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#1 Oct 01 2010 at 11:56 PM Rating: Decent
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I'm curious as to what method everyone is using to set pricing of items in their bazaar on items that are found? It's very hard to gauge items that we are not familiar with. No way to tell what it's worth really is. I see alot of items going for like 4k that I would guess to be like 50gil. I'm finding this "we build the economy" system very fun. xD

*Wonders if it'll ever go to **** once established like in RL*
#2 Oct 01 2010 at 11:58 PM Rating: Decent
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its alot easier to get away with overcharging through individual bazaars than it would be with an auction house equipped with sales history. theres gona be some people trying to take advantage of this. just shop around and take your time (lol, as if it doesnt take enough time already =P) and dont ever buy the first one of anything you see.
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#3 Oct 02 2010 at 12:41 AM Rating: Decent
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I'll be honest, the way I price my goods atm it optimum level +/- 1K, depending on how hard it is for me to make it and how many failures get.

I've seen the Sub Harness going as high as 30K on Lindblum, I sell for 12.5 and have sold out two nights in a row.

Granted, this will probably change as levels increase and materials become harder to get, but probably a decent thumbrule for anything 15 or below. Pay no attention to the people trying to sell Lvl 9 items for 40-50K, I'm sure they will come down off their Crack, Fruit Loop, and Tequila binge eventually..
#4 Oct 02 2010 at 1:12 AM Rating: Default
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HAHAHA! Yea I have seen some pretty ridiculous pricing for low lvl items. Pricing equipment is pretty straight forward tho. Just take a look at the level and any additional stat boost.

What about for miscellaneous items like copper ore for example, or fish, potions(if ur not making them) etc.... What would be the best way to take those items and give them a "proper" pricing.

Edited, Oct 2nd 2010 3:13am by XorToken
#5 Oct 02 2010 at 1:40 AM Rating: Good
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Knowing how things are made can explain why some lower level items are priced so high. There's quite a few mats that require 21+ in a craft or a high level drop and these things are going into low rank items. That rare item makes that equipment much more expensive right now. Also with clothing/armor, knowing what it takes to dye stuff helps you understand the prices as well. One thing I make a lot of is cowls...which takes 9 cloths and for colored ones 1 dye for each of those cloths, plus some yarn and plenty of shards. Cotton's gonna be higher than hempen, canvas higher than cotton, etc. With each tier comes new, tougher to make dyes that will probably cost more as well.

Other times, people are just pricing things way too high and hopefully most people don't buy it.

If I'm selling mats I don't really care about, I may just boost it a bit more than what I would get from NPC...higher if I know it's in high demand. For my finished crafts(weaver mostly) I figure what it might cost someone to buy the mats and bring them to me to make and add on some for shards/crystals plus labor of course = P
Higher if I know I'm one of the firsts making that item, less as the market gets flooded with said item.
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#6 Oct 02 2010 at 1:56 AM Rating: Decent
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simple items like flax are trying to be sold on Besaid for 10k for regular and 20k for +1 i really hope no one buys em.

equipment seems to have an even/reasonable price at the min as do weapons.

Think it's just "what would i pay for that?" at the min and we all subconsiously are taking in prices from bazaars and setting them ourselves. new stuff will always be overpriced, people who want it 1st are willing to buy at rediculous pricing, wait a week and the price drops dramaticly.

it's all fluctuating but slowly settling for server prices, leve's are starting to give guild points instead of gil, think the low level ones are to help the newbs (yeah all of us :P) to get a head start, the further you progress the less gil rewards you will recieve" making you want to DOH DOL or DOW to gain items to sell, this will settle the economy too.

Common items for crafting will lower causing items crafted with them to be low, new items and craftable items depending or rarity will cost more making the finished item expencive.

Think this is what SE is trying to show us via the market wards. (with no ah you can't really see the supply and demand so prices stay steady, i think)



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