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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?

Arkerus's Avatar


Arkerus
07.13.2012 , 04:41 PM | #51
People can charge whatever the heck they want. It's called a free market. Get used it.

I love undercutting folks and watching my items sell in minutes instead of days.
Hooning in the rex : http://youtu.be/xtXUM6yPMCY

Kaisernick's Avatar


Kaisernick
07.13.2012 , 04:51 PM | #52
have u ever been to a real merket?

this is what you do to make a sale one person offers u a apple for 50p then a few steps ahead anouther offers you one for 35p.

also you will find that the prices will go down as the people who can afford them allready have them and the ones that cant wont buy them.

irishtim's Avatar


irishtim
07.13.2012 , 04:53 PM | #53
Quote: Originally Posted by Saurakk View Post
Its how a market stabilizes.

There is no set price but what the person wants in return.

Your price may be too high, theirs may be too low. They even out in the end.

They might ask why do people try to rip others off by pricing so high? (not saying you were, just speaking in general).

It is all subjective.
Economically serious undercutting is not how a market stabilises, it's how it eventually collapses.

People list items very cheaply and in big numbers, supply goes past demand, people lower prices further to compete with the little demand left and then the raw materials for the item become more expensive than the actual item

loss leaders like this work in supermarkets as they draw customers in but in an MMO it doesn't work since the market in centralised and has multiple suppliers

The only thing you can do is to try to stay competitive and wait until other peoples items have gone off the GTN then list the items at a fair price and hope that people buy before the undercutting starts again. The only way i see prices going up is if the ammount of credit sinks goes down it will allow people have more funds to spend on the GTN

MarmicMocius's Avatar


MarmicMocius
07.13.2012 , 05:06 PM | #54
Quote: Originally Posted by EricJS View Post
As someone who makes credits selling augments and augment kits, I have to agree with DarthTHC here. It may be that the market is different on the server MarmicMocius plays on, but Darth's price breakdown mirrors my own server prices..
My cost estimates are based upon the average cost it will run someone to complete crew missions in order to gather all the basic materials. The only real expense here is the grade 6 slicing materials. Drop rates as they are currently, the approximate average cost to gather 1 advanced neural augmentor is right around 10,000 credits. If you have a companion with a slicing crit bonus, this may go down a little. The other materials are readily available and do not have a significant impact on the overall investment necessary to make the desired augment.

What I have not bothered to factor in to my estimate of material costs for making an augment, is the time it takes to gather the materials/run crew missions, nor the process of learning the advanced schematics. I've chosen not to include these items because ultimately, the additional investment here is fairly minimal. ie, crew missions are most normally run while other actives are being done, or while logged out all together.

As a crafter, if you choose to purchase your crafting materials from the GTN then you are also accepting the additional financial burden of increased production costs. Understandably these costs will be forward to the people whom you're selling to. At the same time, you have to concede that you cannot be as competitive in price of your goods vs a crafter who may have chosen to invest the time to gather less expensive materials. Crafters with lower material costs can maintain a high profit margin, while still being able to undercut the price of their competitors.

Calerxes's Avatar


Calerxes
07.13.2012 , 05:18 PM | #55
Quote: Originally Posted by HeavensAgent View Post
I could write a paper on it (business major), but to keep it short a simulated economy is one where the monetary unit has no real value. A credit does not represent an actual resource in the game. There's no limit to the number of credits that are generated, nor is there any governing factors that determine a credit's worth. Similarly, the cost of items in the game does not reflect the worth of the basic monetary unit; a vendor item costs the same regardless of the economic state of the server.

A sign that a game boasts a simulated economy is that it requires one or more money sinks. A true economy doesn't need such systems, as it is self-balancing in some way.

So are not all MMO's simulated economies as they are simulations in their nature?

