal @ 10cr/unit = 1800cr
    60 Ore @ 10cr/unit = 600cr
    18 Chemical @ 10cr/unit = 180cr
    ------
    258 Total: 2,580cr

    Small Structure Storage Module

    Type: Componant
    Complexity: 5
    Schematic Data Size: 2

    Unit Frame: 50 Steel
    Storage Unit: 80 Metal


    Totals:
    50 Steel @ 10cr/unit = 500cr
    80 metal @ 10cr/unit = 800cr
    ------
    130 Total: 1300cr

    Generator Turbine

    Type: Componant
    Complexity: 16
    Schematic Data Size: 8

    Energy Array: 250 Copper
    Turbine Cradle: 50 Steel
    Reaction Mass: 250 Carbonate Ore
    Cradle Fittings: 150 Non-Ferrus Metal
    Charge Leakage: 50 Chemical
    Turbine Rotor: 500 Aluminum
    Reaction Mass: 200 Reactive Gas


    Totals:
    250 Copper @ 10cr/unit = 2500cr
    50 Steel @ 10cr/unit = 500cr
    250 Carbonate Ore @ 10cr/unit = 2500cr
    150 Non-Ferrus Metal @ 10cr/unit = 1500cr
    50 Chemical @ 10cr/unit = 500cr
    500 Aluminum @ 10cr/unit = 5000cr
    200 Reactive Gas @ 10cr/unit = 2000cr
    ------
    1450 Total: 14,500cr

    Wall Module

    Type: Componant
    Complexity: 15
    Schematic Data Size: 6

    Load Bearing truss: 200 Metal
    Section Joints: 100 Metal
    Wall Foundation: 200 Low-Grade Ore
    *Structural Modules: 10 Structure Modules from factory crate

    Totals:
    300 Metal @ 10cr/unit = 3,000cr
    10 Struct Mods @ 2500/unit = 25,000cr
    ------
    310 Total: 28,000cr

    Power Core Unit

    Type: Componant
    Complexity: 18
    Schematic Data Size: 10

    Sub-Assembly: 75 Steel
    Micro Turbine: 250 Non-Ferrus Metal
    Shock Assembly: 250 Carbonate Ore
    Charge Linkage: 120 Low-Grade Ore
    *Mini Turb gen: 1 each
    *Energy Flow: 1 each
    *Energy Distro: 1 each

    Totals:
    75 Steel @ 10cr/unit = 750cr
    250 Non-Ferrus Metal @ 10cr/unit = 2500cr
    250 Carbonate Ore @ 10cr/unit = 2500cr
    120 Ore @ 10cr/unit = 1200cr

    1 Mini Turb gen: @ 14,500cr/unit = 1200cr
    1 Energy Flow: @ ???cr/unit = 1200cr
    1 Energy Distro: @ ???cr/unit = 1200cr

    ------
    695 Total:????

    Structure Storage Module

    Type: Componant
    Complexity: 5
    Schematic Data Size: 2

    Unit Frame: 50 Steel
    Storage Unit: 200 Metal


    Totals:
    50 Steel @ 10cr/unit = 500cr
    200 Metal @ 10cr/unit = 2000cr
    ------
    250 Total: 2500cr

    Installations - DEEDS


    Wind Power Generator


    Type: Deed
    Complexity: 15
    Schematic Data Size: 10

    LB Frame: 145 Metal
    Body Shell: 45 Steel
    Foundation: 40 Low Grade Ore
    Gen. Unit: 20 Non-Ferrus Metal
    Cap. Tank: 10 Aluminum

    Totals:
    145 Metal @ 10cr/unit = 1450cr
    45 Steel @ 10cr/unit = 450cr
    40 Ore @ 10cr/unit = 400cr
    20 Non-Ferrus @ 10cr/unit = 200cr
    10 Aluminum @ 10cr/unit = 100cr
    ------
    260 Total: 2,600cr


    Personal Mineral Harvester

    Type: Deed
    Complexity: 18
    Schematic Data Size: 10

    LB Frame: 110 Metal
    Body Shell: 60 Steel
    Foundation: 50 Low Grade Ore
    Bore Mech: 15 Non-Ferrus Metal
    Storeage Tank: 15 Aluminum

