Tailor Archive
Thread: BE modified clothing costs?
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.
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.
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.
Crates are almost a neccessity as many of our items require the cloth to be crated.
Nalinya Dreamstar
Master Tailor of Valcyn
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".
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".
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.
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.
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
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.
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.