Tailor Archive
Thread: A Formula for Pricing Items
FOO007 wrote:
Way too low, Leeper.You can easily double your costs and still be beating off business with a stick.
Don't you like credits?
I could, but what would be the point? I'd prefer to see everyone dressed how they like. That makes the game more fun for me. By keeping low prices I get that. It's not about the money.
As for 9 sub-components and 300 resources, my average cost per resource is 0.5 credits. Assuming the item is 1000 resources, I still make a 500 credit profit. 100% markup. The only item I charge more for is Hide usage. If the hide usage is high, the price will be adjusted.
This is what I recently came up with, and I want to know if I'll be over charging with this line of pricing...
Number of resources used x 6 for Novice and Tier 1 skills + 100 per component
Number of resources used x8 forTier2 skills + 100 per component
Number of resources used x10 for Tier3 skills + 100 per component
Number of resources used x12 forTier4 skills + 100 per component
Number of resources used x10 forMaster Tailorskills + 100 per component
I know it get's cheaper for master products at first glance, however they take 2-3 times the resources and thus it's still a GREAT profit.
Here's a breakdown of some costs...
Dress Slippers, Tier 1: 490 credits
Cloaked Dress, Tier 2: 1140 credits
Doctor's Dress, Tier 3: 1750 credits
Flared Cuff Shirt, Tier 3: 1450 credits
Patterned Slip Dress, Tier 4: 3000 credits
Long Formal Jacket, Tier 4: 2540 credits
Robe of Honor, Master: 5600 credits
Exotic Leotard, Master: 4450 credits
I may also have to add 1000 to jewelry and certain high demand items. A Gunman's Duster only works out to be 1840 credits. Band's (Rings) work out at 1500, and I've sold them for 10k as soon as they saw the "Propose Union" option.
Tell me what you guys think. Am I out of my mind? Will people pay those pricesto look good?
-KalTheo Klepto
Starsider, Mos Entha
Fashion IV, Costumier