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Posted: Wed Aug 22, 2007 5:57 pm
Has anyone had any luck selling these ? I made some cooked meat, but there doesnt seem to be much interest.
Since the quality of the ingredients isnt very important, except for the quantaty, it would be nice to know which ones are in demand as you can throw your less than excellent resources at them.
Only drawback is you have to make em all by hand, since there is no option for a factory schematic (yet).
Posted: Wed Aug 22, 2007 9:56 pm
Last week sold 31 of the ones not requiring butter, 900 credits apiece, 35 of the ones requiring butter 1500 credits apiece. Being an engineer, I cannot experiment them at all but generally my stacks are 15 to 18 uses. I am actually using really good resources, heck why not, water, berries and oats I harvest averaging .3 credits per with harvesters (sometimes less) creature resources, they don't cost a thing, just killing (and harvesting) time.
How much profit are you trying to make on the pet food? you figure each stack costs 40 units of resource to make. We can be really generous and say the resources cost .5 credits per unit to gather. so resource cost would be 20 credits per stack. Add in the bazaar fee of 12 credits and total cost for me is 32 credits. With the price of 900 credits per stack, the per unit of resource income is 22.2. a profit percentage of 2,812.5%
If you want to factor in startup costs: consider elite harvests cost 500,000 on your server. You will need 1 water elite, 2 organic elites, and 1 fusion reactor (they are running 250,000) initial startup costs 1,750,000 credits. calculating a sale average of 60 per week (30 with butter, 30 without) you will see a net profit of ( (1500-32)*30+(900-32)*30 ) 70,080 per week. To break even on your startup costs; 25 weeks.
Now my concept, (to increase pet food sales of course) is to work up to where I can begin to create affordable breeding parts as well. I'm hearing tell of people paying upwards of 50million credits just to get one egg. the most expensive (resource wise) of the consumables needs 2,000 units of materials. Even if you want to factor a 25 credit per unit gross profit for yourself, the most expensive consumable part shouldn't cost more than 50,000 credits. materials for 1 of each of the "consumable" pet making parts is under 10,000 (8,500 I think) at 25 cpu, thats still only 250,000. With the lower cost to make a creature, perhaps we can get more players to get involved in the creature making/growing process, and thereby increasing food sales. Thats what I'm shooting for. Making the market work. I remember my economics I remember the simple supply/demand curve, with that whole 'sweet spot' price point. And I'm betting the optimum price point is much lower than where pet products are presently priced.
Posted: Mon Aug 27, 2007 7:29 pm
I keep my petfood vendor stocked with these foods with hundreds. I have at least twenty kits of each petfood type on my vendor at any given time. I also have one of each type on the bazaar at 20k per in mos eisley and the other in theed. The rest go to nym's. The ones on the bazaar sell out ALL THE TIME. For my vendor, I keep them all at 8k per kit. I charge more on the bazaar because it is a convenience issue. If you want the deep discount, you must travel the 600m from Nym's Stronghold to get to it. Also, my petfood kits are in the range of 28-30 charges uses per. Most of them land at 29 uses.
Also, demand is a spurt thing. It comes and goes. Sometimes I'll go a week or two without sales. Other times people will come in and clean me out.
Now, yes I make loads of all types. How do I get the milk?
I go to dantooine and look for large spawns of pikets. I milk them. A huge spawn will yield around 10k of milk in a spawn without killing and waiting for respawns. ONce I have a nice stack of milk, I'll run it through a creature recycler and stack them all in one nice pile. When I'm low, I do a factory run of bantha butter.
When the schematic is done cooking, I take all the crates up to my yacht and keep them in a pack next to my crafting station. When I go on a petfood crafting run, I found that doing it in space goes FAR QUICKER than on the ground. I have 6 +15 crafting kits in my ship I"ll pick up and make 25 of each petfood type. WHen I'm full, I'll land, stock my vendor, and relaunch. Once I'm done, that's all I need for a good while. Sometimes I'll take my crafter shipwright friends up with my so they can make mass amounts of components in a lag free environment.
Posted: Tue Aug 28, 2007 2:49 am
20k per stack? Are you a chef and selling fully experimented out foods? I'm a droid engineer on Bria and selling stacks (15-18 uses per) in the bazaar for MUCH less than the 8k you have on your vendor. I'm just curious as I'm still working on getting a good grasp of the crafter dynamic on Bria.
Posted: Wed Aug 29, 2007 1:12 am
I'm worse. Master chef here, fully maxed pet foods (i.e. 30-use), and I sell for 5k for the moment. Still lobbying for factory schems on these--if that goes through I'll sell at 1k.
Posted: Thu Aug 30, 2007 2:14 am
umm 900 for the non-buttery and 1,500 for the buttery versions of pet food here. Selling on the Bazaar, from Mos Eisley (cause as much as I hate the spammers, it's still the place where more people show up) and I do not sell out over a 24 hour period. I've got spreadsheets detailing weekly sales (just not with me here at work)
Posted: Thu Aug 30, 2007 10:15 pm
I sell my petfoods for 20k a stack on the bazaar and i can't keep them there. On galaxywide, my prices are 8k. There are a few vendors who sell for cheaper, but not many. I sell quite a few petfood kits a day. These are fully experimented petfood kits too, at 28-30 uses per. I use the highest quality material I can get my hands on.
