Tailor Archive

Thread: Tailor pricing rant

Privateer21
Sat May 29, 2004 8:29 am
#27


exotic leotard 15k.


There is of course more to it than just covering resource cost and overhead. I know that I'm rather expensive on some things, but i have plenty of items i sell for cheap. I've only had the "i can get it cheaper at X" comment once, and my response simply was "then I suggest you go buy it from X." I mean... I'm not going to sell you a duster for 50% off just because someone else sells them for cheap.


Iprice high to control demand. I like tailoring. I like helping people assemble outfits that they wouldn't normally consider. I don't like spending my whole game time restocking a vendor because my prices are low. I don't want to have to run 1000's of syn cloth every couple days to keep up because i price so low. Secondly, this is my sole source of income. When i see combat professions with more money than i have, i see no problem requiring them to run 4-6 missions to get the cash for a complete outfit. They can bang out those missions in 10 -15 minutes; about the same time for me to consult and craft their outfit. Lastly, I charge what the market will bear. I jacked up my prices on backpacks because I could keep up with them. People continue to buy them. Hell, it's one of my best selling items. If something doesn't sell I adjust the markup on it until it reaches an acceptable shelf life. This week I sold 38 items at about 178k (not counting custom orders that don't go through the vendor) and it was a slow week. Im perfectly happy with that. I've no desire to be uber-rich.


The bottom line is that those tailors who charge very little are going to do one of a couple things: go broke, get burned out because they are constantly restocking, work a lot harder than I do to get the same level of income, or realize they are only cheating themselves from doing the fun things they want to, and raise their prices. If someone wants to choose to do thse things, that's their deal and their game. All we can do is offer advice and shrug our shoulders in a couple months when they quit.





D'Rew Ma'Tix
Archon - Pax Imperius
Mors ultima ratio
[email protected]
PureJeanius
Sat May 29, 2004 8:45 am
#28






Cerius101 wrote:


Last night I get a tell from a novice tailor asking for a 3 socket leotard for 4k. She clearly wanted this to resell to someone else (at 5k too I bet). I've no problem with reselling and generally try my best to help other tailors. Problem is, I sell leotards at 5k and only discount repeat customers. We ended up in a 30 minute argument about my prices being way too high.





As already stated, there's a definate split in the tailor profession on how best to price our wares. I personally am on the very high end of the pricing scale. The issue here though was not two master tailors debating price differences. It is a resale issue. I have a ton of people that buy my stuff and sell it for a considerable profit. I don't mind this, however, they don't get the option of coming to me and demanding I lower my prices to accomadate their sales. Anyone with business 3 can have a vendor. I've invested the skill points to master tailor, my time in gathering the resources, my energy in crafting, and my name is on the item in question. If this novice came to me and did this i'd have /addignored and banned him/her from my shop.


As far as tailor pricing is concerned,I understand the opinion that clothing doesn't take a ton of specific, high stat resources so it should be priced accordingly, however, I feel that a lot of tailors are cheating themselves out of earning what they can AND enjoying the social 'have fun' aspect of being a tailor.


Imake, on average, around a million credits a week between BE clothing, loot schematic items, components and standard clothing.I've been a tailor sinceabout amonth after release and I still love it and I have a huge client base regardless of the prices I charge. I do get the occasional complaint about my prices, but I get far more people claiming that I don't charge enough for the what I have to offer.







Kia' Vivi
Seduced by the Pink Side
Ciner is magically delicious!


Songe
Sat May 29, 2004 8:35 pm
#29

Add to that the time spent updating swgcraft.com. Don't believe that everyone keeps updating it, it's wrong, I have to go check for new **edit**s myself every week (god bless survey droids, I still have to go check the stats myself though). Add to that the time spent in transport to go from planets to planets to get the good resources, and the time spent surveying for the good spots of sometimes 3 or 4 different resources at once. Add to that the fact that docs use much more resources than tailors, in quantity and in variety, so that very often you don't have the lots to harvest everything yourself and you have to look around to buy more, you can't just leave a harvester for a week and have enough resources for a month. Add to that the time spent crafting, experimenting, spending sometimes one hour to get the experiment you want on one component, then having torun 3 or 4 different factories of components for each meds, with an average time of 36 hours for 1k of components, then believe me tailor is a walk in the park in comparison.



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Novice Lekku Stomper
ArthurDentOnBria
Sat May 29, 2004 8:53 pm
#30


/shrug


I dunno. I've done tailor, bio engineer, architect, and now working on a doctor toon right now. Like I said, there is a bit more time spent in harvesting when you have to care about quality, or specific resources, but I think that tends to be WAY overstated(would be very different if it weren't for swgcraft) andI tend to think that it averages out in terms of effort because in those professions you spend almost zero time on the crafting end (everything done in factories) whereas as a tailor you'll spend often a great amount of time on the crafting end.

Message Edited by ArthurDentOnBria on 05-29-2004 08:56 PM



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%


Songe
Sat May 29, 2004 9:02 pm
#31

It depends, I spent quite a lot of time experimenting etc, I agree however that I spend more time crafting clothesthan meds, but the time I spend doing doc crafting/resource gathering/vendor stockingis prolly about the same in the end. But it does take more work to do good medic products overall, when for clothes unfortunately any new tailor will do the same job as an older one And people use stims/cures etc much more than people use clothes, as they don't decay, so the demand is higher. That's the main reason why meds cost more than clothes. I agree that in theory items that last forever should cost more, unfortunately the market is so flooded that they are just losing their value.





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Novice Lekku Stomper
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