Tailor Archive
Thread: Clothing Schematics Pricing Spreadsheet v1.1
Actually, there is very good reason to mark down "generic" resources, or conversely, mark up "specific" ones.
If 99% of my schematics use generic metal, then I'll find the highest concentration of any old metal, and plop down my harvester there. When it comes to a schematic that requires a "specific" metal, I'm going to be faced with either getting a new harvester to supply the metals for just that resource, or buying at a higher price than normal on the bazaar.
Or, look at hides. If I can use any old hide, then I search around for the best bargain. If I need Tatooine Wooly hide, my options are a lot more limited, so I'm going to end up paying more.
Buy and resell.
Buy and destroy.
These are the only tools we've been given to combat market dumpers. Use them frequently. If you deny the enemy profit, experience and recognition, you can strangle them into irrelevancy.
if your gathering your own resources, 2-3 credits per resource is making quite a bit of profit for the amount of resources you can pull up. But if your buying your resrouces at 3-5 credits per, then your not going ot make a profit when charging 3 credits.
It all depends on what you think is the appropriate amount of money to make off the resource. Some people think they should make 3 credits per resoruce, some 2, some 5, some 10 some more. Then you tack on your costs above that.
For some tailor this could be a 3-5 credit cost of the resource. For other tailors (like me) its between .3-.5 per resource.
I don't see any reason to pass on to my customers an extra 5-7 credits of pure profit for myself per resource just because other tailors chose to buy their items off people who already marked them up and then they mark them up again.
I am sorry if I think that 2000% (10 credits) mark up on resource cost is a bit outlandish, I am sorry if I think that a 1000% (5 credits) markup on resources is outlandish and that I find a 600% ( 3 credtis) markup on common resrouces to be just about right.
Ayane
On factory items I take the average cost of a factory crate (synthetic cloth)on my server (2200-2500) divide that by 25 and then remove my resrouce cost to get a factory cost time per item. I then charge that amount per factory Identical cloth (its about 40 credits). I based jewelry settings, shoe soles,trim, and metal fastners at 750 per crate (for a charge of 15, I didn't remove resrouce costs on this since I was doing4 different items as 1).
Your right, it is all about fun and about people liking your clothes. I have people tip me extra credits because they felt I have deserved it, I have yet to have anyone complain about my pricing at all. I am not the lowest tailor around, nor am I the highest tailor around, but I feel my pricing is fair and thats all that matters!
Fawe
Flurry
If 99% of my schematics use generic metal, then I'll find the highest concentration of any old metal, and plop down my harvester there. When it comes to a schematic that requires a "specific" metal, I'm going to be faced with either getting a new harvester to supply the metals for just that resource, or buying at a higher price than normal on the bazaar."
Err what? That's exactly why you don't mark down generic items, because of the cost of specific items. If you're making down, then yes you will be stuck with more costs when you have to move a harvester or get another one to pick up a particular resource or if you have to buy at higher prices from bazaar. That's WHY you always mark up, so that you build up a cash buffer in order to counter these types of inevitable costs.
If you're constantly charging loweron generic resourcesthan of course you'll get stuck needing money because you've left yourself no room to be able to handle this situation.
Also do charge more for specific resources above what your generic resources cost as well. That helps build up another cash buffer you can use to stockpile the specific resources for when they aren't in game anymore.
Ayane -
That is a very nice spreadsheet you have. It is apparent that you have worked very hard on it!
On your "Instructions" page, the words fall off the side of the page and i can't resize your column. So, either wrapping your text to fit, or changing your screen res to 800x600, which is probably overkill but at least safe, is probably a good idea.
The only other suggestion I have is that in future versions, wipe your pricing clean before you post it. Why give yourself this headache..? Yuck. Surely your prices on a desolate spot like Rori will be much different than somebody living in the bustle of Coronet. Someone who owns a shop will have different pricing than someone who sells on the bazaar. Someone who buys their resources will have different pricing than someone who harvests their own. Etc and so on.
Nobody's pricing will ever be the same. That's why I didn't give anyone a "starting point" in mine -- it is hopeless. And obviously starts nasty arguments.
Buy and resell.
Buy and destroy.
These are the only tools we've been given to combat market dumpers. Use them frequently. If you deny the enemy profit, experience and recognition, you can strangle them into irrelevancy.
I'm already looking into this. Maybe I'll pull up a small house with one or two vendors in them, where I will resell stuff from undercutters at regular market prices. I'm a master, I'm not dependent on XP anymore. If you're trying to kill the economy, I will make fun of you by reselling your stuff and make my own profit from your items without even starting my crafting tool. Also, if there'll ever be a post-craft rename function, you undercutters will be doomed.
Kylania wrote:
Also do charge more for specific resources above what your generic resources cost as well. That helps build up another cash buffer you can use to stockpile the specific resources for when they aren't in game anymore.
Um, we're kinda saying the same thing here... charge more for specific resources is the same as saying, charge less for generic resources...I think where we disagree is on how much to charge.
They did say they were stuck needing money, but rather that their costs go up for special resources. Thus they price the generic resrouces at one cost and the special at another as their cost to obtain the special resource rises.
For example: I pump my fiberplast on a medium chaemical harvester which has been sitting in the same spot for 8 days (though 2 resource shifts). I didn't have to move my harvester because the resource shift gave me a new fiberplast and about the same concentration. If I don't have to pay reclaim costs, lost power costs, lost maintence costs because I can leave my harvester there to continue pumping week after week, it lowers my cost per resource.
On the other hand, with specific resources I have to follow them as they move. Thus if I need steel and steel moves I have to pick up and follow which results in increased costs.
Thats why some people charge less per resource for "generic" resources. Personally I consider polymer a generic resource instead of a specific type because thats all I pump.
Fawe
TripleDES wrote:
Buy and resell.
Buy and destroy.
These are the only tools we've been given to combat market dumpers. Use them frequently. If you deny the enemy profit, experience and recognition, you can strangle them into irrelevancy.
I'm already looking into this. Maybe I'll pull up a small house with one or two vendors in them, where I will resell stuff from undercutters at regular market prices. I'm a master, I'm not dependent on XP anymore. If you're trying to kill the economy, I will make fun of you by reselling your stuff and make my own profit from your items without even starting my crafting tool. Also, if there'll ever be a post-craft rename function, you undercutters will be doomed.
The only thing I have to say about this is who says that YOUR prices are what the economy is at and that someone else is undercutting. Maybe instead your overcharging and price gouging. There is always a flip side to everything. Just because you think the market is one thing is not necessarily reality.
Fawe