I'm a proponent to hand crafting petfoods. If they change it to factory schematics, then the price will drop as it won't consume so much gameplay for me to supply my vendor.
With regard to the galaxywide prices, I've seen prices up to 500k for a single stack, and had to roll my eyes at that notion.
My prices will go down once spawns that are friendly to petfoods show up and I don't have to buy the organics. Also, if demand increases, my prices shall drop too. I don't see that happening though.
Posted: Sun Sep 02, 2007 3:42 am
Pet food friendly? Right now Naboo animal bone has a DR of 924 (not perfect, but close as bones have no PE) Talus Scaley has a 905 DR (also no PE to take into account) I haven't checked out water recently, I've got 59k of nearly perfect water (927 DR) from a recent Nabooian spawn, and 497k of berries(782 DR 998 PE) as well. For myself, as I don't have the ability to experiment, anything 800+ and it doesn't make a difference on quantity.
Oats I could use better I guess (910 DR, 668 PE) and meat (809 DR 677 PE) but that'll happen in time, right now I have nearly 10k of each I'll burn through before needing more.
Can you tell I have my laptop next to me, and kind of bored here at work? If only I could do something more constructive than sample while working. (And don't you dare say work)
Edit: updated my sales information thus far:
Week 1 (13 August through 19 August):
Non-buttery food sold (900 c): 38
Buttery food sold: (1500 c) 28
Total food income: 76,200
Week 2 (20 August through 26 August):
Non-buttery food sold (900 c): 38
Buttery food sold: (1500 c) 31
Total food income: 80,700
Week 3 (27 August through 2 September): (still have to tally today's sales, so it isn't complete)
Non-buttery food sold (900 c): 54
Buttery food sold: (1500 c) 46
Total food income: 117,600
I'm not going to be buying any collector's items real soon, but business through the bazaar appears to be slowly growing. Oh, and I'm stuck at work again. Grrrrr.
Posted: Fri Sep 07, 2007 10:36 am
Putting them on the Bazaar is a good idea, i'll try that one. Also thanks for the milk idea on the pikets. I tried milking banthas, but they didnt seem to work anymore ? I am pretty sure I milked banthas in the past. Maybe that was a different kind ? And no i didnt try to milk the Bulls
Posted: Fri Sep 07, 2007 2:42 pm
Thanks for the stats Trade, I'll have to do this when I get back from school... and then maybe work.
Posted: Sat Sep 08, 2007 8:23 pm
I've actually been slowly getting a customer base kind of, as if I happen to be nearby my computer when food sells, I'll message the buyer and ask if I can help them with more stacks of food. A lot of people have asked about my vendor (which I haven't installed yet, but I'm guessing it's about time) and will generally ask for three or four more stacks of a food to tide them over. Sales are actually kind of slow this week as someone else is undercutting my prices. (only 72 foods sold through Friday) I'm hoping for a banner weekend in food sales
Re: Pet Foods
Posted: Thu Apr 30, 2009 4:01 pm
Just to reopen this subject, I've started to specialize in pet food and supplements, but I don't seem to get much business, mostly I've been trading it in-guild for other things I need.
Any other Flurry residents have any ideas? I'm currently pricing at 500cpu, maybe that's too high?
Re: Pet Foods
Posted: Fri May 01, 2009 12:33 pm
I haven't had any problems selling petfood, as a matter of fact it's one of the things that keep me very busy. I experiment and use good resources on them. With each having 28 to 29 uses they sell at 10k ea. and I sell approximately 200k worth a week. Some weeks are slower than others tho. I also save my best water and other items not used for foods for the bacta kits Mark 3 and I sell about 30 a week at 50k a pop. Making these helps with any boredom I might experience from the tailoring aspect
example: yesterday I pounded out 150 pouch belts..25 by hand and 125 in the factory...have not sold one....sighs..but my food is doing ok.
Posted: Mon May 04, 2009 1:16 pm
Onyx wrote:I'm worse. Master chef here, fully maxed pet foods (i.e. 30-use), and I sell for 5k for the moment. Still lobbying for factory schems on these--if that goes through I'll sell at 1k.
I raised my prices recently after we didn't get the factory run option in the update. I was selling out pretty fast and it was difficult to keep my vendor stocked.
If we get the factory run choice I will bring my prices back down.
Re: Pet Foods
Posted: Mon May 04, 2009 2:27 pm
Personally I could rather see the Devs increase the XP a tad so these things are good to grind for newbie Chefs
For any other profession than Structure there is nothing to really grind and sell until master, that is why I rather see at least something that people really want to buy cannot be manufactured.
For Tailors I wouldn't mind some item that adds a buff to the clothes, duration maybe depending on resource quality. Or some item that makes your clothes "glow" for an hour or whatever spectacular thing that makes people want to buy them. Decent XP and no manufacture.
All other professions could have the same, a consumable item or whatever vanishing thingie that people really want to buy, made from common resource classes, and decent XP.
Alternatively long-lasting items that people want (compare to housing) but that then gives the more XP and not possible to manufacture. I could even stretch myself to these could only be made by non-masters