Forum Settings
       
Reply To Thread

Tailoring destroyed by BlizzardFollow

#1 Jul 30 2005 at 12:49 PM Rating: Default
FFS Blizzard has ruined all tailors. Over 90% of items needs materias much more expensive than its possible to sell it.
Further more, for example Mooncloth Bag = 2x mooncloth is 30g on my server.. + other is 35g... who on Earth would buy a bag for 35-40g? Espeially when the 16slot containers that drop are sold for 15-20g and they drop very often.

Mooncloth Robe.. 4x Mooncloth +2x golden pearl is a hell lot of money.. comes to 60-70g.. and NO1 wants to buy it for not even 80g... why? the robe is to expensive compared to what u can get by just going 2-3 times in instance.....

Its the same for all other patterns:S


AT LEAST they've could NOT make good patterns BoP like robe of the void.. then, ailors could earn some money:((
#2 Jul 30 2005 at 4:57 PM Rating: Excellent
*****
12,049 posts
Belt of the Archmage. Now there's a good thing about Tailors! Also, the only 18-slot bags in the game, unless you want to run Onyxia 40 times :-P.

Tailoring is NOT broken. It just doesn't make much of a profit. The BoP patterns make pretty darn good armor (as a Mage, I'm interested in the Robe of the Archmage as well). Granted, crafted items are almost always a little below par compared to boss drops, but they are still good.

I use Tailoring for my guild. It's a lot easier to make, say, 14-slotters than to wait for them to drop :-P.

Besides, you still have a second profession! Tailoring is self-sufficient; almost all other productions need a gathering skill. Tailoring doesn't. I guess you can call the lack of profitability a trade off for a self-sufficient production skill.

Also, I can make profits off Runecloth and Mageweave Bags; why even bother with Mooncloth bags if you know they won't do much? Just sell the bloody Mooncloth, make 18 slotters for yourself, or pimp out your guild. Greedy bugger >_>
#3 Aug 01 2005 at 4:36 PM Rating: Excellent
****
4,574 posts
I’m going to assume this is your first MMORPG. It’s been my experience in the other MMORPGs that I’ve played that trade skill supplies will almost always sell for more than the finished product. That’s just the way online economies work. People by nature are lazy. Instead of going out and harvesting the materials they need a lot of people will take the lazy way out and buy them from the auction house. Other players see their opportunity to make a profit on such materials and sell them for a lot of cash. The only reason this works is because most of these people are not buying supplies to make a profit, they are buying supplies to earn skill points. Thus supply and demand create a whacky market.

Quote:
Further more, for example Mooncloth Bag = 2x mooncloth is 30g on my server.. + other is 35g... who on Earth would buy a bag for 35-40g?


Then why in the world are you buying mooncloth. Go out and kill a bunch of demons and loot the felcloth you need to make mooncloth. Then you can sell your bags at a profit. Problem solved. Don’t like the 4 day cool down? Then you’re in the wrong profession. Those people selling the mooncloth had to wait the 4 days to make it. You’re paying for convenience. If you don’t like the price you have the option to make it yourself.
#4 Aug 01 2005 at 5:32 PM Rating: Good
*
109 posts
Contrary to what you might think, there are several tailoring items that sell for more than you pay for the reagents.

However, if you will, have a think for a second about *why* most things sell for less than the materials. This absoloutely *has* to be the case simply of because how economics work.

I'll try to explain for you with a couple of case studies.

First of all, it is important to realise that you are not unique in being a tailor. People pay for services in the real world because they are being provided with something that they can't do for themselves (or that someone else can do for "cheaper"). The first thing you have to compensate for in the WoW economy is that fact that tailors (and enchanters, and blacksmiths, and leatherworkers, and pretty much everything) is common as muck. I don't think it would be an overstatement to say that a quarter of all characters are tailors.

