Tailor Archive
Thread: A Formula for Pricing Items
I know there have been a lot of questions regarding how to price items and what not, personally I think it is your own personal decision and besides, if we all priced everything the same, then there really isn't any competition in the market, now is there? We'd all be the same. Hehe.
However, I did construct a base for pricing items which I will put into action once I finish calculating everything (Oh My Gosh I am such a dork!) It works out pretty well for me and in my head it makes perfect sense.
I read somewhere that the amount of XP you get is based on the number of materials you use. So that is what my price is based on.
I take the # of Materials multiplied by whatever level I am on. Pretty simple.
I also read the details about the wear and tear, durability, etc etc, and will add an extra credit or subtract depending if it is high quality or low quality. I think this is a good habit to get into once decay does come into effect, if it ever does. Hehe.
Formula: (Mx L) + Labour/Deatails = P
Example: Need 3 Fiberplast Panels, 1 Metal Fasterner, 30 Fiberplast, and 15 Polymer
So that is 30+ 15 + 30 + 15 = 90 X 4 (Domestics 4) So the price of this item would be around 360 Credits, not including the Extra costs of Labour and Details. Usually about 50 to cover the 20 credits it takes to place the item on the Bazaar.
Okay, so it may not be as simple as it seems, but it is an easy way to price items and be consistent. And I do realize some items require less materials but are on higher levels, so compensate a little. :-)
I hope this was some help to people rather than a headache. If anyone else has any advice/tips please feel free to post!
I'm thinking of adopting the following for my prices.
Total =(# of resources x10) + (tailoring skill box of item x50) + (# of sockets * 100) + 1000 (if it's a popular item or requires rare resources)
Here are some examples:
Formal Shirt (40x10) + (0x50) + (0) = 400 credits
Tech Pack (65x10) + (1x50) + (0) = 700 credits
Gunman Duster (120x10) + (4x50) + (0) + 1000 (pop)= 2400
Smock with 4 Sockets (105x10) + (0x50) + (4x100) = 1450
Spec Ops Pack (100x10) + (3x50) + (0) + 1000 (rare)= 2150
Uniform Boots (55x10) + (1x50) + (0) = 600
I haven't adopted this price plan yet but I think I will once I restock my shop.
If you use that formula for all items, you will lose money you could make. You show a tech pack for 700. I sell them regularly for 2k, 1500 for the military and 1k for the travelers pack. They don't stay on the bazaar very long either. I usually do a few tests on new items I am making, based on whether it takes hides, special components etc. If it sells real fast, then I know I can raise my price. If it sits for a long time, then I may need to lower my price. I have been using the guide line I read here somewhere of between 300-600 per item for items in the tailoring tree. Most of them I sell for 400-500 except packs. Most belts I sell for 300.
Am doing fairly well so far even with maintenance on my harvestors, factory and house. Still have a fair nest egg to fall back on when times get lean.
That sounds like a good prce plan. I think I'll adopt it myself. Though I'll likely modify the multipliers to my own tastes and market demand. You might even modify the resource multiplier so that it differs for every type of resource (like hides costing more than fiberplast).
Then again, when crafting on demand I'll still let the customer decide. Unfortunately there don't seem to be many customers like that where I'm currently stationed. ![]()
- A. Kimusume
If there is a demand for casual shoes and nobody else is selling casual shoes, the correct price to charge on the Bazaar is 3000 credits.
But thank you to everybody who is selling clothing for under 100 credits. I'm making some fantastic profits reselling your stuff and I don't even have to expend my own materials to do it.
I don't think this is unfair, and evens it all out.. the majority of the time, I give people discounts if I sell 'to their face' but these are my bazaar and shop prices most of the time.
Partly depends on resources availability too - if something takes resources I haev a huge glut of, I'll sell it for half price - if it needs something exceptionally rare, I'll double it.
Having a set scheme is a good idea overall, but it does become very difficult when you're churning out goods for a queue of people and they don't wanna wait while you whip out the calculator
To continue, my prices will probably drop as the server matures - right now, it costs me tons and tons of cash (like 30k+ a day) just to keep stuff running and buy resources - when the server matures a little and resources become a more reasonable price, I'll probably cut my current prices in half.
Anyone else here on Corbantis? I'd be interested in the 'going rates' for things outside Naboo.
Hmm...I've been going strictly on market....I am one of the highest tailors on my server, and when I hit Casual Wear 3 I still saw no cloaks or bustiers on the bazaar. I've been selling them for 2k each, 1500 if you buy from my store. I was careful to only put a few on each of my selling spots: bestine, coronet, anchorhead, and my shop. They sold out in anhour. I had to run to each of these spots to put a few more up. Last thing I want is market saturation...especially of my own doing!!
As they slow down selling I drop the price a little, and there is always a discount if you come see me personally or my store. I have had probably 10 tells a day asking "Can u make a duster yet plz?" lol....if I could I would put them up for 4k and I bet I would sell 20 in a night.
So law of supply and demand...I know its not scientific, but it seems to work. Besides, some ingredients are harder to come by (factory panels, wooly hides) so using a flat point system is no good imo. Also no sin in jacking up a price for something like a duster, which is obviously very covetted at the moment.
I prefer to sell based on resources used (but I will increase my rates as my color range improves, and will increase again if durability starts to matter), but I got tired of the calculator thing, so I wrote a javascript to do it for me. I plug in the variables as I gain the ability to make the item (number of resources, type, level required to make item), the script does the rest. If I decide to change my prices, I edit one function, and presto!
It seems kinda fair to do it by resource, though I'll admit to tossing in a "coolness" factor on hotsellers like packs and the nicer looking pants and shirts.
Makes everyone happy and I don't have to worry about balancing my numbers