SviBudd's Avatar


SviBudd
07.13.2012 , 05:37 PM | #56
There is a fairly simple way that I look at market price when making something to sell. I take in the cost for all materials, then add 25% for time and effort. Anything being sold for less than my cost to produce, I buy then re-list the item, as it was cheaper for me to do so then create a new item. Anything sold above cost + 25%, is called gravy. Price undercutting to advance one's own sales, is common and as many have pointed out, a part of market stabilization. Anything sold below cost is simply dumping, and as long as the market maintains a benchmark price of at least cost, then it is operating as intended. If everyone starts selling for less than their cost to produce, and consistently, then its a broken market and the sellers are dumb.
In the ham and egg breakfast, the chicken is involved, but the pig is committed.

testszag's Avatar


testszag
07.13.2012 , 05:42 PM | #57
Quote: Originally Posted by SviBudd View Post
..... If everyone starts selling for less than their cost to produce, and consistently, then its a broken market and the sellers are dumb.
or, we sellers realize this is just a game and we enjoy the nerd rage it cause on the boards. it gives us something to do when we can't log in, for whatever reason. making back any creds i may have lost is just so easy, and well worth it, as far as i am concerned
no f2p 4 me

DarkSaberMaster's Avatar


DarkSaberMaster
07.13.2012 , 06:15 PM | #58
Quote: Originally Posted by MarmicMocius View Post
My cost estimates are based upon the average cost it will run someone to complete crew missions in order to gather all the basic materials. The only real expense here is the grade 6 slicing materials. Drop rates as they are currently, the approximate average cost to gather 1 advanced neural augmentor is right around 10,000 credits. If you have a companion with a slicing crit bonus, this may go down a little. The other materials are readily available and do not have a significant impact on the overall investment necessary to make the desired augment.

What I have not bothered to factor in to my estimate of material costs for making an augment, is the time it takes to gather the materials/run crew missions, nor the process of learning the advanced schematics. I've chosen not to include these items because ultimately, the additional investment here is fairly minimal. ie, crew missions are most normally run while other actives are being done, or while logged out all together.

As a crafter, if you choose to purchase your crafting materials from the GTN then you are also accepting the additional financial burden of increased production costs. Understandably these costs will be forward to the people whom you're selling to. At the same time, you have to concede that you cannot be as competitive in price of your goods vs a crafter who may have chosen to invest the time to gather less expensive materials. Crafters with lower material costs can maintain a high profit margin, while still being able to undercut the price of their competitors.
This pretty much sums it up for why I have the higher profit margin that I do. The only times I buy resources from the GTN is when I am leveling up a crafter quickly because it is faster to just buy the materials than to wait to build it up through gathering. The other time is when I want something specific crafted right now for myself and I don't have that material readily available. Other than that, I gather everything myself cause I have the time and patience to do so. It nets me a higher profit margin and allows me to be able to set the prices that I want.
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HeavensAgent's Avatar


HeavensAgent
07.13.2012 , 06:17 PM | #59
Quote: Originally Posted by Calerxes View Post
So are not all MMO's simulated economies as they are simulations in their nature?
Not all. In some MMORPGs (not many) the monetary unit is representative of in-game goods. For example, someone in a game with a true economy who mines for resources would obtain an equivalent quantity of monetary units in exchange for those resources. They are not generated out of nothing, they have real value within the game itself, and both the value of the currency and its quantity reflects the wealth that exists within the system as a whole, as generated by player activity.

A simulated economy can be compared to a sink. Someone turns on the faucet and monetary units are generated and added to the system, be it by killing a mob, opening a chest, or completing a mission. These monetary units are not representative of the wealth found within the system. They have no value. Additionally, their value never changes. These currencies can be added to a simulated economic system without restraint, and overflow without a way to remove them from the system. Money sinks serve as a drain, fulfilling the need to remove monetary units and prevent the sink from destroying your bathroom.
Del'lantam Trooper of Alpha Company, 203rd Republic Expeditionary Legion

HeavensAgent's Avatar


HeavensAgent
07.13.2012 , 06:18 PM | #60
Quote: Originally Posted by irishtim View Post
Economically serious undercutting is not how a market stabilises, it's how it eventually collapses.
It is how a simulated economy stabilizes, though.
Del'lantam Trooper of Alpha Company, 203rd Republic Expeditionary Legion