Bio Engineer Archive

Thread: prices?

MaeveAlleine
Sat Jun 28, 2003 3:20 pm
#14

Sazzia - you're really underselling yourself. All that work and you're still poor.





hAlleine, Clothier of Chilastrag
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Chilastra
"Not Just Master Tailoring, But Master Design"


Leayla
Sat Jun 28, 2003 8:31 pm
#15

I charged WAY less or free in Beta,I have to be careful of that now so i dont' screw up the economy hehe. Look for nice people around, I will be charging whateverI want, generally lower thanI should probably, but i'll adjust.I willbe adopting a Cantina and making sure all the dancers looks cute with the skills that i have at the time. I'm going to be Master Tailor/Dancer so it's only fair right? Look for fair prices is my best advice, don't let people rip you off, but also be sure to (when you can)tip those that take time with you to create and item or are especially freindly, the same way you would an entertainer or medic. You can see the items in the artisan/tailor tree in each box of what they can make, so take into account the time they spent skilling up etc when they charge you for items.. shorts are easy and will be less, hotpants are in casual 2 and will be much more, but that is only fair, We can't rip ourselves off either. send me a PM if you have any questions at all, i will answer as soon as i can!


Lola Cabana

donnah42
Sat Jun 28, 2003 10:25 pm
#16

Leayla brings up a good point about the timewe put into skilling up. I thinkoften many non-crafters (and probably some crafters too) think that prices should be entirely based on the cost of resources. In beta I repeatedly had folks try to give me the exact number of resources an item required, and expect me to make it for them free! If people provide their own material, of course they get a reasonable discount. But if they want a free item, I want many more resources than I'll use in creating it!




Kara Vasa
----------------
Radiant Master Tailor
Mayor of Barsoom, Rori
kamikazipilot
Sun Jun 29, 2003 6:38 am
#17

I'll give some examples:


bounty hunter, spec ops packs: resource specific, it was extinct on Bria when I sold them, my highest was 15k on my last BH pack.


master tailor schematics: 7.5k, butcould definitly raise the price higher.


cloaks, the 2 dusters: 2k, 3k, 4k


bustiers / bikini: 3k-5k


jewleries: 1k-3k


a good way to make money and get tailor xp early on, is to sell reinforced fiber panels, fiber panels and synthetic clothing to armorsmiths. you can easily charge 100 a pop, and I've seen people charging for 250 each.

Tirranus
Sun Jun 29, 2003 10:39 am
#18

Can't sell Travel Packs for 1k as easily as I used to for 2500 in Beta... Put 10 up on the Bazaar over 24h ago and 7 are left. Things should get better as servers begin to mature.




Tyr Tirranus
High Chancellor of the Antillian Resistance
Governor of Antillia, Rori (Bloodfin)
CEO of TyrCo Industries
My Current Crusades: Category Revamp | Galaxy Search Alternative | Stop Static Loot Drops
Shadow71
Sun Jun 29, 2003 9:41 pm
#19

I've been charging based on a few things, when I get higher I'll raise one or two of the multipliers as I'll have harvesters to keep up, and also so the lower artisans can sell stuff still at their prices. Let me preface this with the X is alot way alot lower than you might think, so don't have a cow! it's doing me ok so far, I can see it won't be quite enough to keep harvesters going, but i'll raise one or two of the X's when i get those (and leave rest of the x's for other categories as is)

I figure in the level, i add x per lvl like if it's starter clothin gor lvl 3 clothing.

I add in x per level per fiberplast panel or metal fasteners, as A, it's more complex, time consuming to make clothes that u have to make components for.

I add x per resource, very low for resource like "metal" or "chemical" that can use any old one, I add a bit, .25, .5, or 1 more cred per resource depending on how specific of a resource it is, such as inert petro chemical, if it requires a subtree of inert petro, polymer, etc. but again very very low here as well, since I have so many factors I do x's on. The reason i do this is it's very easy to plunk down and sample any old metal etc, but hunting for the more specific ones, it's all the same but having to not be able to say use other inert petrochemical, for when u need a polymer, it's just what I figure for me.

The x is higher for hide as that's harder for me to get (yeah i can fight, but spend so much time crafting/sampling that it's maybe 10% of my time to go get that). but not way higher. not double the other resource x multipliers in most cases.

This one might bug Wookies, but Wookies are only ONE out of all the races and yeah prob more people play wookies than any other two un-human looking races put togeether, but when it comes to Wookie Wearables, I do an x multipler per level of the item, based on if it's a Wookie wearable as that's a smaller market. again not that high tho.

Then I add bazaar fee on, which u may think adds alot on but in my current pricing scheme casual pants are only 90. Casual shoes are 106 (due to hide). Shorts are 118 as they are next lvl up and use only 1 less resource than the casual pants. so the lvl multiplier figures in here. Wookie Hide Jerkin is 107.

