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The Price of Gear, Selling to Customers

FURYBlakhart
Hi All, apologies if this has been posted about before.

Just wanted a discussion about the cost of selling equipment to other players int he current early cycle of the games economy.

How much are you charging? Do you make a profit selling at that price? How much profit margin do you add into the actual cost? Etc. Also looking for feedback on my own calculations.

I have recently hit level 40 blacksmithing and have maxed out alchemy.

Alchemy is really simple:

I Buy mats for 40g-50g a pop (normally) and solvents for 10-20g.

A 2 herb potion then costs ~100g to make
A 3 herb potion costs ~140.

I normally charge about 100g per potion. My thinking is, the vendors sell pots for 80+ gold...and mine are way better. Considering I can craft several potions in one craft, the profit is already padded in.



Blacksmithing is much more convoluted.

Going by NORMAL rates for the rarer crafting materials (tempers, rare style components, etc) I have made the following price estimates:

Gear with "normal" Style:
Green - 500g
Blue - 2500g
Purple - 6900g
Yellow - 22,000g

Any gear made using the rarer styles will have to have 1-2k added to them

And this is a bare minimum cost to produce the item, assuming the customer wants a guaranteed 100% quality at the end (as an example, if customer WANTS a legendary sword it WILL cost X honing stones + Y dwarf oils + Z grain solvents + tempering alloys)

If you really want to actually make a profit and be rewarded for your time and investment you'd need to add 10-15% on top of those totals above, imho.


Obviously if you farm the mats yourself or wait for your miner NPC to send them then it cheapens the cost.... but I dont know too many non-botters who have enough high end tempers to make a whole suit of armor without having to buy them from somewhere.

So what are others finding? Is ~25k for a single piece of legendary gear about what people are expecting? Too low? Too High?
  • Commonpain
    Commonpain
    ✭✭✭
    hmm, actually 25k for a legendary piece would even be too low i guess...

    For one legendary part you need (100%)

    1 x [Crafting Fee] ~ Depends = ???g
    1 x [Style Item] ~ 50-1000g = ???g
    1 x [Trait Stone] ~ 100g /piece = 100g
    2 x [Honing Stone] ~ 50g /piece = 100g
    3 x [Dwemer Oil] ~ 250g /piece = 750g
    4 x [Grain Solvent] ~ 1.000g /piece = 4.000g
    8 x [Tempering Alloy] ~ 3.000g /piece = 24.000g
    29.950g

    This is without fee for Crafting or Style items [up to 6k per item combined what i've experienced], which means one item can climb up to a stunning 36k

    [Please mind, that these prices are taken from my personal experience in guild stores & zone chat (AD& EP EU), prices may more or less differ]

    This is of course without Runes. Prices for Legendary Runes differ very much at the moment [3-8k from what i've seen].

    If we take these Values, a full Legendary Daedric VR10 Item Set (without Jewelry or Jewelry Enchants) with all Legendary enchants will set you back about 300-400k... phew...

    ok, guess i'll go back to farming mats for my leg gear (which will be useless once craglorn patch hits live servers)... yeay!

    cheers =)
  • FURYBlakhart
    Thanks for the comments.

    I had not even thought about runes or their cost added on. I am glad, at least, that I have not over-estimated the values.


    ANy other thoughts or comments out there?
  • Origin
    Origin
    ✭✭✭
    yeah, considering how difficult is to get all the tempers for crafting high quality gear above green versus the market price for the dropped items, it is simply not worth it to craft for selling. Not to mention how painful is to level up the enchantment in order to craft decent glyphs to upgrade the items.

    Right now, on the EU server you can buy purple items lvl 35 - VRx between 300g - 2000g depending on the item and the seller. Those items are mainly from drops.

    The lack of an real auction house makes the trading very difficult. The number of players in a guild is quite static over time, each player having a limited number of characters that are going to be leveled sooner or later and since the drops are quite abundant, the prices in the guild stores are low. Therefore, the market demand for crafted items is very low having the tendency to decrease over time.

    It is clear that the game economy need to be balanced somehow. However, at this moment I cannot imagine a feasible solution without an auction house and without increasing the availability of the crafting & improvement materials (tempers).

    At this moment I can afford to sell only the weapons after I out level them. The armor rate of decay and the fact that the armor sets are bind on equip prevents selling them. I stopped repairing the armor considering the "modest repair prices" - as they are advertised in the game. :smiley:
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