Let's take the Gloves of Meditation for starters. You think that these should sell for more than you pay for the materials? Well they can't for two reasons. First of all is the economic supply and demand factor. A significant proportion of the characters on your server can make these gloves (probably about a quarter, give or take). A fraction of that number of people will actually wear them (most being too low level, or too high level, or already having a better item). The raw materials are in more demand. You can make other things with your silk, and Mana Potions are worth more as Mana Potions than as gloves. The second point is that you gain something from crafting the gloves (the skillup) which is something that many people (enchanters in particular) are willing to *pay* for.

Now, let's look at this economically. Let's say that for some obscure reason the price of the gloves is 5G and the price of the materials is 1G. People will notice this and begin crafting lots of sets of gloves (for skillups and for cash). This has a two-fold effect of increasing the supply (lowering the price) and also increasing the demand for the materials (increasing their price). In real world economics (where people are not prepared to work without making money - at least in a model like this) this usually continues until a reasonably small profit margin remains, such that the competition don't feel that it is worth undercutting any further. In WoW however - because you are gaining something from the crafting - this threshold doesn't exist. I would happily craft 100 Linen Bags if I knew that I could vendor them for the same price as the matierials cost me at the AH simply because it would get me "free" skillups. In fact I am happy to craft Crimson Silk Leggings until the cows come home, making a 10s or so loss per unit because I get the skillups from them. The same applies to stuff you sell to players. People are willing to undercut below the cost price because they need to craft to get skillups, and any money they make back is a bonus.

There are three situations in which this does not happen, however.

The first situation is when there is a larger demand for the product than for the materials - due to the materials being common and mostly unused. The biggest example of this is Linen Bags - which on many servers can be crafted and sold for more than the materials cost on the AH. There is an enormous demand for Linen Bags (every level 10 out of the newbie area wants 2-4 of them). They're cheap (3-4s most places) and cheap to make (3s gets you enough linen to make 2 and a half usually). These are profitable because there is a large demand (everone wants them) and a limited supply (nobody but low-level tailors makes them because the 1s profit per unit isn't worth it for higher level guys) and also a limited demand for the materials (who wants Linen Cloth anyway? lowbies without a lot of cash to spend and nobody else. Even lowbies only want it for about 5 levels before they start crafting better stuff instead).

The second situation is when there is a limited supply for the product. You see this at high levels. Mooncloth (because of the 4 day timer), Arcanite (because of the timer and because lots of people want it), and the Epic Patterns (Hide of the Wild comes to mind). There might only be 2 people on your server capable of creating the Gloves of Spell Mastery, so it makes sense that they can make a profit. People are willing to pay big money for the item (large demand) there aren't a lot of the item kicking around (few crafters, rare materials). If you have 10 people competing for 2 of an item then obviously the price is going to skyrocket (whereas in the normal case you have 50 people selling White Mageweave Masks to 2 people, where the price obviously drops like a rock).

The last situation is where there is an almost universal demand for the product. You see this where a product is generally universally wanted. Level 25 casters with nothing better to wear want Spidersilk Boots (small demand. tiny fraction of characters). Everybody 40+ needs 1 of the best armour kit every time they get new leggings or gloves (large demand, large proportion of characters all need multiples of the item). Sharpening Stones, Weightstones, Mithril Spurs, Riding Skill enchants, Bags are wanted by lots of characters. Also, items that are used in quests (Hillman's Cloak, Bronze Tube, Deadly Blunderbuss, Gyrochronomaton) are generally in a lot of demand because everybody doing that quest needs the item (and often cannot make the item for themselves - which is usually the case with Spidersilk Boots of Gloves of Spell Mastery etc. If you use cloth, you're much more likely to be a tailor yourself, so I can't sell you a White Linen Robe, because you've already made one).

If you know *what* to sell you can make money from crafting. If you expect every peice of trash you make to sell for more than it cost you to make it, think again.