As I said, I may have to raise my prices later, such as instead of the resource multiplier being pretty rock bottom (discounting hide and specific resources, which doesn't come up much on the specific resources non hide) as it currently is, it might surprise u, i may have to add a little bit. But this factors in diff things, that I see as fair and hope I don't get flamed or whatnot, but if my stuff sells, it sells. And I can always tweak prices in what I consider a fair way, esp since the stuff that needs several panels and/or fasteners is just more complex to produce, if I feel like I'm charging too much or too little for the complexity, I just up or down that modifier/multiplier. Again, don't freak, my multipliers are not huge. But of course it's my right to change them as I will.

Anyway, that's what I do.

Me.
SueDenim
Mon Jun 30, 2003 7:35 am
#20

Always remember the first rule of economics. Something is worth what someone is willing to pay for it. Period.

Now, figuring out that people are willing to pay is the tricky part, granted. But you can experiment with the Bazaar, see how long it takes to move an item. If you're selling Hide Boots at 100, and they all get scarfed up within an hour of posting them, raise your price, they'll probably go for a lot more. OTOH, if you've got pants sitting around for a week unsold at 400, you're charging too much....

But in general, you should be thinking in these terms, not trying to come up with pricing formulas based (except maybe as the *minimum* price you could possibly make a profit at) on number of resources, etc.



Bindi Kicklighter
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Castiz
Mon Jun 30, 2003 8:15 am
#21

I have been kind of following the 100cr per skill box theory in the Artisan chain. It seems to be going fairly well. I don't sell the low end stuff anymore, and the stuff in the DOm III box I am getting between 250 and 300 for. This is on Naboo/Bria. Stuff has been moving pretty fast in the bazaars. Most items don't last 24 hours. So I think my pricing is in the ballpark.



Thwack
Casear si viveret, ad remum daresis.
SnowLeeper
Mon Jun 30, 2003 10:20 am
#22

Base pricing until my harvesters allow me to figure out a materials cost

All Artisan Clothing: 100
Artisan Travel pack: 250

Tailor clothing: 200 credits per level (a Field Wear IV item would be 800 credits)
Tailor Backpacks: 500 + 250 per Tailor level.





Tannim Manx - Apprentice Gunfighter, Squad Leader
Snowleeper - Master Tailor & Artisan
*Starsider* *Bria, Beta*
SnowLeeper
Mon Jun 30, 2003 10:24 am
#23

Oh, I forgot to add that componets needed for other professions will be 5%-10% over the harvester/factory cost to produce them.





Tannim Manx - Apprentice Gunfighter, Squad Leader
Snowleeper - Master Tailor & Artisan
*Starsider* *Bria, Beta*
SnowLeeper
Mon Jun 30, 2003 10:28 am
#24



SnowLeeper wrote:
Can't sell Travel Packs for 1k as easily as I used to for 2500 in Beta... Put 10 up on the Bazaar over 24h ago and 7 are left. Things should get better as servers begin to mature.




I doubt you'll be able to sell them for this much as the servers matures. Mosre and more people will get "Master Artisan" as the weeks press on. I'm already selling them for 250 on my server. I expect that 3 weeks from now only special "high end" backpacks will go for 2500.





Tannim Manx - Apprentice Gunfighter, Squad Leader
Snowleeper - Master Tailor & Artisan
*Starsider* *Bria, Beta*
Castiz
Mon Jun 30, 2003 1:46 pm
#25






SnowLeeper wrote:
Base pricing until my harvesters allow me to figure out a materials cost

All Artisan Clothing: 100
Artisan Travel pack: 250

Tailor clothing: 200 credits per level (a Field Wear IV item would be 800 credits)
Tailor Backpacks: 500 + 250 per Tailor level.





Wow.. Those prices seem very low. Most artisan clothing I have seen on Bria is going for between 150 and 400cr. Travel packs are sellin for 800 to 1k.



Can you even make a living selling artisan clothing for 100cr? Seems like cost of materials would be close to that, and get paid nothing for your time collecting resources and making the items.




Thwack
Casear si viveret, ad remum daresis.
NinjaFish
Mon Jun 30, 2003 3:02 pm
#26



Tirranus wrote:
Can't sell Travel Packs for 1k as easily as I used to for 2500 in Beta... Put 10 up on the Bazaar over 24h ago and 7 are left. Things should get better as servers begin to mature.



Tirranus, I think part of the travel pack problem is that people don't realize what they do. I have spoken to people who were in beta that didn't realize (until I told them) that travel packs increase your maximum inventory space.

You hear that, people? Travel packs make your inventory larger by 50 units! Yeah, you want one now, don't you?



NinjaFish
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