Tailor Archive

Thread: BE modified clothing costs?

Yin-Tarquinas
Tue Sep 30, 2003 1:50 am
#1

There was recentlya thread on the BE forumdiscussing the cost of skill modifyers.There was a lot of debate with prices ranging from 200 creds to 20,000 creds for a single mod.


It could be argued that the values of these products is directly related to increased value or actual value of the garment sold by the tailor/chef.


Does anyone have a price guide on what these finished garments will sell for? +10 camo, +10 taming, +10 med treatment, +10 dance healing etc I will post the results on the BE forum so they canmore accurately determine an equitablepricing structure.


Also, would you prefer to buy individual units from BEs, or be supplied with crates with a view to profit sharing? Any thoughts/comments welcomed.


NatiraSun
Tue Sep 30, 2003 4:36 am
#2

The price for the clothing is going to depend on the price BE's decide to sell their tissues for.

For this discussion, I'm going to ignore the tissues that require ultra-rare resources (milk, mollusks, even eggs and fish) since they'll be extremely expensive due to extremely low supply.

For the others, I intend to either buy crates of tissues, or schematics, if the BEs on my servers can't handle the high resource requirements. I'd prefer crates, since harvesting creatures for days doesn't sound like much fun.

Once I make a deal with a BE and know my cost, I'll decide on the initial cost for the clothing. But that cost may change quickly, depending on supply and demand. Tailors can't really set their prices until the BEs set theirs.

This is new territory for most of us. I've never sold a BE-enhanced item, since I knew the bonuses were horribly bugged. Now I'm considering making them my main business... that's quite a change.



---
Natira Sun
Master Tailor
Shop at 800, -4700 near Coronet, Corelia, Naritus
Wire3k
Tue Sep 30, 2003 5:31 am
#3

Well - we didn't always know they were bugged - and to this day - I have some folks swear on a stack of bibles some do work. I've sold TONS of this stuff.


My pricing formula was always base price + socket bonus cost + base cost x bonus (pieceof cloth)+ X x bonus


or a flat fee for a 'perfect' item, i.e., 4 sockets 25 bonus - that's as good as it's ever going to get (presuming they don't mess with the cap).


Up to now, medical was about the only thing you could hit cap on - it's going to be possible on a LOT more pieces now.


I'll probably streamline my pricing considerably - but perfect pieces aren't all that cheap.


All that said, I had trouble keeping up with orders, at 25k for a perfect piece, I was probably WAY undercharging and had lots of folks tell me so. I'm going to have to look at # of pieces on some of the multiple receipes and reevaluate my costs, especially on the harder to come by bonuses.


What's ironic is that it's cheaper cost wise to hit cap on lower pieces of cloth, but harder to do- and easier on higher counts of cloth - but more expensive costwise.


If you have 3 pieces of +9 cloth you are going to reach cap, but the +9 bonus is a bit harder to achieve even though you only have 3 costvalues involved.


If you have 6 pieces of +5 cloth (which can be done nearly every time) the 6 costs values are higher even though it's easier to hit the mark.


That make any sense?


I'm not sure my original pricing scheme holds up with many multiples, something I still have to reevaluate.


Since I'm both a BE and a tailor - I can do this, pure tailors will probably want to just add in their tissue costs (depending on how the BE charges) or use it as a multiplier on their base price.


I'm hoping to sell BE tissues and/or cloth (which was my original intent actually). On that - I'll probably charge per unit cost+ X per bonus pt.


I'm leaning towards a flat charge per bonus pt on clothing (+ normal base cost), but I'll have to adjust it some.


Understanding that the same bonus stacks within an item will save a tailor tons of money on production. Anything over 25 (or whatever the cap ends up being - but I haven't heard of them messing with this) is just a waste. What I don't know - and have never heard, is if there is a practical cap on the player - anything over X is a waste, we probably need that information.






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On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
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Nalinya
Tue Sep 30, 2003 5:32 am
#4

Crates are almost a neccessity as many of our items require the cloth to be crated.



Nalinya Dreamstar


Master Tailor of Valcyn




Nalinya Dreamstar
Master Tailor/Master Artisan/Master Merchant
CEO Corellian Merchant Assoc.
S/SE of Coronet, Corellia at 605, -6475
Valcyn
YukonSam
Tue Sep 30, 2003 7:04 am
#5

My initial thought is to charge 1000cr for each plus (on top of the baseprice of the garment, which is irrelevant to the question at hand). For a single +9 tissue, I would pay no more than50% of 9000cr, or 4500cr. That's for identical pieces in bulk: substantially less for single pieces. Depending on market response, I might increase that price, and subsequently would be willing to pay a little more for tissues.