    Totals:
    110 Metal @ 10cr/unit = 1100cr
    60 Steel @ 10cr/unit = 600cr
    50 Ore @ 10cr/unit = 500cr
    15 Non-Ferrus @ 10cr/unit = 150cr
    15 Aluminum @ 10cr/unit = 150cr
    ------
    250 Total: 2,500cr


    Micro Flora Farm

    Type: Deed
    Complexity: 18
    Schematic Data Size: 8

    LB Frame: 110 Metal
    Body Shell: 60 Steel
    Foundation: 50 Low Grade Ore
    Plant Mechanism: 15 Non-Ferrus Metal
    Storeage Tank: 15 Aluminum

    Totals:
    110 Metal @ 10cr/unit = 1100cr
    60 Steel @ 10cr/unit = 600cr
    50 Ore @ 10cr/unit = 500cr
    15 Non-Ferrus @ 10cr/unit = 150cr
    15 Aluminum @ 10cr/unit = 150cr
    ------
    250 Total: 2,500cr

    Personal Natural Gas Harvester

    Type: Deed
    Complexity: 18
    Schematic Data Size: 10

    LB Frame: 110 Metal
    Body Shell: 60 Steel
    Foundation: 50 Low Grade Ore
    Collector Mech: 15 Non-Ferrus Metal
    Storeage Tank: 15 Aluminum

    Totals:
    110 Metal @ 10cr/unit = 1100cr
    60 Steel @ 10cr/unit = 600cr
    50 Ore @ 10cr/unit = 500cr
    15 Non-Ferrus @ 10cr/unit = 150cr
    15 Aluminum @ 10cr/unit = 150cr
    ------
    250 Total: 2,500cr

    Personal Chemical Harvester

    Type: Deed
    Complexity: 18
    Schematic Data Size: 10

    LB Frame: 110 Metal
    Body Shell: 60 Steel
    Foundation: 50 Low Grade Ore
    Bore Mech: 15 Non-Ferrus Metal
    Storeage Tank: 15 Aluminum

    Totals:
    110 Metal @ 10cr/unit = 1100cr
    60 Steel @ 10cr/unit = 600cr
    50 Ore @ 10cr/unit = 500cr
    15 Non-Ferrus @ 10cr/unit = 150cr
    15 Aluminum @ 10cr/unit = 150cr
    ------
    250 Total: 2,500cr


    Personal Moisture Harvester

    Type: Deed
    Complexity: 15
    Schematic Data Size: 8

    LB Frame: 110 Metal
    Body Shell: 60 Steel
    Foundation: 50 Low Grade Ore
    Chiller Bar: 15 Non-Ferrus Metal
    Storeage Tank: 15 Aluminum

    Totals:
    110 Metal @ 10cr/unit = 1100cr
    60 Steel @ 10cr/unit = 600cr
    50 Ore @ 10cr/unit = 500cr
    15 Non-Ferrus @ 10cr/unit = 150cr
    15 Aluminum @ 10cr/unit = 150cr
    ------
    250 Total: 2,500cr


    Equipment Factory

    Type: Deed
    Complexity: 15
    Schematic Data Size: 16

    LB Frame: 300 Steel
    *Body Shell: 3 Wall Module Units (From factory Crate, Identical)
    Foundation: 250 Low Grade Ore
    Shielding: 400 Low Grade Ore
    *Power Supply: 1 Generator Turbine
    *Output Storage: 1 Structure Storage Module
    *Assembly Mech: 1 Manufacturing Mechanism

    Totals:
    110 Metal @ 10cr/unit = 1100cr
    60 Steel @ 10cr/unit = 600cr
    50 Ore @ 10cr/unit = 500cr
    15 Non-Ferrus @ 10cr/unit = 150cr
    15 Aluminum @ 10cr/unit = 150cr
    ------
    250 Total: 2,500cr

    SWG: Crafting: Architecture Pricing and Recipe Guide, by LordDisdain
    [Post] Forum Preferences: Logged in as: Anonymous [Login]
    Save:
    39 threads, 1 2 page(s) long Next Page
       Prices Reply...
      Posted @ Sun, Feb 29th 3:41 PM 2004
      By: aggamimnon
      Scholar
      15 posts
      Score: Decent [3.00]

      Hiyas =)

        This is what I sell my Architect stuff for:

      Medium BER 10 Harvesters 65k
      Large BER 14 Harvesters 130k
      Large House 125k
      Medium House 65k
      Small House 6k
      Factories 40k
      PA's 250k

                                            

       
      0 Replies
       credits Reply...
      Posted @ Tue, Jan 27th 7:26 PM 2004
      By: zanumben
      12 posts
      Score: Decent [3.00]

      this guy here is crazy this is way too much for the sh*t i say it should be 3cr/unit so if you want 1000 units of steel you will pay 3000 crdits                                                   

       
      0 Replies
       credits Reply...
      Posted @ Tue, Jan 27th 7:26 PM 2004
      By: zanumben
      12 posts
      Score: Decent [3.00]

      this guy here is crazy this is way too much for the sh*t i say it should be 3cr/unit so if you want 1000 units of steel you will pay 3000 crdits                                                   

       
      0 Replies
       my plan Reply...
      Posted @ Thu, Oct 2nd 7:58 AM 2003
      By: Anonymous
      Score: Decent [3.00]

      just felt like putting in my 2 credits..

      I have been flamed by a few architects that i am selling too low, that im controlling the market etc.. they claim that they spend so much on their harvestors and they cant sell for anything less then 10k. This is pure BS.

      I have been selling my small houses for 8.5k each. They sell quick, and people come back for more, and i make a nice profit. I got harvestors putting out 6k ore per day, and i only pay about 1.5k each (two of them) to maintain them for one day. same thing for steel. so since for each small house i need about 3k of ore, and about 1k of steel, im only spending 2.25kcr for the 3k of ore, and 750cr for the 1k of steel. thats about 3k in total expenses! Why not sell the houses for 8.5k!? i dont see what the problem with the rest of these architects is. and yea i know theres other resources besides ore and steel but since they need small quanities, im not even considering them. I am also buying low and selling high for extra money. I've bought 20k ore for 2cr per unit, sold it to some guy in corellia for 4cr per unit made 100% profit. So im not gonna stop, im gonna keep going like this. 8.5k is a good price.

      email delusion on bria for low prices on houses or furniture.

       
      0 Replies
       Silly Reply...
      Posted @ Mon, Sep 29th 5:29 AM 2003
      By: Ern
      1 posts
      Score: Decent [3.00]

      I have a rather new architect shop on Eclipse. I find that the market there is overly full. Only yesterday I had someone asking for a price for a Chemical Extractor (medium chemical harvester). These use a little over 12k resources to make. I quoted 60k, which the (not so) potential buyer found very expensive because his guild mate sells them for 25k. That is hardly over 2cr a unit. In a market like that it's better to sell the resources and have a good time as a musician.

      I felt lucky when that wise guy gave me a lecture about the use of harvesters as a bonus. Duh!

       
      1 Reply
         RE: Silly Reply...
        Posted @ Tue, Sep 30th 8:09 AM 2003
        By: Anonymous
        Score: Default [2.00]

        I've observed this sort of thing on Chilastra and to some extent am guilty of it myself.

        What is happening is that products are now getting to be seen as a way to sell resources rather than as sales items in thier own right.

        In the example you give the guy selling the Chem Extractor is selling 12K resources for 25K - RESOURCES OF HIS OWN CHOOSING - something he is unlikely to be able to do quickly otherwise.

        It's not just happening with buildings but with every other item you care to name. The product producers are also miners of resources (you just need a bunch of harvesters) - and it's the resources they are selling in whatever attractive package they can come up with.

        I don't know whether this is good or bad and what the long term implications are for the game economy.

        What I do know is that every player with an ounce of sense has his lots filled with harvesters mining whatever resources are under them (drop them anywhere - they'll still mine something). If they're an artisan they're making and selling goods, if not then they'll just drop the resources on the bazaar.

        Doing this keeps my Ranger/CH in petfood, stims and guns with just a weekly harvester and bazaar run...........

         
        0 Replies
       Cutthroat Reply...
      Posted @ Wed, Sep 3rd 6:00 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Well to let everyone know right now i run an honest business on the Intrepid server. I consider myself a wholesale mineral dealer and use my sales to supplement the funds needed to keep myself and my counterparts in the latest armor and weapons. I currently run 24 harvesters most of which are either medium or heavys . I sell all my minerals at under the going price of the bazaar and opperate for the most part out of my own shop. And right now business is good , infact to good. I can't keep minerals in for all the customers. I have back orders about 3 days long but people are content to wait. So to answer the question  YES you can run an honest business make people happy and have plenty or return customers and still turn a profit. I have been a millionaire twice alrdy and will son have all of my harvestors paid for and start stock piling credits for ships in the near future. So good luck to you all and remember it is possible. Oh Yeh I,ve only been playing for about a month and a half so doesn't take forever either.