Pick items which are universally wanted (Bags. Quest Items, Shirts), which have a limited supply (Mooncloth, Arcanite, Rare Patterns) or where there is an abundance of the raw material (Linen Bag). Get yourself a dealer for your materials. On Argent Dawn when I was levelling Tailoring I made deals with people that they could send me all the Cloth (and Metal as well for my guild) they found for a slightly lower price than the AH (They would send me 20 Copper Bars for 20s when the AH price was 30s, or Silk Cloth for 45s when the average AH price was 55s). They had the assurance of an instant sale at a constant price (without relying on the randomness and sometimes fickleness of the AH) and I had a steady supply of cheap materials that I could always auction for a small profit if I didn't use them.

The economy isn't messed up. It's exactly the same as it is in real life. If you make rubbish that nobody wants to buy, you lose money. If you find yourself a market, squeeze out the competition and still leave yourself enough room for a comfortable margin then you're laughing.

If all else fails, think to yourself "What do I want more? Money, or a crafting skill?" If it's just money you want, then TBH just get 2 gathering professions and sell your stuff to people that are willing to pay for skillups.

EDIT: Typos and grammar.

Edited, Mon Aug 1 18:44:55 2005 by TyrionFarseer

Edited, Mon Aug 1 18:41:52 2005 by TyrionFarseer
#5 Aug 02 2005 at 1:44 PM Rating: Default
Nice points...

Thx, but:

the point i wanted to show i that after u make your skill to 300 like tailoring, it becomes useless because u dont need your items anymore, nor u can sell those- u and others just get better in loots..

for things that could be worth leveling to 300 which is costly, take robes of archmage for example, are bind on pickup...

and that pattern sells for cca 200-300g... for what? 1 time use?

ehhh...

why they didnt make that recipe more rare to cost 1000 to 2000g bt sellable and BoE....

Edited, Tue Aug 2 14:47:19 2005 by sarlattth
#6 Aug 02 2005 at 2:24 PM Rating: Decent
****
4,877 posts
Quote:
the point i wanted to show i that after u make your skill to 300 like tailoring, it becomes useless because u dont need your items anymore


but before you said

Quote:
2x mooncloth is 30g on my server



so as stated before, sell you mooncloth, and you are making someting usefull, Money. enchanters can eat up some of those high level blues for shards(know I would) even the BoE ones.
#7 Aug 02 2005 at 2:38 PM Rating: Excellent
*****
12,049 posts
Sarlattth wrote:
Quote:
the point i wanted to show i that after u make your skill to 300 like tailoring, it becomes useless because u dont need your items anymore, nor u can sell those- u and others just get better in loots..


TyrionFarseer (in a post I will rate up in a moment) wrote:
Quote:
There might only be 2 people on your server capable of creating the Gloves of Spell Mastery, so it makes sense that they can make a profit. People are willing to pay big money for the item (large demand) there aren't a lot of the item kicking around (few crafters, rare materials). If you have 10 people competing for 2 of an item then obviously the price is going to skyrocket


LockeColeMA wrote:
Quote:
Belt of the Archmage.


Those are two end-game Epic patterns that are tradable and in high demand. I believe the sticky in the Mage forum on Critical equipment states something like if you have no intention of getting a Belt of the Archmage, then delete your character, because you're a fool :-P.

The recipes for the epic chest armor pieces are BoE, which I think is what you meant, even though you said:
Quote:
why they didnt make that recipe more rare to cost 1000 to 2000g bt sellable and BoE....


As for not making the chest pieces themselves BoP, they're supposed to be a reward for all your hard work to level up to 300. Only Artisan Tailors can make them and wear them. Okay, it's a dumb reason, but we've already pointed out two epics that you can trade and will make a profit ^_^;

As for...
Quote:
the point i wanted to show i that after u make your skill to 300 like tailoring, it becomes useless because u dont need your items anymore, nor u can sell those- u and others just get better in loots..


Isn't that the same all the way up? You ALWAYS get better items in loot (well, almost always... I swear, Blizzard was high on some of the instance drops...). Blizzard stated, or so I hear, that crafted equipment is meant to hold you over for the best items which are dropped. For someone who only has time to run a single end-game instance a week, though, the Mooncloth set is going to be very good until it is slowly replaced with instance gear. And as Capitolg stated, you can disenchant end-game (soulbound) gear and make back at least some of your money.

