Tailor Archive

Thread: BE modified clothing costs?

YukonSam
Thu Oct 02, 2003 6:41 am
#27






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.

yerill
Thu Oct 02, 2003 9:57 pm
#28

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.

Sheylara
Sat Oct 04, 2003 5:29 am
#29






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.




_______________________________
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Subcriminal
Sat Oct 04, 2003 7:55 am
#30

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.

Craigins
Sat Oct 04, 2003 9:51 am
#31

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 .




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Renark Von Bek - Master Tailor|Master Bio-Engineer

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DeLaMuerte
Sun Oct 05, 2003 4:54 am
#32

I'm a BE just so I wouldn't have to deal with this question. For those of us with both mastered, we can set our own pricing whereas everyone else will have to work around whatever pricing their local BE will set on their product. I find both professions interesting, and can't wait to start selling bio-enhanced clothes(was never sure if they did work or not so didn't feel right in selling them). I'm not sure what my bio-enhanced pricing will be when I start, I'll just do what I did when I started tailoring. Raise the price till stuff stops flying off my vendor. I will charge more for stuff that calls for identical components obviously. I think I'm luckier than most in that I already having a decent stock of high quality materials and the ability to do both jobs, the hardest part will be trying to find which items make a decent outfit since not everything takes SC or RFP



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LisaE
Sun Oct 05, 2003 10:05 am
#33

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.

moody628
Sun Oct 05, 2003 11:46 am
#34

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.






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Wire3k
Sun Oct 05, 2003 8:16 pm
#35

Just cost on BE tissues run between 350ish and 450ish for the COMMON ones - some run much higher for supplies.



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XpNsVe
Sun Oct 05, 2003 8:49 pm
#36






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.







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ArthurDentOnBria
Mon Oct 06, 2003 11:14 am
#37






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.



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%


NatiraSun
Mon Oct 06, 2003 12:49 pm
#38

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.



---
Natira Sun
Master Tailor
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