       
      0 Replies
       Market Reply...
      Posted @ Sat, Aug 30th 8:36 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Try and base all my prices on the average market pcices of the day , if people selling their steel or ore for for 10/per.unit , I'll sell my house or harvester 10/per.unit. Most of time less depending on experimrnt %. I try and look at it as while i'm learning makeing a 6% durable house,(which to my is crap) I'll sell my house for like 3:5 cr.per/unit of material. Going rate on my plantet /setrver 5:6 cr/unit  I am apprentice arch. As i gain exp. and make better house and other products the price will go up (you don't pay the apprentice more then the master do u ?) . I all so think if people had a way of finding out how good your product is it would be easier to explain why your chargeing 15k for a 20% durability , and the other guy is selling his 1% durability for 8,15 or even 20k house . I think deed stats would be good idea . and a way to more personalize your products what I mean is if i make a chair or bed post out of copper they should look like copper not the same as steel.


      Saidark (Kari)
      (sorry bout the spell'in ) :)

       
      0 Replies
       Buyer's Market Reply...
      Posted @ Tue, Aug 19th 12:30 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Hate to say this guys, but it's a buyer's market.  So, if you want to sell your resources at a 1:10 ratio or your small homes for 17,000 credits, that's fine and dandy as long as others think that this is reasonable, and set their prices to the same thing. But as soon as someone says, "no, too much, not worth it, I'll make my own... wait no, in fact I can do better and sell for less," you're in for a world of hurt as that person starts selling spare resources at 1:3 or even 1:1 ratios and their small houses for 5000 credits.

      While the seller may set the price it is up to the buyer to pay the price, and if the buyer has the choice between two identical things, one for 17k and one for 5k... well we all know what sells.

      Anyway, just remember it is a buyer's market, not a seller's. The fun of capatilism and competition.

      Vailain
      on Eclipse

       
      2 Replies
         RE: Buyer's Market Reply...
        Posted @ Wed, Aug 20th 9:12 AM 2003
        By: Anonymous
        Score: Default [2.00]

        Simple... buy the 5k house and sell that for 17k also, or as your gonna make a bit of profit, discount it to... errm... 15k for 2.                                                   

         
        1 Reply
           RE: Buyer's Market Reply...
          Posted @ Wed, Aug 20th 9:13 AM 2003
          By: Anonymous
          Score: Default [2.00]

          15k for 2 meaning 15k each, so 30k total.  Thought I better quickly add this =)                                                                

           
          0 Replies
         RE: Buyer's Market Reply...
        Posted @ Tue, Aug 19th 4:31 AM 2003
        By: Anonymous
        Score: Default [2.00]

        This is sort of true.  The slight problem with the theory is that not everyone wants to become an architect, for example. So you are competing with other architects on price, however your not competing with everyone on the server.

        There is also a regional component. A player may want to travel to a different star system for a 2000 - 5000 credit break on a (generic) house, but may not want to make that trip for a 200-500 credit break on a harvester. So even if you can see the whole galaxy in the bizaare, you may not want to travel it to bargan hunt.

        Also take into account the 3000cr ceiling on price of items in the bizaare - your not going to see a house in there.

        Your point is well taken on direct competition, if someone is shouting a house your trying to sell for 16K for 5K - your likely not going to sell the house. However if you wait, you may well sell it after that 5K house is gone.

        I don't think your taking all the factors of the economy into account, but you make some good points.

        The most important thing you will need to remember is that selling for a loss will put you out of business unless you plan on doing missions or such to make up the difference. Another point is that price will naturally migrate to a resonable level, and will naturally fluctuate depending on what resources are available, and many other factors.

        My advice is, when selling, maintain your flexability, sell for a reasonable price and don't fear all undercutters. Learn to market, this is a much simpler economy than real-life - but it is still a fun simulation that can be worked for fun and profit.

