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Why do people insist on killing prices?

STAR WARS: The Old Republic > English > General Discussion
Why do people insist on killing prices?

KBSIP's Avatar


KBSIP
07.14.2012 , 11:53 AM | #91
Quote: Originally Posted by Nimithril View Post
The price per item is whatever the market will bear....in other words, whatever people are willing to pay at that time. Absurdity has nothing to do with it.
it has as much to do with what people are willing to sell it for to expedite the process. 130k per augment is going to severely limit your market access, especially when relatively equal alternatives are available for ~ 10% of that price. The people who undercut prices on the GTN, either through bulk selling or flipping, force the price down and serve the function of making the item more appealing to a wider market, improving credits flow. The absurdity comes from people actually trying to charge almost pure profit on a relatively easy to craft item. "time spent" isn't a factor since everything is handled by crew skills while you play the game, so the only legitimate factor in overhead of production is how many credits you spend on the missions.

Keta's Avatar


Keta
07.14.2012 , 11:56 AM | #92
Quote: Originally Posted by testszag View Post
because i want to. do i need any other reason?

No you don't. Just as those of us who enjoy driving prices down don't need any reason either.

boxfetish's Avatar


boxfetish
07.14.2012 , 12:15 PM | #93
Quote: Originally Posted by TheBBP View Post
130k for 22's is completely absurd. Folks have as much right to lower the price as you do to rob people over their credits with your absurd prices.
This.

On the other hand, I have a problem with peeps who put up everything at the default sell price that the GTN sets and don't even bother to check out the going rate, thereby undercutting everyone by a factor of 5x or 10x simply because they made millions upon millions of credits the first two months the game was live due to poor game design.

testszag's Avatar


testszag
07.14.2012 , 12:56 PM | #94
Quote: Originally Posted by Keta View Post
No you don't. Just as those of us who enjoy driving prices down don't need any reason either.
my point was that i do not need to justify anything. if i want it, i'll get it. fact is, as i posted earlier, i am one of those that will undercut. i just don't do it based on some moral justification. i do it becasue i like how mad some people get over it. best example being the op
no f2p 4 me

ZudetGambeous's Avatar


ZudetGambeous
07.14.2012 , 01:45 PM | #95
I love when that happens, you shouldn't be complaining. If the price falls all the way down to 90k then just buy them all at 90k and relist at 130k, instant 30k (after GTN fee) profit.
I tell you this: though neither he nor they yet know it, he is the greatest of all the Jedi. Jacen Solo is the living Jedi dream. Even without the Force, he is more dangerous than you can possibly imagine."

Kalfear's Avatar


Kalfear
07.14.2012 , 02:13 PM | #96
Quote: Originally Posted by DarthTHC View Post
Here's how 130k is legit pricing.

The cost of Advanced Neural Augmentors on the GTN is 19-22k. Let's call it 20k. So that's 80k in cost of goods to produce the augment and you haven't even gotten to the metals or gems or whatever else you need to put into it to make it. So let's call it 85k.

If you sell it for less than 85k, you could make more money selling the raw materials.

The GTN takes 5% of your sale. To break even on 85k worth of materials, you have to list it for about 89,500.

It takes you time to gain your skill, reverse engineer to the purple schematic, manage and gather resources, even if you buy them from GTN, manage your sales, etc. How much profit is that worth? Do you want 20%? Is that fair? (Probably cheap, so let's go with that.)

20% profit on top of 85k is 17,000, so you want to have an after-GTN-fee return of 102,000 if you want a 20% profit margin. To get that, you have to list the piece for about 107,400.

130k is not outside the realm of reason. Take GTN's fee off that and you're at 123,500 for a profit of 38,500 or about 45%, which is absolutely reasonable for a (real-world), highly-coveted item.

But, hey, post 'em up for whatever you want. If you post too low, I'll buy 'em and relist until you run out of resources.
LOL, I have a 400 skill pretty much across the board on crafting skills

IT DOESNT take that much time or money or resources.

I dare say the only real money ive spent on crafting has come from running treasure hunter missions for grade 6 gems. Other then that all crafts can be maxed out for under 150 k credits if you dont go for purple schematics.

You are trying to cover your entire crafting cost from 0-400 in one sale!

