Armorsmith Archive

Thread: Here is an idea for AS/WS/Tailor repeat business.

Lotussutol
Tue Aug 23, 2005 4:19 pm
#1

Here is an idea for AS/WS/Tailor repeat business.


With a majority of people going Jedi and having ADK and with recent crafting changes repeat business and more importantly the fun of crafting is pretty low right now.


I know that more then one long time crafter I know are dropping the above mentioned classes and taking up Chef since there is a high repeat business opportunity and variety of objects to craft.


This got me thinking what can be done to improve AS/WS/Tailor repeat business and improving the fun factor that these types enjoy (I hate crafting personally).


Here are some ideas I thought up.
First all pre nerf non decaying items and 0 condition items that still are able to be worn and give stat enhancements need to be made unequipable.
Second AS/WS/Tailor need to be able to craft repair kits that take the item condition back to max and have 0 chance of destroying the item.
Third AS/WS/Tailor need to be able to experiment/use different items that will put a stat bonus/proc/buff/etc on the item that is repaired on a temporary basis. This enhancement would stay until the item reaches zero condition or is repaired again at which time the new enhancement would be applied.
This is important! These enhancements should be able to be completed WITHOUT special loot but should be able to be made better with special loot.


I think this would add some spice to these crafting professions and offer repeat business at the same time.


What do you think?
Lotussutol
Tue Aug 23, 2005 4:20 pm
#2

Here is an idea for AS/WS/Tailor repeat business.


With a majority of people going Jedi and having ADK and with recent crafting changes repeat business and more importantly the fun of crafting is pretty low right now.


I know that more then one long time crafter I know are dropping the above mentioned classes and taking up Chef since there is a high repeat business opportunity and variety of objects to craft.


This got me thinking what can be done to improve AS/WS/Tailor repeat business and improving the fun factor that these types enjoy (I hate crafting personally).


Here are some ideas I thought up.
First all pre nerf non decaying items and 0 condition items that still are able to be worn and give stat enhancements need to be made unequipable.
Second AS/WS/Tailor need to be able to craft repair kits that take the item condition back to max and have 0 chance of destroying the item.
Third AS/WS/Tailor need to be able to experiment/use different items that will put a stat bonus/proc/buff/etc on the item that is repaired on a temporary basis. This enhancement would stay until the item reaches zero condition or is repaired again at which time the new enhancement would be applied.
This is important! These enhancements should be able to be completed WITHOUT special loot but should be able to be made better with special loot.


I think this would add some spice to these crafting professions and offer repeat business at the same time.


What do you think??
Lotussutol
Tue Aug 23, 2005 4:21 pm
#3

Here is an idea for AS/WS/Tailor repeat business.



With a majority of people going Jedi and having ADK and with recent crafting changes repeat business and more importantly the fun of crafting is pretty low right now.



I know that more then one long time crafter I know are dropping the above mentioned classes and taking up Chef since there is a high repeat business opportunity and variety of objects to craft.



This got me thinking what can be done to improve AS/WS/Tailor repeat business and improving the fun factor that these types enjoy (I hate crafting personally).



Here are some ideas I thought up.
First all pre nerf non decaying items and 0 condition items that still are able to be worn and give stat enhancements need to be made unequipable.
Second AS/WS/Tailor need to be able to craft repair kits that take the item condition back to max and have 0 chance of destroying the item.
Third AS/WS/Tailor need to be able to experiment/use different items that will put a stat bonus/proc/buff/etc on the item that is repaired on a temporary basis. This enhancement would stay until the item reaches zero condition or is repaired again at which time the new enhancement would be applied.
This is important! These enhancements should be able to be completed WITHOUT special loot but should be able to be made better with special loot.



I think this would add some spice to these crafting professions and offer repeat business at the same time.



What do you think???

Pappi
Tue Aug 23, 2005 4:32 pm
#4

I agree that 0 condition items should be unequipable, but wouldn't 0 failure rate repair kits defeat the purpose unless the kit cost a LOT to make?

I think the last time there was a poll, most tailors agree that they prefer to sell clothing than repair items for people. repair kits are fine, but there should be a failure rate/decay associated with it.




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
Lotussutol
Tue Aug 23, 2005 4:43 pm
#5






Pappi wrote:
I agree that 0 condition items should be unequipable, but wouldn't 0 failure rate repair kits defeat the purpose unless the kit cost a LOT to make?

I think the last time there was a poll, most tailors agree that they prefer to sell clothing than repair items for people. repair kits are fine, but there should be a failure rate/decay associated with it.





yeah I was thinking they would cost quite a bit...


DEV's have said DON'T throw away your broken guns as there are repair kits on the way. I would assume that they will probably do it across the board...


People hate the thought of losing a 25million dollar CA on a shirt (i would NEVER pay that much) and the amount of people that will scream bloody murder if they don't make a way to save those far out numbers the amount of crafters that will scream if they put in the 0 condition repair kits.


I agree that AS/WS/Tailors would rather make items vs repair kits...but I think that is the way that SWG is going to head and I am trying to think of a way to make those items fun (enhancments)...


darthbock
Tue Aug 23, 2005 4:48 pm
#6

You have slow business? I had to stop taking orders because I had 5 people waiting for every suit I sent out the door. The other smiths I know on my server are slammed as well.



