Tailor Archive

Thread: Master Tailor looking to set prices...

AurorahandFenyx
Thu Jan 01, 2004 6:01 pm
#1

Hi there everyone!


I have recently become a master tailor and with all the grinding that came with it, I plan to stay one for a long time! hehe


My question to the community is that when I shopped for clothes... they were too expensive and could never afford them. But as a MT i dont have that problem. I understand that if I sell a gunman's duster (very popluar) for like 1k... everyone in th galaxy will have one... but at the same time I dont want people to do 10 missions just to afford it. What is a fair way to set prices so that yes you work hard for your money and should enojoy the more upscale items, yet have entertainers be in fashion as well... (isnt funny that IRL entertainer's are the wealthiest people and they seem to be poor and they work hard too in the game...) Currently I have this scale to work with...


1k credits per enhancement point (1500 if I need to use 2 from the same crate in one slot)


250 credits per slot (1k total for 4 slots)


1k-5k depending on style, color, and craftmanship


Thanks,


Fenyx


Sun Rider, Datooine


Server: Sunrunner




Fenyx Elementis - Sunrunner
Master Tailor
Master Architect

"The only real crime is bad design!"
Jaela
Thu Jan 01, 2004 8:19 pm
#2

I think as you gain wider client base your prices will have to go up,,otherwise you will do nothing but craft ,,craft,,craft,,plus you will find your items being sold for 2-3 times what you charge on other vendors,,


If you put a black duster with 4 sockets on the bazaar at 1000,,I would buy every single one you had and reprice it at 3000,,,likely you wont want that to happen very long,,


Why not take the time to research your market ,,by looking at the bazaars and other tailor vendors on your server,,,and then decide what pricing structure would be best? Each server and planet for that matter will vary on pricing,


I think you will be happier in the end if you do this,,and I know that your clients wont mind a fair price ,,


Just about all the "wal-mart" tailors eventually give up and either drop tailor or reprice to the market, so save yourself anguish and just start out with a market price.

Songe
Fri Jan 02, 2004 5:34 am
#3

Hi Fenyx!


I see that we are on the same server, so here is some advice according to what I know (I dropped tailoring for 2 months so I might not be totally up-to-date anymore but close enough).


To set your price, I would just look around. I know that typically on sunrunner gunman dusters sell for 3k, master items unfortunately for 5k, and stuff like shoes, skirts etc often at 1k. For the enhanced clothing, there is a real shortage of BE selling tissues from what I have seen and the only ones that really bother with it are the ones who have BE friends who make tissues for cheap, so it usually sells for 10k for one tissue and 15k for two (I'm still not convinced that I will personally bother at that price, especially as I've been looking for a supplier for a week).


Now, it's what 90% of the tailor do, but I agree with the former post, you don't have to do the same thing. However, I really wouldn't worry about doing prices that people can afford, because as far as I am concerned 80% of my customers always come to me saying that money is not an issue.


Hope you enjoy it




------

Novice Lekku Stomper
TailorTiatha
Fri Jan 02, 2004 6:46 am
#4

I charge based on the number of components go into the item. For example. Say an item takes 2 synth cloths, 40 fiberplast and 60 inert petro. Total is 140 components to produce that item. (Synth cloths =20 components, RFP = 30 etc....) I decided on 10 cpu for regular clothing sometimes rounding up. I charge a bit more for some masters clothing or items requiring a rare resource. So the 140 items would be priced $1400-1500. If you are lucky, you can buy resources for about 3cpu, estimate in the cost for your vendor, your store, your factory and your harvesters. I have never sat down and totaled them up I just settled on 10cpu. If you are just getting all that going... going 15-20 cpu might be necessary til you get your heavy harvesters. I make a very comfy profit to enjoy the game and yes I do craft a lot, but I like crafting and custom fitting people.



Hope this was helpful in some way


Tiatha


Bloodfin Server


Kangaroorat
Fri Jan 02, 2004 1:00 pm
#5

Other then trying to figure it out by hand http://zachary.org/swg/might help out some.


As far as pricing goes, the sockets is randomed out, andat master most everything will have 4. It basically comes down to set what you desire for your work and resources used. Stick to it, print it out, and have it on hand. (I have done this myself for each crafting trade I went through and it was biggest help through tailoring).