What you've said above applies to all production professions; which is why I think Engineering is probably the best profession overall (alchemy would be tied with it, but you don't need to be an alchemist to use potions; but most good engineering items require the skill). But people still take these professions up, and I definitely think they have benefits to them, and are not "destroyed by Blizzard."
#8 Aug 02 2005 at 5:47 PM Rating: Excellent
Tyrion, I loved your post. It is so refreshing to see something written that was thought through. Probably one of the most intelligent posts I have seen in the last 6 years.

My comment on the thread will come from a different direction--gaming as a product.

The cry that "Blizzard (Wizards of the Coast, Sony, etc ad infinitum, ad nasium) has screwed me" is almost always the response by people that liked the way things were going and, often because of unreal expectations, were disappointed when all of a sudden they reached the end. Sorry to dampen the bright picture you have painted for yourself, sitting on top of all that money with the player world saying ooooohh, ahhhhh, and prostrating themselves before you. Here you sit at 300 and nobody cares, or even notices and there is nothing you can do with it to gain the self esteem you wanted.

Why such a caustic intro? Because people forget the MMORPGs are only games, not real life. There is an end. Even with its gallant effort to keep upgrading, one wonders just how long Everquest can keep questing. WoW is only a toddler and has some good examples in the industry of what NOT to do it will grow (with good management) but it will also end.

You see it comes down to this. Why do you play in the first place? Beats the heck out of mowing the lawn? No, I don't think so. It is because, as intelligent beings, we like to accomplish things and we like to associate with other people that like the same things we do. Every MMORPG I know of as well as a lot of adventure fantasy stand-alone games have given me a lot of warm fuzzies when I started them. Go up in levels, get new toys, get new and better skills and I really felt like I was doing something worthwhile. That can last only so long. In Diablo II it seemed to be the same map patterns, the same MOBs--just a little harder to kill on and on and on. So what happens? Well the "company" needs to keep us as paying customers. So with no fanfare at all the benefits of the game change from becoming bigger and better to associations with other people. To survive, [read make money] the company tries to keep you a paying customer by your desire to get on and see your friends. Look at where the effort of design is put. The big group bashes. Everquest got to the point that my solo playing druid couldn't even work on his class tailoring skills unless he was in a priema group that could go through high level dungeons just to get the components he needed to make something. If that doesn't force you to make friends and learn whom you can trust and whom you are compatible with--nothing will.

No, Blizzard didn't destroy your tailoring. It invented it to give you something that you could feel good about doing until you developed relationships with others that would mean more to you than tailoring did.

Edited, Tue Aug 2 19:00:55 2005 by Treefriend
#9 Aug 03 2005 at 9:35 AM Rating: Decent
Hate to merely agree with someone, but I think treefriend hit it on the nose there.
#10 Aug 04 2005 at 5:51 AM Rating: Decent
Quote:

the point i wanted to show i that after u make your skill to 300 like tailoring, it becomes useless because u dont need your items anymore, nor u can sell those- u and others just get better in loots..


Well, you can still make your friends, guildmates or alts happy by creating them stuff.

Overall, your name is wrote on.

-Vana
#11 Aug 09 2005 at 10:32 AM Rating: Decent
*
70 posts
One of my good friends has 300 tailoring on his rogue. His first charicter, he took it because he knew cloth droped and he could make stuff for "free." Now he's 300, never worn a taioloring item in his life, and keeps it around. Why? he gets off on hooking up lower level guildies, the way I hooked him up when he started. Every enchant in our guild prolly started as a disenchant from an item that rogue mailed to an enchanter. No prof is useless, some are just more selfish than others. Not a bad thing, but if you are in a good guild, drop mats you need will show up in your mailbox, and stuff you make will show up in everyone elses. or just go herbs/mining, run from every mob you see, farm, and make a mountain of cash on the AH.
#12 Aug 10 2005 at 3:16 PM Rating: Decent
Just had to say that your comment on the game's economy was quite interesting. Thanks for the effort of writting that lenghtly observation (yes, some people are not affraid to read long posts).