         
        0 Replies
       Prices. Reply...
      Posted @ Mon, Aug 11th 7:56 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Quite frankly, I find that I can keep my prices low by getting all of my resources MYSELF. Even with paying for two wind power generators and six harvesters, my resource costs are low enough that I can charge 7000 for a small house and still make almost 5000 in profit on the transaction. The customers are happy because I'm selling for 3000-6000 less than anyone else on the server, I'm happy because I'm getting crafting XP and enjoying myself, and I don't have to depend on the whims of other peoples' prices for resources. As for the 10 credits per unit price...that's a load of horse manure if ever I've seen one. Pure and simple price gouging. I have a personal mineral extractor on a 78% concentration of aluminum right now, and the average cost to me per unit brought up (including cost of power as well as maintenance) is only about .42 credits. Less than half a credit per unit...charging 10 credits per for selling it would be raising the price almost 2400%! And on that kind of concentration, it actually gets CHEAPER per unit the higher-level of a harvester you get to.

      I just think that some of the people selling things are a tad too greedy. Yes, I know economics are based on greed, but even if I'm the only one making an item, the only supply, I'm going to charge a fair price for it regardless. If the customers are happy, you'll get more business than if you squeeze every last penny out of them.

       
      0 Replies
       Architects profession will balance out Reply...
      Posted @ Sun, Aug 10th 7:53 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Time will tell. I believe everything will balance out. On the server I'm at average minerals and chemicals are 5 to 10 credits, I sell mine at 7.5 and they do sell. On the buying end, hides and bones I've gotten for about 2 credits each if I really shop, but the average is 3 to 5 credits per unit. I choose the Architect profession for the fun of it and not really the money. I believe after awhile you will see less Architect, because not to many people find the tedious work of crafting much fun.

       
      0 Replies
       hmm Reply...
      Posted @ Wed, Aug 6th 6:40 AM 2003
      By: redrowen
      Scholar
      108 posts
      Score: Decent [3.00]

      I began my architech with Marksmen.  I went to Advanced pistol, and baught a really really nice Scout Blaster.

      Doing to tatooine and running the missions that rake in 1200cr and are 300m away, i can make well over 25k an hour.

      Harvesting for say.. 10 hours stright will take in about 2500 Materials if Im damn lucky.

      .. 2500x10(we'll aim high on resource cost) =
      25,000 credit in resources in one night of sampleing.

      25k x 10 hours.. well 250k+ worth of solid non-disputiable credits if I spent that time instead running missions.


      /Sample is a total waste of time.

      If I spent HALF the time I spend doing regular mission's as I did /sampleing all night long for thoes precious resources I burn off in an hours worth of working, I'd already be rich.

      With 250k I could find a mass producer of resources, and find good discount prices for resources with repeat business.

      In short..
      ***Snore***

      Edited, Wed Aug 6 06:32:03 2003

       
      ----------------------------
      World of Warcraft
      Tauren Druid ~ Perenolde
      1 Reply
         RE: hmm Reply...
        Posted @ Sun, Aug 17th 7:28 PM 2003
        By: Anonymous
        Score: Default [2.00]

        snore exactly.  i'd love to see u doing missions in your sleep, while the rest of us set up a /sample macro and sample up a pile of resources. it may be harder now with the new "concentrated source" window, but it's not impossible with some 'help'.                         

         
        0 Replies
       Those who have and those who dont Reply...
      Posted @ Mon, Aug 4th 10:20 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Here's my 2 credits,

      We have the skills, We have the resources.

      It's up to us.

      We as artisans control the economy. Not the game devs, not the bouty hunters, and not the smugglers. We do!!! Everyone counts on us and by going to a "PRICE WAR" bizaar based economy with each other we only make it harder on ourselves and easier on everyone else.

      Raise prices, give up on the public bizaars, private shops and private deals are the way to go. If you need a resource and I have it send me a /tell and we'll work out a deal.

      All other professions can simply take mission  after mission racking up credits. While we slave away for scraps. This working my butt off to sell Teltier Noodles for 100 credits each is getting old.

      I have both smuggler and bounty hunter friends making 100,000 plus a day running missions. They can afford to pay and it is up to us to make them.