Aedyl Voivai
Crafter of Fine RIS and Mandalorian Armor
~Warden Armor Works~
Vendors in the ~Violet Accomplice~ Tent
-3348 5910 Tranquility, Naboo
EdOWar
Tue Aug 23, 2005 5:01 pm
#7






Lotussutol wrote:

Here is an idea for AS/WS/Tailor repeat business.



With a majority of people going Jedi and having ADK and with recent crafting changes repeat business and more importantly the fun of crafting is pretty low right now.



I know that more then one long time crafter I know are dropping the above mentioned classes and taking up Chef since there is a high repeat business opportunity and variety of objects to craft.



This got me thinking what can be done to improve AS/WS/Tailor repeat business and improving the fun factor that these types enjoy (I hate crafting personally).



Here are some ideas I thought up.
First all pre nerf non decaying items and 0 condition items that still are able to be worn and give stat enhancements need to be made unequipable.


Agree


Second AS/WS/Tailor need to be able to craft repair kits that take the item condition back to max and have 0 chance of destroying the item.


As a weaponsmith, I don't want people to buy a repair kit from me. I want them to buy a new weapon from me. Current repair kits are okay because they don't restore the weapon 100%, and have a chance of failing. But a 100% restore item with 0% chance of failure would turn me from a weaponsmith into a repair-kit-smith.


Third AS/WS/Tailor need to be able to experiment/use different items that will put a stat bonus/proc/buff/etc on the item that is repaired on a temporary basis. This enhancement would stay until the item reaches zero condition or is repaired again at which time the new enhancement would be applied.


This is an interesting idea, but I'd rather have it implemented somewhere in the crafting process so that I can differentiate my weapons from competitors. If it's applied as some kind of temporary "buff" then I run the risk of becoming an enchanter instead of a weaponsmith.


This is important! These enhancements should be able to be completed WITHOUT special loot but should be able to be made better with special loot.


Again, good idea, but I think it should be implemented in the crafting process. Not so sure about loot making the enhancement better...that smacks a bit too much like the slicing changes for smugglers. /bleh


I think this would add some spice to these crafting professions and offer repeat business at the same time.



What do you think???





Slim Vargo, Corbantis

Lotussutol
Tue Aug 23, 2005 5:09 pm
#8

reason I bring this post up also is I remember a DEV a while back saying DON'T throw away your 0 condition guns...made me think repair kits are on the way...


They just did it with vehicles...full repair kits that can be used on elite vehicles but too expensive to use on cheaper vehicles...


I would not be surprised to see that mentality creep into other arena's...crafting boring repair kits sounds boring...crafting ones that do special things sounds better...
Tarwin-Cor
Tue Aug 23, 2005 6:18 pm
#9

Yeah... business is booming... =)



Tarwin / Girgi - all auction winnings to 400 -5460 outside of coronet... Armor vendor...
Kesslan
Tue Aug 23, 2005 6:27 pm
#10

I stopped making armor for sale for the most part and I STILL get around 10 new people or more a week wanting armor from me.



Master Artisan, 12pt Master Weaponsmith, 12pt Master Armorsmith. R.I.S Certified, Rebel Faction Armor
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Also at: -1395 -5820 Da'Vinci - Tatooine
Stealing your wallets since November 04
Martimus
Tue Aug 23, 2005 6:36 pm
#11

I think its a good idea. Personaly i dont like the idea of pushing changes that will screw people out of 25MIL + clothing attachments. Either that or let us pull CA out of clothing, or transfer them...or something of the sort.



"If it aint broken, fix it until it is! (nge)"

Skill based system, turn based combat, Teras Kasi, Creature Handler, 
Ranger, BioEnginer, Swordsman, Fencer, Pikeman, Brawler, Riflemen,
Pistoleer, Carbineer, Scout. Skill, true Jedi, working economy, crafter
and entertainers that matter, professional interdependence. People,
inovation, originality, and fun....

BigfootKC
Wed Aug 24, 2005 2:22 am
#12

i think the 0 risk on repair would hurt the buisness. And the buffs would get just like docbuffs preCU... that is everyone wants one before they start hunting. Not good ideas imo.



Poti's Protection ~"~ Armor with no artificial additives of any kind!


Find me on Tatooine, near Bestine in Mos Bahamut (-1691 -6540)
lilbobtown
Wed Aug 24, 2005 9:49 am
#13


Sorry i posted this as a newthread before i saw this one but here is what my view/query is....


Basically what it says above ^ i was told that clothes that have 0 condition clothes are being made unwearable, does anyone have any info abou this ?


Just after the CU i experienced a problem where when i would fight in clothes they would go to 0 con straight away, did anyone else have this problem ?....and for items of clothing like the black sun ace helmet - does this devalue it ? i know that it is an item just for show and not for anything more/less but if items are made unwearable at 0 con then bye bye to that even though there was a buggy issue just after the cu came into place.



Jacobys Light Jedi
Tarquinas
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