Tailor Archive
Thread: BE modified clothing costs?
yerill wrote:
I am a tailor and have justcome to the shocking realisationthat the BE value to this process is more important than my own. Does this worry anyone?
It makes me unhappy that Tailor is the only profession where ALL the play advantages of using our products are entirely dependant on another profession. How would weaponsmiths feel if the only thing they actually created were intricate and beautiful stocks, and to actually make them do anything at all they had to either invest points in a costly hybrid profession or buy components from a third party? I guarantee you, the resulting outcry would tumble walls.
Even chefs get to experiment and increase the utility of food, and the BE's provide a useful bonus to that process. We just make pretty shells to hold the meat provided by tissues and looted skill enhancers.
During BetaI noted that the lack of meaningful experimentation in the Tailor profession made it more egalitarian than any other. There's no difference between a black simple shirt made by a Novice Artisan or one made by a Master Tailor. This seemed a good thing to me at the time. But I was wrong. It dooms this profession to always be a two-dimensional cartoon of a real crafting profession. It's pretty, but it's shallow.
Well,I agree totally. I dropped master tailor today, along with almost all my other skills and kept just the field wear tree - still enough to make both BE synth and fibre cloths plus any garment worth sewing them into. Sure, i'll miss out on the illusive twilek dancer market, but lets face it...
camo/bleed/stun/melee/taming/scent/waycry
The Cantina crowd is not where this profession is heading. Not for me anyway.
YukonSam wrote:
It makes me unhappy that Tailor is the only profession where ALL the play advantages of using our products are entirely dependant on another profession. How would weaponsmiths feel if the only thing they actually created were intricate and beautiful stocks, and to actually make them do anything at all they had to either invest points in a costly hybrid profession or buy components from a third party? I guarantee you, the resulting outcry would tumble walls.
Even chefs get to experiment and increase the utility of food, and the BE's provide a useful bonus to that process. We just make pretty shells to hold the meat provided by tissues and looted skill enhancers.
During BetaI noted that the lack of meaningful experimentation in the Tailor profession made it more egalitarian than any other. There's no difference between a black simple shirt made by a Novice Artisan or one made by a Master Tailor. This seemed a good thing to me at the time. But I was wrong. It dooms this profession to always be a two-dimensional cartoon of a real crafting profession. It's pretty, but it's shallow.
I like to think that tailors serve a different area of the whole play experience. I mean, if you really want to be in a profession which directly empowers a player, be an armorsmith or something.
If you want a comparison, I would say image designers are worse off. At least we have sockets and we can throw BE tissues in our clothes.
IDs can do nothing but make players look good. Even worse, they can't sell their services through a vendor.
Well, it's true their skills and expertise cost nothing but time, so maybe it's not a fair comparison. But the point is, I think there's a reason each profession existsin the game and tailors do provide a service no other professions can. I can understand how some tailors feel frustrated with the lack of features clothes get, but for me, I'm really happy just being able to make clothes and make people look nice. ![]()
On Bloodfin people are willing to pay 100k and up for a full BE enhanced set. With these tissues the clothing will finally serve a purpose, and therefore we are going to see clothing become as expensive as armor. I think that's very appropriate. I mean, look at armor, although I am not an armorsmith and personally have no idea what goes into them, we all know that 100k-300k suits more than covers the expensive of making them. Meanwhile we sell our garments at a measley 5-15k because they serve no protective purposes.
Selling a full set for 100-200k is perfectly reasonable considering the above. When an item has a valuable use, there is a new value to be considered into the price.
Ok, for those of you that have no idea what it takes for a BE Tissue and no idea what the tissues can do(like me!) I went to the BE forum and got this link. Check it out:
http://plaza.ufl.edu/spalumbo/
I'm lucky enough to have a Master BE in my guild on Kauri. So hopefully if I can get my hands on the resources I should be able to get the components for low cost
.
factory cloth stats will stack, to +25, they dev post seem to indicate to me that mixing mods <separate resources boxes> in garments will also work.
those who take tailor just to get the cloth, have fun breaking stuff.
Well, let's look at an example, shall we?
A flared cuff shirt has a base cost of 335cr in components. This gives a wholesale price of 1005, and a retail value of 1675-1800cr with my socket adjustments.
Let's add in a BE at 200cr for the 1 synth cloth allotment.
Base cost is now 535cr for the components, making wholesale 1605cr and the retail goest to 2675-2800cr.
If the costs run up past 1,000cr, I'll never buy one.
I have no idea what a BE's costs are on the resources... if I did, fair value would be easy to place. It's simple... cost x skill mod of somewhere between 2-5. (I use 3 for my skill mods).
If the bonuses are subjective, then I would think something like 100cr + 50cr for each skill bonus. But without knowing the costs to BEs, I'm just guessing.
moody628 wrote:
Well, let's look at an example, shall we?
A flared cuff shirt has a base cost of 335cr in components. This gives a wholesale price of 1005, and a retail value of 1675-1800cr with my socket adjustments.
Let's add in a BE at 200cr for the 1 synth cloth allotment.
Base cost is now 535cr for the components, making wholesale 1605cr and the retail goest to 2675-2800cr.
If the costs run up past 1,000cr, I'll never buy one.
I have no idea what a BE's costs are on the resources... if I did, fair value would be easy to place. It's simple... cost x skill mod of somewhere between 2-5. (I use 3 for my skill mods).
If the bonuses are subjective, then I would think something like 100cr + 50cr for each skill bonus. But without knowing the costs to BEs, I'm just guessing.
See my new post
NatiraSun wrote:
You absolutely cannot price BE tissues by the resource, as they require rare high-quality resources in order to get the best bonus. People trying to nickel-and-dime over permanent items that take days/weeks to acquire high-quality parts for, probably don't need to buy them.
I agree, and not only that, even if you could put a price on these resources, it wouldn't necessarily be a good reflection of the value of the tissue. For example a master BE might be able to make a +10 tissue with the same materials a noob BE would make a +2 tissue out of, so how does pricing take that into account? Answer: it shouldn't. The value of a +10 cloth should be one price and the +2 cloth should be another irregardless of resources.