Image Designer Archive
Thread: Poll: Image Design Crafting, Part II
- Wigs (IDer set color and style) - Temporary ID
- Face Masks (Hides faction) - Temporary ID
- Body Suits(+xx muscle gain, +xx wieght gain) - Temporary ID
- Body Pant (IDer set color) - Temporary ID
- Lipsick (limited number of uses, and IDer set color) - Temporary ID
Message Edited by Sir_Voor on 02-04-2004 06:40 AM
- Wigs (IDer set color and style) - Temporary ID
- Face Masks (Hides faction) - Temporary ID
- Body Suits(+xx muscle gain, +xx wieght gain) - Temporary ID
- Body Pant (IDer set color) - Temporary ID
- Lipsick (limited number of uses, and IDer set color) - Temporary ID
Resourses
The devs will likely base this on supply and demand, and other factors. but it may help them to know our preferences. So on a scale of 1 - 10 (1 being unwanted and 10 being highly desirable) how would you rank these resourses?
(10 ) Mining resourses
( 1)Creature Harvestedresourses
( 1)Medical Forageresourses
(1 )Scott/ranger Forageresourses
(1 )/search resourses
(1 )Fishing resourses
(1 )IDForageresourses
(1 )ID fishingresourses
( ) Other?
I have zero fighting skills and I live on Dantooine. Forage? Fishing? No! Also, it's nearly impossible to get enough hides. I'm tired of constantly begging for hides. I have an entire guild provide me with hides, since none of them need hides - it's barely enough for my tailoring business. Just say no to hides!
ID Crafted goods
What kind of items do you what?
just list all ideas and we can poll them later
Examples:
- Face Masks (Hides faction) - Temporary ID
- Disguise kits (any type) - lowers the chance of imperial pat-down
My concern is that people will buy a lot of craftables and use them as a proxy for a permanent change.I would much rather our craftable goods fill a market niche that we don't already occupy with permanent changes, rather than to replace person-to-person contact. I would much prefer the crafting to come with new content, not just "temporary" old content.
What should the limiting factor be, to keep the market from being flooded? With most proffesion skill level is a factor, but we all know that is not true with IDing. and many have expressed that resourse should not be the factor. So what should it be? (IE: Something that cost time and/or credits)
Example: My Suggestion is have a new skill of ID forage/fishing added to IDing and having it the limiting factor.
Compare to smuggling: no experimentation, and not so many specific resources. Is the market flooded with spice?
Our numbers will keep the market down. There are maybe 10 ID's on my server at this point. I don't think it will be a problem.
Yes or No
( N) Experimentation (if resource quality doesn't matter, we can't have experimentation.)
( Y) Crate producable
( N) Premanent IDs
(Y ) Buffs
Sir_Voor wrote:
So far it looks like most but not all want "simple" crafting, and nothing like artisan's system.
Resourses
The devs will likely base this on supply and demand, and other factors. but it may help them to know our preferences. So on a scale of 1 - 10 (1 being unwanted and 10 being highly desirable) how would you rank these resourses?
(10) Mining resourses
( 5)Creature Harvestedresourses
( 1)Medical Forageresourses
( 1)Scott/ranger Forageresourses
( 1)/search resourses
( 1)Fishing resourses
(1)IDForageresourses
(1)ID fishingresourses
(1) Other?
ID Crafted goods
What kind of items do you what?
just list all ideas and we can poll them later
Examples:
- Girdles — temporary (max3 hours or so) weight loss
- ??? — Not sure what to call it, but hide guild tag, also temporary (max 2 hours or so)
What should the limiting factor be, to keep the market from being flooded? With most proffesion skill level is a factor, but we all know that is not true with IDing. and many have expressed that resourse should not be the factor. So what should it be? (IE: Something that cost time and/or credits)
Example: My Suggestion is have a new skill of ID forage/fishing added to IDing and having it the limiting factor.
Yes or No
(N) Experimentation
(Y) Crate producable (equipment or wearables factory)
(N) Premanent IDs
(N) Buffs (that is to say, no on craftable buffs usable by anyone—if they require an ID to aply then yes)
Message Edited by Sir_Voor on 02-04-2004 06:40 AM
NJ62 wrote:
My concern is that people will buy a lot of craftables and use them as a proxy for a permanent change.I would much rather our craftable goods fill a market niche that we don't already occupy with permanent changes, rather than to replace person-to-person contact. I would much prefer the crafting to come with new content, not just "temporary" old content.
I share your concerns and wishes, but feel by not using crates is the best way tocombat "proxy for a permanent change". and I feel that the new content should mainly be the cazy colors we want and a very few new buffs types.(ei faction hiding)
Compare to smuggling: no experimentation, and not so many specific resources. Is the market flooded with spice?
The main cost for spice is the time it takes level, if there where a way to become a smuggler in three hours I think the spice market would be flooded.
Our numbers will keep the market down. There are maybe 10 ID's on my server at this point. I don't think it will be a problem.
If our numbers would stay the same I would agree, but if we get new content, functionality, and a good UI I think our numbers would majorlly increase.
Okay lets see for resources, Mined and creaure harvested. Sorry medical, scout and ranger forage only give 1 of an item, YUK.
