Tailor Archive

Thread: After BE Cloth, My Message to SOE: Stop Doing Me Favors

ArthurDentOnBria
Mon Oct 13, 2003 12:55 pm
#27

Brad,


stop, because you have no clue what you're talking about. Have you ever tried to come up withseveralkof high quality meat? No, not50different stacks of 50, but several k in the same stack? Do you know how many kills it takes to get that with hunting 4 especially since if you're a BE you probably don't have the skill points to spend on much combat skills? And then if the quality is not up to snuff you're completely hosed, your bonuses aren't high enough, and nobody will buy your product.


Like I said before, anyone who has been a master BE for a while already has a far far better money maker than tissues and it's called pet pharma. The fact that tissues are priced as they are is simply because demand is high and it's impossible to produce them in the type of quantity that they are needed with the current demand. That plus BE's likely don't need the money from them. Prices will stabilize, demand will eventually drop, but they will never be cheap because they are a serious pain in the behind to produce..





BradBradley wrote:

Just a few points of comparison here, all right?


If I charged the same amount for my time and my resouces that bio engineers are charging now, a gunman's duster would cost 20,000 credits.


If architects charged the same amount for resources used, never mind the much higher risk of failures and much larger investment in time, a small generic planet house would cost 540,000 credits, and a generic planet PA hall would cost over 10,000,000 credits.


If droid engineers charged the same amount for their time and the resources used, a plain-vanilla MSE Droid with no modules would cost over 10,000 credits. There are too many subcomponents for me to total it up just to make a rhetorical point, but it would appear that your average advanced probot with full armor and a couple of modules would cost at least 300,000 credits - and that's just for resources used, never mind the much, much higher investment in time.


I did go back and do the math, and you're not entirely wrong about weaponsmiths. A DX2 pistol is only 237 resources, and not much harder ones to obtain than what a bio engineer uses for most of the tissues. At the same level of pricing per resource, that DX2 goes for just a bit under 40,000 credits. Most weaponsmiths aren't quite getting that much for them, but I admit, that's closer to the same ballpark. So I'll partially concede on that one - though I still say that the weaponsmith has more labor involved, and more risk because of failures during final assembly.


Look, I'm not asking for them to make it take more time or more screwing around to make bio engineered components. Nor am I asking them to make them less powerful (which is what it would take to bring their value, and therefore price, down). What I'm asking for is for their resource requirements to be more in line with their perceived value.


As for the grinding difficulty - the level 1 and level 2 tissues give full UXP when a tailor uses them, even before the item sells to an end user. Grinding those level 1 and 2 tissues (which, admittedly, requires organics, but go back to my comment about how all BEs by definition have to have Hunting IV) and then turning them over to tailors for a reasonable price would pay back about 3.5 times the BE crafting XP that you get from the other things you suggested. From an XP point of view, this patch is very very good to BEs. And for the existing master BEs - what, just because you suffered, now you think you're entitled to collect all the cash on the server?









ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Dulhaj
Tue Oct 14, 2003 7:22 am
#28

This thread has been an interesting read.


Let me just chime in here as a Master BE. Please do not take offense, I am merely offering my perspective as a Master BE.


(It is odd how the Weapon Smiths, Armor Smiths and Droid Engineers collectively were not brought up as $$$ makers. They are the richest and charge the most for items IMO, but that is for a different thread...)


As a BE collecting and buying resources, we are competing against other professions (Tailors for organics and Doctors for organics). I don't know what Tailor earn but Doctors pay a lot for meats and have the income from sales to pay a lot for resources.


Meat is an expensive commodity to us. Floral even more so. We also use Floral Structure (Hardwood), Bone and Hides. If you really want to drill down.. we require Eggs (difficult to get... but can be found if you have patience and time), Fish (I hate it in RL...and even more in game...boring boring boring task), Milk and Mullosks (which neither are in game or found in large quantities.) Floral stuff.. I am lucky and can harvest most what I need. I do however buy premo stuff as I see it . Hides and Bones... well you are a Tailor... and know how much those cost for high quality.


With that said.... the last batch of meat I purchased in a bidding war cost around 22cpu...and I bought as much as possible. 22cpu for meat is insane...but I needed it. Yes, I could go out and hunt.. but I needed large stacks of meat for factory runs...and I simply cannot do that alone. To get the huge stacks of meat I need... I contract Rangers/Scouts. And they are not cheap.