[edit] And also on up for Treefriend. I can't help but have disdain for those who keep crying about how the game is not tailored to suit their own very selfish needs and make them the best player on the server. If challenges are too much for you then why do you even bother playing a game?

You'd think that with games that forces you to interact with people, you would see less chats filled with stuff like "l33t3st Ki||/-\ lolz u must be gay !!!!1!!!one!!! noobnoob". Well at least you can't type that crap anymore in yells (thankyou Blizzard).

For those people: Good luck with girls.



Edited, Wed Aug 10 16:40:54 2005 by Frugus
#13 Aug 10 2005 at 4:52 PM Rating: Default
This isn't about tailors getting screwed, it's about cloth wearers getting screwed.

After seeing what it takes to get high level elite equipment for cloth wearers, it's amazing people pick priest and mage.
#15 Aug 11 2005 at 6:33 PM Rating: Decent
well, its just something for the level 60s to do aside from endgame instances,if you cant level anymore, its nearly impossible to get better armor, you have an epic mount, ect. you'll probably get a massive pile of gold going because youll only be spending on repairs and items like potions and other consumables, so you have 900 gold, maybe you could make that bag, or make a new char or whatever you want, its an open-ended rpg for a reason.
#16 Aug 13 2005 at 6:04 PM Rating: Decent
you forget the fist part fo silk
the things needed there cost a damned fortune
ake the pearls and spiders silk at lvl 23 the cost of the pearl is 1g and at that lvl thats a fair chunk of cash
#17 Aug 16 2005 at 3:00 PM Rating: Decent
If you decided to lvl a crafting profesion is because you want to craft your equipment, not to get money.if you want to get money, then get gathering proffesions.

there's a lot of people who just can't run a dungeon 3-4 times. I mean, people work. I go to university 8-14 and work 15.30 19:30, so maybe i have 2h to play. Can i pretend to get magister's set?. I can just play, get money, maybe farm the reagents and craft my mooncloth robe, or use my mooncloth to pay some other guy who crafts the mooncloth boots for me, etc.

And well, you can always sell mooncloth. it's something like 3g/day :)
#18 Aug 16 2005 at 8:10 PM Rating: Decent
I have make more than 100g in tailor so far and I´m not even 300 (299). The way I earn my living is throw enchanting and all my supplies I get is from the items wich I do as a tailor. So my tip to you is go for enchanting if you are going for tailor.
#19 Aug 17 2005 at 3:17 PM Rating: Decent
i dont mind tailoring that much TBH it feeds my second trade skill, enchanting, but currently the only gear i can make to disenchant is some pants and they use so much silk to make >.<
lvl 23 mage
enchant 160
tailor 155
#20 Aug 20 2005 at 11:07 AM Rating: Decent
19 posts
Take up fishing, pearls can be found in fished up clams. I also at 22-25 aggressively would farm the crabs between auberdine and zoram strand - they drop the clams, and the clams can have small iridescent pearls in them. In a single run between Auberdine and Zoram in Ashenvale killing everything, including murlocs and looting them would get me most of a gold, and normally 2 or 3 irridescent pearls on my previous server Elune. I haven't done that on Cenarius because I am horde, and farm different areas. I do know I was getting my spider silk at that level from the spiders just below Astraanar in Ashenvale

Honestly, if you actually look up the different ingredients for the tailored recipes, and find mobs that drop the items, you can frequently farm all the supplies you need. Oddly enough, the tailoring levels more or less correspond with the mob levels, and your level. The pause until 40 for the top end artisan crafting is wise, because *in general* the items needed to craft those recipes drop in 40+ zones.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 32 All times are in CST
Anonymous Guests (32)