       
      0 Replies
       an architect's point of view Reply...
      Posted @ Mon, Aug 4th 9:30 AM 2003
      By: Anonymous
      Score: Default [2.00]

      I am a master architect on Sunrunner...and I agree with many of these points, particularly that the prices are out of whack.  To be in business in this game, you have to exploit people. That's the bottom line! I knew there were guys selling small houses for 8k, but had no choice but to find someone that didn't know that and sell them for the 25k i needed to pay my harvesters. I'm no DE, and know little that others haven't told me. But it takes 1/3 or less resources to build a probot, and the average price people are willing to pay for one is 3x what i can sell a house for! It's about usefulness, and the architect class isn't "useful" enough for most people. I'm at the point now, where I don't need exp's, and will likely work on the BYOR policy for further construction. I'll probably round up on resource estimates and keep the scrap as insurance in case of crit, or for my own needs. If you are going to run an honest business in this game, you have no choice but to do missions for cash...and in that case, why run a business at all if your income is your combat ability?

       
      0 Replies
       pricing and COGs Reply...
      Posted @ Thu, Jul 24th 9:46 AM 2003
      By: Anonymous
      Score: Default [2.00]

      I sell my weapons for whatever ppl will pay, bearing in mind that the population base my customers come from today (while the ecomony is hosed up) will be essentially the same as it is tomorrow (when it may be fixed).  I could probably gouge customers today and make tons more creds than I do, but that would catch up with me later when I have 2-3x more gametime invested in my toon and won't be able to sell a weapon.

      Eventually, it should settle some but there will prb always be those 3000cr CDEFs in the bazarre. The bazarre will become the 'Bizarre' and serious customers will buy from pvt shop vendors.

      What torques me are the weaponsmiths that keep grinding out what they think are great weapons cuz aren't CDEF and they have a few more pts of min-max dmg than the others, when they are actually HAM sucking wastes of resource. Use one and some mob can spit on your action bar and you're toast. It's hard to find a decent WS...one that knows what the weapon stats are all about. I usually sort the sales list and skip the CDEFs anyway, so they aren't the nuisance they used to seem to be.

       
      0 Replies
       cheap cheap cheap Reply...
      Posted @ Sun, Jul 20th 7:23 PM 2003
      By: Anonymous
      Score: Default [2.00]

      heres what i do,
      and this sint because i think that my time isnt worth anything, but i have the resources and the means to do it so i do:

      bone armor(all pieces): 50 credits each
      harvesters(all types): 500 each
      all the small stuff: 20 credits each

      i know the UXP isnt all that great but i have unloaded alot of stuff this way and it has paid off in the long run, this has given me a fairly steady run of repeat customers also, when i log in i usually have about 10-15 emails of people asking me to craft them something or the other, and for my good customers i usually just give the items away for free

       
      0 Replies
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       cheap cheap cheap Reply...
      Posted @ Sun, Jul 20th 7:23 PM 2003
      By: Anonymous
      Score: Default [2.00]

      heres what i do,
      and this sint because i think that my time isnt worth anything, but i have the resources and the means to do it so i do:

      bone armor(all pieces): 50 credits each
      harvesters(all types): 500 each
      all the small stuff: 20 credits each

      i know the UXP isnt all that great but i have unloaded alot of stuff this way and it has paid off in the long run, this has given me a fairly steady run of repeat customers also, when i log in i usually have about 10-15 emails of people asking me to craft them something or the other, and for my good customers i usually just give the items away for free

       
      0 Replies
       It will come around Reply...
      Posted @ Thu, Jul 17th 9:19 AM 2003
      By: thomasus
      1 posts
      Score: Decent [3.00]

      Yes, the economy is crazy. People selling CDEF's for 3000 cr and havesters for 500 cr. Sure things are unbelievable now, but as time goes on I bieleve so will the economy. People will get a better idea of how it works. You just want to make money, that's the main goal for most professions.

      Some days your going to find a good deal. Other days your not. Remember though, Supply and Demand. If you have something to sell do some reseach on what your selling. If you decide that you can produce the same item as "John Doe" at a cheaper price, sell it cheaper. If your hours upon hours of game time surveying materials and crafting items is worth dirt, so be it. You atleast made someone extremely happy.

       
      ----------------------------
      $$ good lord! is it made of gold?
      0 Replies
       OniBendu Reply...
      Posted @ Fri, Jul 11th 6:26 PM 2003
      By: Anonymous
      Score: Default [2.00]

      I reside on Flurry server.  I must say that I've been blessed with quite a nice selective server. I was one of the first Architects on our planet with a few others before me.