When I craft tissues.. my stuff is top end (+15 Active Bs, +15 Coag Agents, +14 Tensiles...for example) I don't bother to put out 'grinding' BE Comps. If I charged 2k a tissue for a crate (50k a crate of 25) I would be cleaned out in 1 nite. So 2k for a tissue is cheap and IMO insane....that BE is going to be burried in 'work'...and not the fun kind.


I learned my lession with Pet Stims/Vit Packs. When those first came out... I was cranking them out by the dozens and pricing them around 500 per item. My first nite (after making 100 of them) I was complely sold out. An entire nite of crafting items I expected to last a few days...gone. On the one hand..great. On the other... horrible. So I tripled the price to 1500 per item... made 100 more... and sold out again in a matter of hours. At this point, I stopped making them. Why? Because I could not keep up with demand and was out of resources.


With Tissues... I have a back log of ppl wanting crates and crates of this stuff. On the one hand great...but on the other... horrible. I would actually like to have time to 'play' the game and not be anchored to my Food/Chem machine crafting for hours on end. Even with 2 Factories working... I still can't keep up.


So my pricing obviously is not going to be 2k a tissue. If you can get that from a BE someplace...good for you and the BE selling it to you. It sounds like a real deal. I am still trying to figure out if I should do a flat rate or do the magic cpu by point.


But, my question to you (any Tailor really) is how much are you going to sell the BE infused Tailor garmets? How do you do *your* pricing?


For example:



  • What would you sell a +14/+14 Injury/Wound Sage Hood for ?

  • What would you sell a +14/+14 Injury/Wound & +13/+13 Camo/MaskScent Wookiee Shoulder pad for ?

  • What would you sell a +15 Bleeding Defense 2 Strap Bandolier for ?

I'm just curious....the door swings both ways you know...


Like I said... this has been an interesting thread. Toodles!





_____________________________________________________
Jarooka - Master Doctor | Pikeman
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MEGACORP is now located west of Dearic, Talus (-550 -2764), less than 1km from the Starport.
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Dite
Tue Oct 14, 2003 10:41 am
#29

I try to stay clear of the more combatant type threads, but I just could resist posting here.


I charge an extra 500/skill point used on enhanced clothing across the board, but see I also have the benefit of working with a bio-engineer. We split the sales from bio-enhanced clothing down the middle. On some i lose out hard, especially things with one enhancement, but on others I walk away with the better deal. Each time we use one of their tissues in a synthetic cloth or reinforced panel they get user experience (a load of uxp to boot) so I have helped him go up in his engineering skill. Of course it also helps that we play in the same room as one another so we truly have a symbiotic relationship in game. I also help him gather his components. Each time I pass a lair, I search it and usually find eggs. In out guild, we have an open mission, you bring me 1k stack of meat, and I will make you a complete non-enhancedoutfit at no charge.


For the record, we actually have 1 mollusk in stock,it was given to us and I have no idea where it was found, it's the milk that is causing the major issues.


Now, I charge3000 for aspec-ops duster and 3500 for a gunman's duster. I have both on a vendor now with +3 to both injury and wound healing. Myspec-ops is available for 6000 credits (I can't keep them in stock, they tend to fly outof the shop at a faster rate than I thought possible), and the gunman's duster is priced at 15,500 (I use 4 identical cloths with+3,+3 on each one,yet only +3, +3 shows up...) and even those sell out faster than I would like ot make them. Now with our profit sharing aspect, I don't make anything extra on the spec-ops duster, however, on that gunman'sduster I walk away with a pretty pile of credits in my pocket.


I am not gouging mycustomers, theyrun for 35 seconds to a shop right next door where the tailor there sells the same items for less, they just don't. They like doing business with me because I spend time with customers who are in the shop and spend time making the shopfun and nice. (We have displays of both animals and clothing all around. I have a room set off just for customer fittings, decorated with couches and chairs and offer every customer a bit of food and drink when they come in for the fitting.) It's those things that make the customers come back time and time again, not my prices.


You can gripe andcomplain about the costs of bio-enhanced clothing,I was lucky enough to have a bio-engineer sitting next to me,butI also know just how hard it is to make a decent run of tissues for me to craft, and I know just how crappy his experience is when crafting those tissues. It's me who gets him his skills, and I will gladly continue to do so, because it's he who gives me the tissues and it's he who makes sure that the packs are stocked with enhancements, and it's he whohas to look through the ungodly number of packs, just tofind the rightcomponents in theright number. (We now have 4 houses just forwarehousing. It's really quite frightening.)


My advice, find a bio-engineerto work withnot be critical of andsee how your business expands.



A-Ti




A-Ti Lesnas
Master Tailor
Valcyn Server
SWGTailor
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