Tailor Archive

Thread: Tailors don't sell your Profession Short

Ellysa
Tue Aug 12, 2003 2:39 pm
#14

Hey guys, I wouldn't worry to much about Snowleeper. At those prices he/she will get bored and of course we all know will never last in this business.


I think someone already said it but with the cost of resources alone he/she is losing money.


This may be a game but it is still going to take some business smarts to make it as a tailor, armorsmith or weapons smith. When someone lacks that they don't last long.


Fiver23
Tue Aug 12, 2003 2:58 pm
#15

It will be interesting to see how long it will take formaster levelprices to stabilize as the number of master tailors in any given galaxy increases. Even masters can't hide from the invisble hand of free markets =P
SnowLeeper
Tue Aug 12, 2003 3:09 pm
#16



Stuffrules wrote:

I'm not greedy, I'm intelligent. I tip entertainers (whether by money or clothes), I tip medics with hides or money or some checmical resources, I give basic clothes to new people, but I'm not about to sell something that requires 10 components and 100 resources and a lot of my time to be able to make for the cost of a 2 minute mission. That's ABSURD.







As to my prices being absurd. No, it's a business model based upon real costs. Yours is based upon an "arbitrary" limit: Ie: the 2 minute mission.




Stuffrules wrote:

You're undercutting the market of probably every other tailor on your server, and I'm sure nobody likes it. I wasn't happy to find someone selling dusters for 500 credits on my server, and none of the other tailors were either. They're popular, in demand, and they're high in the trees, so we charged more.





I'm pricing at a level that make me a profit based upon my costs. That's what a real "market" is. This "economy" and "market" you quote is completely artifical. But hey, you can live in fantasy land all you want. I could care less what the other tailors think about it. I'm playing to have fun. And I'm making a profit at it. IMO, 500 credits is just fine for dusters. Don't like that price, fine charge yours. No one is forcing you too sell at what I feel is the right price.




Stuffrules wrote:

I'm not a tailor because i wanted millions of credits, i'm one because it was fun. I'm well off as far as credits, but that doesn't give me the right to screw over the other master tailors/novice tailors/almost masters/etc by totally **edit**ing with prices. You're a poor businessman and I mean it honestly when I say I hope you get boycotted or some other tailors kick your ass.






You are greedy. Scroll up and read your own posts:


I worked to get tailor, i'm gonna get me some money.



I'm not screwing anyone. It's called a free market. Personally I'd love to see how anyone could boycott me. "OH NO!! Don't go to snow. He won't make you pay 20,000 credits for clothing! BAD SNOW!! BAD!!". I can see the picketers lining up around the block.

As far as getting my butt kicked, I'm a non faction aligned player. No one can attack me. If you mean in business, then they can lower their prices below mine. More power to them. Either way the *PLAYERS* win. More clothing goes into the market and the game gets more colorful and interesting.



Stuffrules wrote:

I could give away master tailor stuff, but how dumb is that? You put time, work, money, and effort into getting something and i'd be surprised if you make much of a profit at all unless you have someone feeding you resources for free. The fact you see nothing wrong with what you do also disturbs me. as far as I"m concerned, I could charge more if I wanted to, and if people pay it, good for me. I talked with a few other tailors, we all decided on some prices, and that's what we're staying with to avoid pissing each other off by cutting prices much like you are.

>




I clicked and clicked. After a few weeks I was a master. To me, that doesn't justify gouging others because I went the carpal tunnel route. My prices are based upon actual per unit harvesting costs and factory expenses. I make at least 100-200% profit on each item. Some items are higher than that. No need for a free resource feeder.

You're welcome to set your prices as you desire, but don't expect me to by into your system. It's based on medieval concepts.



Stuffrules wrote:

I'm dont ranting about this... I won't respond to any more posts you make on this topic either. Have a **edit**ty day.






That's what you said in your last post, yet here you are again.