And If someone buys and resells higher it does not matter as you recieved all that you had asked for it. You can't please everyone, some prices my seem high to customers, and others low to Competeing tailors. Don't compete, just craft.


No matter what is said or posted, it is YOUR game you play, and you should enjoy it.

ArthurDentOnBria
Fri Jan 02, 2004 2:50 pm
#6

Well, see, I disagree with the whole premise you've set here. Here are some examples: as a novice bio engineer I sold pets (back when the weren't very good) for 10k and crates of pet stims for 50k. When I was a novicearchitect I routinely sold structures for 50k+. When I was running survey missions (before vehicles mind you) I could make 30k/hour and almost as much running artisan missions.Just placing small harvesters and selling what I harvested I could make 5k-10k/dayper harvester and that amount obviously doubles or triples just by going up to mediums. When I run missions with my ranger (solo) he gets paid 4k/mission and he's still very much a combat noob (only at first level boxes in his combat profession), and if I were selling the resources I was harvesting from those missions, you could add another 1k/mission. I created a noob character on another server one night when Bria was down just to fool around and see how long it would take to get him "up and running", andby the end ofthethat evening which I created that characterI already had a horde of posessions (a house, harvesters, guns, armor, clothing etc.)and nice pile of money. If I had chosen to continue playing that character I could have afforded any masters level clothing I wanted the following day, even buying off of the most expensive tailors. You get the idea. Bottom line, it's very easy to make money in this game no matter what profession you are and what your skill level is. If you choose an elite artisan class like tailor and make really cheap goods under the premise that you're helping out the masses of poor toons, I really think you should take a second look at the game and its players. There really aren't a whole lot of poor toons out there.


Oh, and in my experience entertainers don't seem to have any trouble coming up with funds for clothing. No idea what the economics are like of being one (although they get big tips from me), and I don't imagine for a second that they are among the wealthiest professions, but all I know is few of them even ask me "how much?" when ordering clothing anymore. And tailoring bills of 20k-40k during a sitting doesn't seem to phase them one bit.




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%


mh307
Fri Jan 02, 2004 8:38 pm
#7

on wanderhome i sell gunman dusters for 5k and they fly off my vendor ive been master for less than a week and i sell about 30 per day



i tried at 3k but i couldnt keep up lol


i would log in with at least 10 special ordes for dusters






Onikojuno__N__[ONE SEXY ZABRAK]
ABK Correspondent
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www.TKC-Community.net
AurorahandFenyx
Fri Jan 02, 2004 9:31 pm
#8

Thank you all for your input! I have visted a couple of m=tialors on my server and have an idea as how to set my prices! Thank you too for those of you who didnt take my 1k per duster seriously as it was an example of how not to price stuff hehe. I really aprreciate all the advice! It has been a tremendous help!



-Fenyx Elementis




Fenyx Elementis - Sunrunner
Master Tailor
Master Architect

"The only real crime is bad design!"
RandDarkstar
Sun Jan 04, 2004 2:37 pm
#9

Best way to work out pricing is to charge 10cpu for your work, and add for factory components, and a surcharge for master level items.



Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

Dite
Mon Jan 05, 2004 7:56 am
#10

Just keep in mind, unlike some of the other crafters out there, Tailors should also ask themselves what their time is worth to them. Creating 20 items for my vendor takes a bit of time as I have to chose the colors and try out different variations. My Architect friends pops out heavies and mediums in a relatively short time compared to my one item.







A-Ti Lesnas
Master Tailor
Valcyn Server
SWGTailor
FloridianJen
Tue Jan 06, 2004 5:47 am
#11

I use this website as my tailoring price guide. I made a printout a long time ago and keep it by my side always. It has been so handy that it is really starting to get worn...lol



http://imp.uow.edu.au/staff/feen/swg/feens_tailor_prices.html




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SueDenim
Tue Jan 06, 2004 7:24 am
#12

I use Feen's list as my baseline too - a good example of demand-based pricing. I actually have a lot of variation among different items - like 20% one way or the other, but it's an excellent starting point. (I also tend to "simplify" prices for a lot of things in the same general class, just to make them easy to remember. For example, all my "advanced" vests are 3400 instead of, say, 3500 for Long Vest, 3200 for Short Vest.)



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