Tailor Archive
Thread: Tailoring Pricing Spreadsheet Complete.
One of the popular methods for pricing is cost per resource.
Well, it's popular in my area...)
I think it needs a cost per tailoring level function. I'd been mutilplying out much like you are, but the costs per resource increased with higher level / higher demand items.
Great job! Thanks for sharing your hard work.
-KalTheo
Your total resources used list doesn't count the pieces that make up the components. Like if you add 1 Metal Fastener, it only adds 1 resource, not the 15 metal it took to make it. I guess you make that up with the Component Cost setting, but you're still missing exactly how many raw resources something will take.
Otherwise nice. ![]()
Kylania wrote:
Your total resources used list doesn't count the pieces that make up the components. Like if you add 1 Metal Fastener, it only adds 1 resource, not the 15 metal it took to make it.
Actually, as it says on the "Notes" tab, every resource that it takes to make up the object is included in the "Number of Resources"... whether or not it was in a component. I got these figures from the "Shopping List" table on the swgcraft schematics. The components columns are if you would like to charge an "upcharge" for having to make components before the end object.
KalTheo ... I'll work on putting a Tier calculation in the spreadsheet as well.
Why does the Golden braclet and the golden symbol require shoes soles?
I think ya missed checked something...![]()
Very good work,
I printed out 3 different price charts,
1 at 4 credits per resource for novice and level 1 items,
1 at 7 credits per resource for lvl 2 and 3, and some 4 items
1 at 20 credits per resources, for some high demand lvl 4 (dusters) and Master
This keeps the plain shirts cheap and put the gunman dusters at 3200, revealing fleshwrap 9500.
For the components, i sell rfp at 4k a crate, divides down to 160 each, while syn crates, metal fasteners divide down to 120 each for 3k a crate of 25.
Great Job.
Be aware that I found that not all schematics are correct on swgcraft.com Especially wookiee wear.
BenjCaliman wrote:
Be aware that I found that not all schematics are correct on swgcraft.com Especially wookiee wear.
This is good to know. If you see any schematics that need to be edited, please let me know which ones they are and the correct information, since I likely don't have the schematic in my datapad to check it myself.
Ranger... haha what - you don't want to wear symbols on your feet??
Thanks, i'll change those now.
As for the exp column ... if folks feed me that info, i'll add it in there. I personally have about 10% of the schematics in the spreadsheet, so am not able to test out how many each gives you. Also ... does the amount of experience you get per item change with the skill level you are at? Or does it always stay the same? If it changes (and that would actually make sense), then exps per item is a hopeless statistic.
Regarding Credits-Per-Tier ... do you think it is important to be able to add, say, 400 for level 4 and 1000 for master, or can we just say (x*TierLevel)+price=newprice? The formulae gets much harder if random numbers per tier level are required.
I'm not sure if the prices are fair...but I am currently dabbling with the following values:
10 per resource
10 for difficulty point
200 per component
50 modifier for intricate on nabooian leather, tatooian leather, green diamond, plexite, thoranium, and titanium.
The values seem to fall into place for what I saw allot of people charging. Some of the lower end items are definately priced too high though. The dusters definately don't fall into line although I was selling them for 3k anyways unless someone came up asking for one for 6k.
Agreed... Some items, such as Dusters (though why everybody wants to look like they are from the matrix is beyond me) and such will be so far off from supply/demand to be abberations, and should therefore not be "Spreadsheeted." Or at least it shouldn't be spreadsheeted without a "Gut" modification. (In that you add a column for a "Gut" value, and then, price+gut = newprice)
But for the most part... items are pretty even in supply/demand. I don't reallywant to travel my planet - or the galaxy -looking what to price a pair of Hot Pants at. It's really not worth the effort. That's the sort of thing that the spreadsheet is for.
Regarding resource costs ... there is a .php at swgcraft.com that will tell you what you're paying per resource, assuming that you are harvesting them yourself. I originally thought of adding a worksheet into the spreadsheet for resource cost calculation, but have since scuttled the idea as too much duplicate work.