Have a great day!
/wave





Tannim Manx - Apprentice Gunfighter, Squad Leader
Snowleeper - Master Tailor & Artisan
*Starsider* *Bria, Beta*
SnowLeeper
Tue Aug 12, 2003 3:11 pm
#17



Ellysa wrote:

Hey guys, I wouldn't worry to much about Snowleeper. At those prices he/she will get bored and of course we all know will never last in this business.

I think someone already said it but with the cost of resources alone he/she is losing money.

This may be a game but it is still going to take some business smarts to make it as a tailor, armorsmith or weapons smith. When someone lacks that they don't last long.






Actually I'm making a profit on each sale. And I'm having a lot of fun making outfits for people. Unless I find a better game to play, I'll be around for a while.





Tannim Manx - Apprentice Gunfighter, Squad Leader
Snowleeper - Master Tailor & Artisan
*Starsider* *Bria, Beta*
Fion13
Tue Aug 12, 2003 3:37 pm
#18

If your selling master level cloths for 1-2k, what do you sell your lower end cloths at? 10 credits?



Fix the forums so they work properly with Firefox! PLEASE!
NilStryfe
Tue Aug 12, 2003 3:58 pm
#19

I'm a Master Tailorcurrently selling everything I can make on a flat per-resource system, reguardless of what it is.At the momentI'm charging 6cr per resource used in the creation for "generic" resources(which more than covers harvester cost) or 10cr per resource for"specific" resources, then multiplying that times 1.2 for non factory items, and1.5 for factory items. I know for a fact I make a profit, as I really don't do missions any more, and can either sit in my shop doing custom work, or take my droid out to a public place and get dozens of requests, then at the end of the day pay off my harversters and have plenty left in the bank. Honestly, I can't see why a Master level item that takes fewer resources than a Skill Level 3 item should cost 15,000cr, or why ANY item that doesn't inpact game play aside from decoration of the avatar should cost that much. Perhaps when skill inhancements come into play, clothing will have some true value, but in the meantime, if you want to get really rich, go make Composite Armor or Scout Blasters. Glock and Colt make a hell of a lot more money than Tommy Hillfinger or Abercrombie.



Major Akavin Bluesummers
MasterTurtle Puncher/Master Pyromaniac/Fighter Pilot
XO-Skull Squadron
Lowca-Rori
"Place your clothes and weapons where you can find them in the dark." -L. Long
SnowLeeper
Tue Aug 12, 2003 4:48 pm
#20



Fion13 wrote:
If your selling master level cloths for 1-2k, what do you sell your lower end cloths at? 10 credits?




Usually 150-500 credits.





Tannim Manx - Apprentice Gunfighter, Squad Leader
Snowleeper - Master Tailor & Artisan
*Starsider* *Bria, Beta*
Macbeth13
Tue Aug 12, 2003 5:37 pm
#21

To Snow's point at 3 credits per unit to make plus some extra money charged for master level, and for other factors COST to you to make a master item say a Revealing Bikini is 2940cr. To make 50% profit(charging 6 credits per unit)on investment which is WAY more than any retail chain I know with the exception of some commodities dealers you would only need to charge 3480cr. At the very most I think double that figure and round off, 6k for a Revealing Bikini to ME seems fair for both parties.


Factor anything you want into that your time, your hassle whatever you like and if you can somehow come up with 12,000cr I think you should attempt to go into business for yourself in the real world then get back to me.


I honestly think this boils down to people justwanting to make as much money as possible whiel they can, that is all well and good but YOU damage the business and the economy when you do that. Not people who charge a fair and honest price.


I really don't want to drag this int oa big nasty flame war guys, but unless someone is truely cutting the price to unreasonable and unacceptable levels I do not think you are justified in your attacking them for charging lower prices than you do.