      There's not many that are above Novice Architect and can build anything higher than a small house, but on average a small house on our server runs about 15,000 credits... which is pretty low. Factories run about 50,000 to 75,000 credits... depending on the architect.

      At the moment there's not a lot of competition, which is nice... so for the time being it's sell sell sell! Minerals on Flurry are expensive though... most surveyors charge 10 credits per unit. Thank god for my fleet of extractors! =)

       
      0 Replies
       Prices Reply...
      Posted @ Thu, Jul 10th 9:06 AM 2003
      By: LordLiberty
      12 posts
      Score: Decent [3.00]

      Offer and demand rule. These are two functions that cross in a point (the price).

      A very expensive (in time or resources) item to craft will have low offer, thus a high price.

      However, if hardly nobody wants the item, then the price won't be that high (low demand)

      If many people offer the item, the price will get lower (high offer)

      If many people want the item, the price will go up. (high demand)

       
      ----------------------------
      LordLiberty
      Lvl 58 Phantom Summoner
      Lionna Server
      Lineage 2
      The Older Gamers clan
      www.theoldergamers.com
      0 Replies
       HOUSES Reply...
      Posted @ Thu, Jul 10th 3:44 AM 2003
      By: Anonymous
      Score: Default [2.00]

      so how much does a normal plain house cost... everything included                                                                

       
      0 Replies
       Not a guide at all Reply...
      Posted @ Wed, Jul 9th 2:33 PM 2003
      By: igordin
      136 posts
      Score: Decent [3.00]

      Bunch of scems + prices that R mostly out of date. IMHO LazarusNY post below is more of a guide then this.                                                                

       
      ----------------------------
      igordin
      0 Replies
       My 2 creds Reply...
      Posted @ Tue, Jul 8th 11:16 AM 2003
      By: LazarusNY
      2 posts
      Score: Decent [3.00]

      There's been a lot of discussion about the economics in this thread, so I figure I'll chip in my two cents, as I've been doing some of my own observation.

      I'm currently playing a novice architect myself, and discovered that it was so much easier to get xp from crafting lots of structural modules than to worry about pushing stuff onto the market for the UXP.  No longer motivated to sell below cost, I had no idea what to consider fair.

      What each of us really needs to do to answer that, is to calculate what our time is worth. While helping a scout friend get bone so I could craft bone armor earlier, I developed a good bit of combat skill. I surprised myself with the amount of cash I can routinely drag in from destroy missions, timing a few from starting at mission terminal, to ending there, and found I make X credits/hr. I then picked a typical mineral deposit and spent an hour sampling.
      Now if I can say mine 100 units in an hour, or bring in 1000 credits in that same hour doing missions, I have established a personal exchange rate of sorts. Since then I've found that it's actually quicker for me to purchase resources from others at prices I used to think were outrageous, and then base my structure sales prices based on a markup on what it actually cost me.

      Long winded I know, but I can't wait till I stop seeing CDEF's on sale for 3000c next to a mineral harvester for 200c at the bazaar.

      Edited, Tue Jul 8 11:09:58 2003

       
      1 Reply
         RE: My 2 creds Reply...
        Posted @ Fri, Jul 18th 12:04 PM 2003
        By: ravingronn
        52 posts
        Score: Decent [2.90]

        200 credits for an extractor?  I wish. On Gorath where I play on Tattooine I have yet to see a single structure in baz. I know there are architechs cause I see houses all over but they only seem to sell to people via shout.                                      

         
        0 Replies
       No kidding Reply...
      Posted @ Mon, Jul 7th 3:41 AM 2003
      By: Anonymous
      Score: Default [2.00]

      You bring the resources and they make it, of course that's a deal.  You are giving them free experience and they don't have to waste their valuable resources.                                                   

       
      0 Replies
       prices ore out in left field way out in left field. Reply...
      Posted @ Sun, Jul 6th 8:29 AM 2003
      By: Anonymous
      Score: Default [2.00]

      There prices are so out landish its not even funny. the average may be 5credits per mineral but even that is still high. Though yes suply and demand. Curently there is a ton of Architects on Lowca which means prices are rock bottem i even see Architects saying free harvesters and houses all you provide is minerals. Now that is a deal.             

       
      0 Replies
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