Tailor Archive
Thread: So how much are you charging for the BE enhanced clothes?
I hear you Songe. I quit tailoring a long time ago because I didn't like spending 30 minutes with one person only to make a small amount of credits. I sold back my skill points on everything except Field Wear 2 so I could keep supplying my armorsmith husband with the synth cloths and RFPs. Now I'm back in it selling only one item (buffed shirts to use under armor) because I can make decent profits. But if people start flooding the bazaar with the BE clothes, I will officially be an ex-tailor. I fear that that day is only a couple weeks away.
Reading that kind of crap of people selling stuff in the bazaar for less than it would cost me to make just makes me want to quit tailoring.
Also,
Reading that kind of crap of people selling stuff in the bazaar for less than it would cost me to make just makes me want to quit tailoring.
Also, it's still not proven that the cap is 25 per stats per character, stats in-game add up to much more than that and so far I have seen *one* report of someone saying it may be capped at 25.
As it stands now my pricing is as follows:
Clothing with any BE under +5 = 2k
Under + 10 = 6k
Over +10 = 8k - 15k depending on if the clothing requires factory made components.
BE Tissues take varying amounts of resources, mostly around 80, stats aren't anywhere near as critical as with crafting weapons, so cost is only 2-3 credits per resources.
Round everything up and call it 100 resources at 3 credits per. That's 300 credits to make a BE tissue.
Give the Bio Engineer ONE HUNDRED percent profit, and it's only 600 credits.
Now give the Tailor an addition ONE HUNDRED percent profit, and you're adding 1200 credits to the cost of an existing item.
So you take the easier to make (one BE enhanced SC/RFP) clothes, which would have sold for under 1800 credits otherwise anyway, and sell them on the bazaar for 3k. So you're actually looking at over 100% profit, and cutting back the need for an extra house (possibly - depends how you have things set up) and the need for vendor upkeep, which helps your bottom line even further. Plus it gets your name out and gets the e-mails and tells coming. You can only put so many items on the bazaar at once. Large orders, specialty items, expensive things like enhanced flight suits or dusters and camo pants with both SC and RPF bonuses, etc... are all custom orders done in person (heck - this is still the case for most folks with vendors).
Now - in the defense of your rest of you... This stuff is new, it is demanding premium pricing, and this is an open economy! If there is demand, enough money out there, and the willingness on your customer's part to pay it, by all means, charge whatever you can.
But I don't see how anyone that is either letting a BE overcharge them, or that feels a need to make over 100% profit from their customers, can justify getting all indignant because someone else is making good profit at a lower price point.
And the cap is almost certainly +25. Tests with SEAs and experimentation points confirm it for multiple crafting professions. The old clothing per item cap before this change suggests it. The need for balance that allowed them to re-enabled SEAs in the first place requires it (although this wouldn't be the first unbalanced thing in the game if they didn't cap it...). Tests with +Injury Treatment have supported it. So unless skill bonuses from SEAs and tailored clothes work differently, or unless caps are different on different skills (both possible, but unlikely), I'd say all the evidence points towards a +25 cap.
So... anyone that won't admit that to their customers either hasn't been paying attention, is living in denial, or is just looking to line their pockets at all costs, regardless of whether they're taking advantage of their customers or not.
Be honest with them - admit that it's not 100% certain, but that it certain looks like there is a +25 per skill, per character, cap on the effects of bonuses, even though the extra shows on their Ctrl-S screen. *THIS IS A NO LOSE SITUATION* If it's true, and it appears to be, then you did your customer a service and didn't rip them off. If it turns out not be true, or if it is currently and they change it later, then the customer will just be looking for more clothes in the future.
YetiIronfist wrote:
Let's look at some numbers:
BE Tissues take varying amounts of resources, mostly around 80, stats aren't anywhere near as critical as with crafting weapons, so cost is only 2-3 credits per resources.
But I don't see how anyone that is either letting a BE overcharge them, or that feels a need to make over 100% profit from their customers, can justify getting all indignant because someone else is making good profit at a lower price point.
I'm sorry, but have you actually LOOKED at a BE's schematics?
I'm a Master Bio-Engineer on Lowca, and stats are EXTREMELY critical in the crafting of tissues. In fact in many ways it is more difficult than weaponsmithing. In the case of weaponsmithing, most of what you put together are individual components and each typically requires a specific attribute, more often than not Conductivity. I'm not saying it is easy, I was also a weaponsmith during beta, it's quite hard. But in the case of BE tissues, experimentation and final stats are based as follows:
33% Flavor
33% Potential Energy
33% Overall Quality
No, I don't know why Flavor is in there on Tailoring tissues... I can see where it fits perfectly well in the chef enhancements, but nonetheless it is used in our tailor items as well.
The other hard part is that the majority of what we use are different types of meat, and many of the most in-demand tissues (Melee Defense, for example) require 25 units of very good Herbivore meat, in which we are generally competing with desperate doctors for it.
This is of course ignoring the impossible tissues that use Milk and Mollusks.
But trust me when I say it's not easy to make these. The problem is that if we use even one low quality ingredient (when there are typically 4 different ones per tissue), it usually setsa hard cap on the % of experimentation allowed on it, thus limiting the final numbers, so we end up buying A LOT resources to have a diversity.
With that said I won't even go into pricing really, as I just give these tissues to my better half's master tailor for her to sell, but all the same I just wanted to point out that the stats are far more important than some people might lead others to believe.
Total crap resources won't work well, but even stuff as bad as say... 400/400/400 works fine. Weaponsmiths sure wish that was the case!
The reason is this:
- Anything but utter crap resources yield +13/+13 items.
- Great resources yield +18/+18 items (highest I've heard of so far. Highest I've made has been +17/+17).
So it doesn't matter!!
Either way you wear two pieces of clothing with the bonus, and you end up with somewhere between +26 and +36 to a skill, and since they cap at +25, it acts the same way.
If there were a lot more different tissues, so that you couldn't afford to double up the bonuses to get the cap, and had to make do with +17 or +18s everywhere, then maybe it would matter. But with each player only needing a few bonuses, and being able to wear several pieces of clothing, some with double tissues (bonuses to 3 or 4 skills), you can get all you need easily.
NOW...
Even if that situation did come about, and you needed better resources, you'd be talking what... 5 credits per resource? That's HIGH... But even at that price point you're only talking about 1k per BE enhancement tissue WITH 100% profit added in for you.
I think the prices will come down a lot in the near future as the novelty wears off. And I don't blame anyone for charging what the market will pay - that's a supply and demand free economy, and it should be that way.
But I don't think anyone has solid ground to stand on in lashing out at others for ONLY charging their customer enough to get 100 to 200 percent profit...
YetiIronfist wrote:
[...]so cost is only 2-3 credits per resources.
AHAHAHAHAHAHAHAHAHAHAAHAHAHHA aha aha eh heh.
Please tell me where I can find a 100+ stack of eggs with high flavor, OQ, and PE for 3cr per. Or even 10cr per. Please. Because they don't exist in stacks of TEN in the real world. Are there stacks of milk and mollusks in your dream world, too?
I cannot WAIT for you to go to a Master BE and offer him 300cr for an enhanced myoflex tissue. Cannot WAIT. Can you log it for me and share it afterward, please? Especially if they DB you after the honor duel.
Try again, it costs me up to 10 credits per resource to get a good stack.
Second, I'll ask again, where did you see the 25 cap confirmed?