Of course, I'm a bioengineer too. I have the luxury of saying "no thanks".

Songe
Tue Sep 30, 2003 9:01 am
#6

It seems that it's going to be excessively expensive in my opinion. I will admit that to save me the trouble and have a good supply of tissues when I need it I just started another account and going to work on a BE, at least I will be sure not to spend insane amounts on the tissues.



------

Novice Lekku Stomper
ArthurDentOnBria
Tue Sep 30, 2003 10:06 am
#7

This is about right I think, 1k/plus/cloth. The problem of course comes when a customer wants, say a gunman's duster with +10 wound healing. In order to achieve that, you'll have to use, not 1 cloth, but actually 4 +10 cloths. Whereas a muscle shirt with the same bonus will only require 1/4 as many tissues. This really complicates pricing a lot, and in my opinion, puts us right back where we were before (except that it actually work of course, lol) with us only being able to "reaonably" add bonuses to a small subset of clothing items that actually require individual pieces of cloth or RFP.




YukonSam wrote:

My initial thought is to charge 1000cr for each plus (on top of the baseprice of the garment, which is irrelevant to the question at hand). For a single +9 tissue, I would pay no more than50% of 9000cr, or 4500cr. That's for identical pieces in bulk: substantially less for single pieces. Depending on market response, I might increase that price, and subsequently would be willing to pay a little more for tissues.


Of course, I'm a bioengineer too. I have the luxury of saying "no thanks".









ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Polenth
Tue Sep 30, 2003 10:10 am
#8

I wouldn't want to enter into profit sharing agreements with BEs. I want them to charge enough for the tissues they make their profit when I buy them. I'd prefer crates, but would buy good-quality singles. That said, I think 20K per tissue sounds unrealistic... if they were 20K I'd have to buy singles.


I think the market will sort itself out in the end though. People too cheap to survive will disappear, and the too-expensive will have to drop prices.




--
Jazirah

Fernvale Tailor Shop
-1375 -95 [Alacio Island, nr. Keren, Naboo, Bria]
Alacio Island City Planner
Wire3k
Tue Sep 30, 2003 10:45 am
#9






ArthurDentOnBria wrote:
This is about right I think, 1k/plus/cloth. The problem of course comes when a customer wants, say a gunman's duster with +10 wound healing. In order to achieve that, you'll have to use, not 1 cloth, but actually 4 +10 cloths.




Uhhh, no - that's wasteful - you want 4 +7's in this - the cap is 25 - and they add up, or are supposed to at least. God only knows if it will be working properly - since we've never had factory cloth to work with before.


If they've changed it - that's just insane.




www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
www.swgbio.com/myadvice.wav
Vandessa
Tue Sep 30, 2003 10:56 am
#10

right now the +bonuses are not stacking in items. so yes, that is acurate.. 4x BE cloth for the gunman's duster. Dunno if its a bug or not. Still reporting it as such tho.



* VANDESSA *
[Test Center & Tailor Correspondent Emeritus ]
Main: Kathlean Vegas | Guild : Unity

Vandessa
Tue Sep 30, 2003 10:57 am
#11

Meaning if they want the +bonus for a synthcloth in the Duster.. then it would be say 4 +11 factory made cloth. but the result would still only be +11.. same typesdon't stack





* VANDESSA *
[Test Center & Tailor Correspondent Emeritus ]
Main: Kathlean Vegas | Guild : Unity

ArthurDentOnBria
Tue Sep 30, 2003 11:03 am
#12

Yea, from what I understand they are not additive. The other thing is if you're getting crates of tissues from a BE, it's not like you're going to buy a create of +1,a crate of +2, a crate of +3, ... probably you're going to buy what he can make depending on his skill and materials. And as a BE, if I have materials and skill to make say +5, I'm not going to make a crate of +3 and sell it for less, that would not be good business





Wire3k wrote:





ArthurDentOnBria wrote:
This is about right I think, 1k/plus/cloth. The problem of course comes when a customer wants, say a gunman's duster with +10 wound healing. In order to achieve that, you'll have to use, not 1 cloth, but actually 4 +10 cloths.




Uhhh, no - that's wasteful - you want 4 +7's in this - the cap is 25 - and they add up, or are supposed to at least. God only knows if it will be working properly - since we've never had factory cloth to work with before.


If they've changed it - that's just insane.









ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Wire3k
Tue Sep 30, 2003 11:11 am
#13






Vandessa wrote:

Meaning if they want the +bonus for a synthcloth in the Duster.. then it would be say 4 +11 factory made cloth. but the result would still only be +11.. same typesdon't stack







Dear lord - they aren't? I do believe they are supposed to. They stack if the cloths are seperate.



www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
www.swgbio.com/myadvice.wav
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