THATS PRICE GOUGING, nothing but

This is the mentality that was so obvious in SWG and turned so many people off. Over loaded prices for stuff.

I beleive crafters have a right to make a profit, but its +10% of item cost, not + 1000% of item cost!

Good luck buying my stuff and reselling, the mats are so easy to get that ill never actually be out of the items so you will be trying to corner market on a insanely easy thing to produce.

You will be bankrupt long before Id ever run out of items to under cut you with!

Smarter move would be to lower your 1000% mark up to reasonable levels.
In regards to lessening F2P and Preferred restrictions
In GAMING, as in LIFE,
You get what you pay for
No game restriction is so dire that $15.00/month will not eliminate it

Wallach's Avatar


Wallach
07.14.2012 , 02:15 PM | #97
Sometimes I catch people trying to drive down prices on some commodity with value walls, so I just buy out the entire wall and stabilize the price myself. They make money, I make money, I suspect they don't care. So I certainly don't.

HeavensAgent's Avatar


HeavensAgent
07.14.2012 , 02:21 PM | #98
Quote: Originally Posted by Calerxes View Post
I asked... "Can you expand on why its a simulated economy?" as I'm not an economist, so you explain to me what the difference is and I then conclude that from your description that all MMO economies are simulated included the most famous player driven one, Eve, where they supposedly have a full time economist overlooking it. But my point is... No MMO has a "real" economy so we have to put with a simulated one and to my uneducated eye is still an economy to us players, talking economic semantics will not change that fact as all games are simulated as are not "real" that is all really.
Just because EVE boasts areas of its economy that are simulated does not mean its economic system, as a whole, is simulated. As I stated, I have not played the game but based on what I've been told, and on what I've read since you posted this reply, it comes really close to a true economic system. The value of EVE's Interstellar Kredit is based on the wealth that exists within the game's economy, wealth generated and represented almost entirely by tradeable goods, both gathered and player-created.

This is the key of a true economic system: the currency must be representative of goods and sometimes services present within the system. The value of the currency must be representative of wealth.

As you noted this is not always the case in EVE, but the majority of the game's economic transactions function on this premise. In fact, one of the reasons the game employs an economist is to keep tabs on the effect generated currency has on the economy. In order to ensure it does not sway the game's economy to a simulated system, they seek to equalize the quantity of generated currency units with that of generated goods and items.
Del'lantam Trooper of Alpha Company, 203rd Republic Expeditionary Legion

Liokae's Avatar


Liokae
07.14.2012 , 02:22 PM | #99
Quote: Originally Posted by Hyde_v View Post
I've been accused of undercutting when selling items. But the honest answer is that I just don't know how the Star Wars economy works.

In WoW, three hundred gold for an item is a pretty steep price. Over a thousand gold, amazingly high. Over ten thousand, ridiculous.

I once asked what a level 22 prototype medium armor piece would be worth. I was told prices ranging from 50,000 to 100.000 credits. I was blown away! That's quite a leap in the economics I'm used to.
Yes, but a gold piece in WoW is just a consolidated form of the base currency, which is copper. That single gold piece you're thinking of represents 10k of the base currency.

Mistress_Ivi's Avatar


Mistress_Ivi
07.14.2012 , 02:23 PM | #100
SWG had this problem all the time, the market was *truely* the players game, because it had 1 fundermental thing... an actual trader class with a real, complex crafting system.

One particular item on a server called Starsider, the "armour colour kits" ... my guild leader had to hand-craft them, he made 100's... you know what he did when someone bought them all? He kept making them, he made hundreds of millions each year from this.
Ironically, the people who tried to sell for more, because they hated the 'under pricing' doubled the orginal price, despite the fact our leader kept making and selling (on multiple planets in personal vendors, a total of 14)...

I found it amazing that he did this so freaking often - but he made a bucketload of money from it. So the trick is, if you hate someone over-pricing... or under pricing, in your case, suck it up... price for their price, hope someone buys yours and resells for more... because when you come back to sell more, you underprice them again at your price and they'll sell.

The trick is to profit 20% or more, from the costs of what it took to make the item... if it only costs 20k to make the aug kit, for example, you don't need to be charging 130k, 90k is still WAY over the minimal requirement to profit.
Former SWG Player and Bloody Proud of it!