Tailor Archive
Thread: Tailor Price Calculator
I knew it! You are basing your prices off 3cr per...
I also added Novice Tailor items.
AyaneKimusume, I added component charge of 3 and 4 credits. As to why I charge so much, I'd like to buy a large house, so I can display every item of clothing. I've already got most of formalwear displayed in my small house. Plus, it's nice having some extra money =)
JimTheCactus, no database, the component information is just coded into the php script. There's a link to a list of the items with number of components already on the page.
Thanks again for the input all, keep it coming!
-- I have absolutely no idea why people are charging such rediculous amounts of money for their items --
I charge what the market, on my server, will bear. 1k for hotpants, 1.5k for bustiers, 2k for twi'lek wraps - and I cannot keep them in stock. Tier 4 formal gowns between 3k and 4.5k, the occasional duster for 4k and 6k.
Why? Because I can and because I'm buying 75% of my resources off the planetary bazaars because my harvesters cannot keep up with my customers demands.
I have YET to hear a single complaint about my prices - in fact, several of my clients have asked why I sell for so LOW. If I sold for a flat rate of 1c per resource, I'd lose my ever-loving mind.
Tiffany's charges $15,000 for an item. You could obtain a resonable facsimilie of same from Target for $150. More people shop at Target than Tiffany's. Both businesses are alive and kicking, serving their individual markets. I prefer running a boutique with a Tiffany's "look and feel" instead of having half the server standing outside my house screaming for their "Matrix Ensemble"
I guess, the real reason I base my prices on (a) resource, (b) factory use, (c) tier, and (d) complexity is to keep my customer base small and under control.
-- I'm not in this game for money, I'm in this game for fun --
Same here. We aren't making real money anyways, so its all for fun. And doing fun things in-game requires in-game money (at least, the things I'm planning on require cash).
There is no modifier for items that take factory same items as well. I typically add a charge to those items to cover factory costs.
Fawe
Fawe's Fashions
Located south of Kor Vella, Corellia
Flurry
I love your calculator!
I set the resource value to 10, with 15 for a specific resource and level multiplier of 1,2,3,3,4 respectively, and it comes out awfully close to what I've been charging. I of course charge 8-15k for master items, 3-5k for tier IV, and about half that for lower levels.
Honestly, I think any less than that and your effort goes up substantially, and your profit goes up minimally. In the 5 days that I've been a master, I've increased my bank from 70k to 600k, with very little effort (making items, dropping on vendor, and occassionally putting items on bazaar with vendor loc.) This might not be a lot of money, but honestly, what am I going to do with 1,000,000 credits anyway?
I wish I had seen this yesterday. I created a spreadsheet in excel yesterday. It basically does the same thing except I hadn't added a special resources modifier to it yet.
Awesome Job ![]()
Rose Cha'ton
Bria
OMG!!!!! Thank you so very much. All crafting needs pricing standards. This is such a good start! Thanks for all the work! ![]()
I have one question, however. What does "Multiplier for Novice items" mean?
A couple quick additions...
You may want to add an extra charge for # of components. For example, the Ribbed Pants (3 components, 70 total resources) takes longer to make than the Link-Steel Gloves (1 component, 70 resources) so it should probably cost more. Maybe make it an optional thing - 5cr increments from 0 to 50 sound good?
For those of you who make the components in a factory and reason that it doesn't take longer to make - you then have to pay for the factory and loss of XP...
Also, I'm not sure how many people do this, but I have two fixed prices for "common" (non-titanium/thoranium/etc) resources - one for anything that can be mined, and a second, higher one, for hides and bone. Since that either takes active hunting or purchasing, I figure it's worth breaking the two types apart.