_______________________________________________________



Personal Quote:

"I used to complain about not having any shoes, until I met a woman who had no feet."
Edric_Bayne
Tue Aug 12, 2003 7:31 pm
#22

A couple of quick thoughts:


1. SnowLeeper, are you charging enough to recoup your investment cost? You say you took the "carpal tunnel route". I take this to mean you harvested metal/fiberplast and ground out ribbed shirts to Master. How did you afford this? By selling lots of items at a reasonable rate or by running missions? Just curious.


2. IMO, there's just too much money in the system right now. Eventually that will dry up. 6 months from now it might be very common to purchase Master Tailor items for 2K and Master Weaponsmith items for 25(?)K. So all this boils down to is whether or not you choose to stockpile credits now while the market is good.

Kylania
Tue Aug 12, 2003 7:33 pm
#23

Until you're a Master Tailor, NO ONE has any validity for talking about Master Tailor prices. You cannot price master level items assuming a cost of 3cr per resource. This ain't Domestic Arts I crap we're making and I'm tired of justifying prices to uninformed people. Don't want to pay what we ask, go find Snowleaper at 4am on a Sunday night and see if he'll custom design two full outfits for you of master level items for 2k a pop.


SnowLeeper
Tue Aug 12, 2003 7:37 pm
#24

If I'm on, send me a tell. I don't mind spending time doing it either.





Tannim Manx - Apprentice Gunfighter, Squad Leader
Snowleeper - Master Tailor & Artisan
*Starsider* *Bria, Beta*
SnowLeeper
Tue Aug 12, 2003 7:42 pm
#25




Macbeth13 wrote:

To Snow's point at 3 credits per unit to make plus some extra money charged for master level, and for other factors COST to you to make a master item say a Revealing Bikini is 2940cr. To make 50% profit(charging 6 credits per unit)on investment which is WAY more than any retail chain I know with the exception of some commodities dealers you would only need to charge 3480cr. At the very most I think double that figure and round off, 6k for a Revealing Bikini to ME seems fair for both parties.




You pay to much for resources. Don't blame me for that. I get them at under 1 credit each.





Macbeth13 wrote:

Factor anything you want into that your time, your hassle whatever you like and if you can somehow come up with 12,000cr I think you should attempt to go into business for yourself in the real world then get back to me.






Where do you think I got my model from? The guy who does it for less gets all the business. Simple fact from the REAL WORLD. The company I work for is one of the largest electronics manufacturers in the world. They didn't get that way by charging MORE. They got that way by finding a way to make a profit slightly above their costs.





Macbeth13 wrote:

boils down to people justwanting to make as much money as possible whiel they can, that is all well and good but YOU damage the business and the economy when you do that. Not people who charge a fair and honest price.





I'm not damaging a thing. If you don't like it, figure out how I get my resources that cheaply. It's not hard.







Macbeth13 wrote:


I really don't want to drag this int oa big nasty flame war guys, but unless someone is truely cutting the price to unreasonable and unacceptable levels I do not think you are justified in your attacking them for charging lower prices than you do.






As long as you're happy with the profit you're making, charge what you like.






Tannim Manx - Apprentice Gunfighter, Squad Leader
Snowleeper - Master Tailor & Artisan
*Starsider* *Bria, Beta*
WibbleNZ
Tue Aug 12, 2003 8:02 pm
#26

Low margin works in the real world, because few people have money to throw away. In SWG we have a surplus of credits, resulting in the devaluing of the credit. You can make a profit selling at 2cpu if you want to. On the other hand, people can pay 10+ cpu and laugh it off. This means either a) Too much money flowing in; or b) Too little money flowing out.


We should be forced to price competetively to survive, which means either harvester costs go up (Snow starts charging higher) or mission payouts go down (Macbeth starts charging lower).


To have a stable self adjusting economy, there would have to be a system that would change the maintenance rates (i.e. value of credit) on everything dynamically based on the number of credits in existance. I wouldn't want to try and write that formula. Constantly changing maintenance would just be annoying anyway.




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