Crafted items: Lip sticks, nail polish, eye shadow, contacts, wigs.
The mask for faction sound incredible
Next: Experimentation yes. Buff yes.
We need crates!
No crates will keep down overuse of the products? No!No crates will chain my to my dang shop and force me to hand-craft each and every painful product. No other crafting profession has that restriction, and I strongly object to it. Remember, we'll still have to craft individually each item if it's in a different color or style, like a tailor does. But I reserve the right to mass-produce popular items, so I don't go out of my mind. I didn't get into this profession to mindlessly craft and stock the vendor all day. No crating will make us more of crafters, not less.
There are about 10 ID's on my server. If I can't crate-produce, my life will be pure and utter hell. I don't buy the argument that ID numbers will increase. So far there are no plans for new content and thus far, the ideas for craftables aren't very "useful", but rather are temporary aesthetic changes. I'm not sure, even if the functionality of our craftables were improved to include "real gameplay" items, that the masses would sign on to become hand-crafters, slaving away to produce low-costhigh-time-commitment items. Those who want to hand-craft items over and over are already tailors. Doh!
Message Edited by NJ62 on 02-04-2004 12:48 PM
NJ62 wrote:
No!No crates will chain my to my dang shop and force me to hand-craft each and every painful product. No other crafting profession has that restriction, and I strongly object to it.
- Wigs (IDer set color and style) - Temporary ID (maybe wigs are not a good option. They would replace normal hairdos. And hairdos ise regular business for iders. That would flood the market)
- Face Masks (Hides faction) - Temporary ID (Mask-scentlike -not vislble)
- DIsquise (total) menubased options- 1 use Temporary id
- Body Suits(+xx muscle gain, +xx wieght gain) - Temporary ID (wouldnt that remove too much market? but i guess not .
- Body Paint (IDer set color but maybe not flesh colors would remove regular market) - Temporary ID
- Face paint (miletary stripes or so (maybe not foundations cos that takes away market?) - ID set color, crate possible, each has 1 use - tepmorary ID
- Lipsick (crates possible, each has 1 use, and IDer set color) - Temporary ID (i nearly never did make-up changes so i guess it wont flood the market cos its too hard for the customer to search for a ider to get an make-up change)
- Eyemake-up (crates possible, each has one use) - temporary ID
- Pet paint (crates possible, each has one use) - temporary ID
- Some buffs
Resourses
(10 ) Mining resourses
(1 )Creature Harvestedresourses
( 1 )Medical Forageresourses
(1 )Scott/ranger Forageresourses
(1 )/search resourses
(1 )Fishing resourses
(1 )IDForageresourses
( 1 )ID fishingresourses
( ) Other?
ID Crafted goods
Lipstick, eyeshadow, disguise kits/masks, spa product for unique buffing - all temporary
What should the limiting factor be, to keep the market from being flooded? With most proffesion skill level is a factor, but we all know that is not true with IDing. and many have expressed that resourse should not be the factor. So what should it be? (IE: Something that cost time and/or credits)
I think the tiny number of ID'ers will be enough to limit the market.
Yes or No
(n ) Experimentation
(y ) Crate producable
(n ) Premanent IDs
(y ) Buffs
Resourses
The devs will likely base this on supply and demand, and other factors. but it may help them to know our preferences. So on a scale of 1 - 10 (1 being unwanted and 10 being highly desirable) how would you rank these resourses?
(8) Mining resourses
(5)Creature Harvestedresourses
(5)Medical Forageresourses
(1)Scott/ranger Forageresourses
(1)/search resourses
(1)Fishing resourses
(1)IDForageresourses
(1)ID fishingresourses
(1) Other?
ID Crafted goods
What kind of items do you what?
just list all ideas and we can poll them later
Examples:
- Wigs (IDer set color and style) - Temporary ID
- Something that can take a facial feature temporarily slightly beyond the norm (Why does halloween come only once year?
)
- Body Paint (IDer set color) - Temporary ID
- Lipsick (limited number of uses, and IDer set color) - Temporary ID
What should the limiting factor be, to keep the market from being flooded? With most proffesion skill level is a factor, but we all know that is not true with IDing. and many have expressed that resourse should not be the factor. So what should it be? (IE: Something that cost time and/or credits)
Example: My Suggestion is have a new skill of ID forage/fishing added to IDing and having it the limiting factor.
Yes or No
(N) Experimentation
(Y) Crate producable
(N) Premanent IDs
(Y) Buffs
Message Edited by Sir_Voor on 02-04-2004 06:40 AM
NJ62 wrote:
All in all, my main concern is that I don't want to replace anything we have now with crafted items.
DITTO!!
I really dont want to give up the social aspect of ID and replace it with vendor sales. Im not really wanting to craft ANYTHING for Image Design. Thats just me tho, i like ID for what it is. Id rather see some new content (colors styles) than another hassle.
Crafting can be a lot of fun, experimentation can yield interesting results on things like powerups. I just dont think that making wigs and makeup will be fun or add content.
n'Jessi has some neat thoughts on the wild haircolors requiring dye kits and tatoos requiring tatoo kits so i guess im not TOTALLY against crafting. I just think bug fixes should come first.