Image Designer Archive

Thread: Poll: Image Design Crafting, Part II

Sir_Voor
Wed Feb 04, 2004 7:20 am
#1


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?


( ) Mining resourses



( )Creature Harvestedresourses



( )Medical Forageresourses



( )Scott/ranger Forageresourses



( )/search resourses


( )Fishing resourses



( )IDForageresourses



( )ID fishingresourses


( ) 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

  • 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







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


( ) Experimentation


( ) Crate producable


( ) Premanent IDs


( ) Buffs

Message Edited by Sir_Voor on 02-04-2004 06:40 AM







[`M Sir VOOR N`\

Sir_Voor
Wed Feb 04, 2004 7:25 am
#2


Resourses


(3 ) Mining resourses



(10 )Creature Harvestedresourses



(1 )Medical Forageresourses



(5 )Scott/ranger Forageresourses



( 4 )/search resourses


(8 )Fishing resourses



(10 )IDForageresourses



(10 )ID fishingresourses








  • 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






My Suggestion is have a new skill of ID forage/fishing added to IDing and having it the limiting factor.




(Y ) Experimentation


(N ) Crate producable


(N ) Premanent IDs


(Y ) Buffs







[`M Sir VOOR N`\

NJ62
Wed Feb 04, 2004 9:05 am
#3










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





All in all, my main concern is that I don't want to replace anything we have now with crafted items. I know many people who will buy thousands of credits of crafted items rather than take 15 minutes to get a new hairdo/lip color etc, so the fact that something is temporary means nothing to those who have a lot of credits. And I want them to come in and get a new hairdo, and not just play tag with my vendor. I would much rather do that than have one dude buy out all my wigs. I don't want to be chained to crafting to do the stuff we normally do without crafting. The distinction between temporary and permanent is too tenuous.


If we get new content, really new content, not just craftable temporary versions of existing changes, then craftables could come in. For example - to get weird hair colors might require the ID him or herself to use a dye kit. Or tattoos could require a tattoo kit. Or disguises that would do.. something useful would be craftable items.



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Syzygy-Gorath
Wed Feb 04, 2004 11:48 am
#4






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








œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

Sir_Voor
Wed Feb 04, 2004 12:54 pm
#5






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.













[`M Sir VOOR N`\

zeeraz
Wed Feb 04, 2004 2:51 pm
#6

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.



NJ62
Thu Feb 05, 2004 1:44 am
#7


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



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Darkagent101
Thu Feb 05, 2004 2:53 am
#8






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.





Actually, yes, other professions that craft DO have this restriction, since Factory items give little or no EXP whatsoever. It's called grinding, and it's the reason I amnot a master Armor Smith yet.And since ID is not and **edit** well better not become a crafting-only profession, our primary source of EXP is by ID'ing and not crafting, and we therefore do not have to grind millions upon millions of ID craft kits.


I don't know any musicians that reached master by grinding out instruments.


I love ID, it's my favorite profession,, and I'm VERY scared of what the addition of craftingwould do to it. Adding crafting properly would enhance our profession without replacing any specific part of it. I swear to you though that if I have to start crafting to do things I can currently do without a craft tool, then I'm going to drop ID. And even if I can still do those rhings witout the tool, you know that players will insist on having the craftables for 'convenience' which will effectively make a non-craft ID useless.


I repeat, WE DO NOT WANT IMAGE DESIGN TO BECOME FOCUSED ON CRAFTING. That is BAD.



Charina and Carshea
Sunnrunner and Test Center
Idany
Thu Feb 05, 2004 3:53 am
#9

So far it looks like most but not all want "simple" crafting, and nothing like artisan's system.


I think this is a too hasty conclusion. Bioengineers have a problem with milk and eggs cos they olny can get this in small quantaties and arent sold on a bazaar.Getting the right resourcestakes hours and hours. For doing factory runs (for crates) they literally have to spend a day in the field to gather resources.


I am also a tailor. This means that every piece i sell i have to make by hand. When i restock my vendor it takes at least 3 hours to get a nice amount of sellables. Are u sure u want this?


Not wanting to craft could mean also spend as less time on it as possible, To do that resources could be bought and a factory run set up. Then u spend 5 minutes on crafting of your playertime.


Furthermore the newly implemented craftables should be reachable for every IDer with every template. Gathering resources in small quantities in the field is not an option for everybody. Some dont have any defensive skills and get killed by a kreetle.U want to excludecraftables for them? Coswith low supplies no onewould be offering it on the bazaar or for very high prices, they would not be able to.


I expect the customer not to buy in an hour fading lipsticks if they cant be bought cheap enough in a crate. The concept we suggest must be good for our customers aswell. Not only from our point of view to get the market not flooded so we keep direct contact.


I dropped ID yesterday as i told earlier so i have no benefit of saying this but i would ask everybody to think in terms of not what they like to do themselves only but think what would benifit all. So in that line i answered your poll.






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 (for people who want to skiphandmade crafting)



(10 )Creature Harvestedresourses (for people who want to skiphandmade crafting)



(1 )Medical Forageresourses



(1 )Scott/ranger Forageresourses



(1 )/search resourses


(1 )Fishing resourses



(10 )IDForageresourses (also a possibility next to mining. I think choosing only one form of foraging cos that keeps it easy)



(1 )ID fishingresourses


( ) 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 (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







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)


- Low resources (10 for lipsticksto150 at most for the more complex items)


- With tailor people expected that the market would b flooded soon without a decent decay system. But it didnt so far. I can tell u ..business is booming. Sobeingscared a market would be flooded by putting products on the market? I am not.


With ID-products being temporary a new market can be created that has a repeated question for ID-products. Getting more products on the market could even improve the selling as people see they can depend on getting regular supply of items and seeing that real cutelooking product on a friend. (It sure works this way with the colorcombinations in clothingi am putting on the market).


To keep contact with the customers we should be aware not to request products that would replace the mostregular business for an IDer with the current IDsystem. Wigs was maybe a nice idea but that could be a serious treat. For lipsticks and eyeshadows iexpected a market could be created. But since most SWG-ers are male...hmm ..that wont get us far either. so i expect most of body/face/petpaints and disquisekits since those can be used by the mayority of the community.


Example: My Suggestion is have a new skill of ID forage/fishing added to IDing and having it the limiting factor.



Yes = X or No = empty


( X Experimentation (but only with diskquisekits)


(X ) Crate producable


( X ) Premanent IDs ( but only for vendors)


(X ) Buffs

Chaice
Thu Feb 05, 2004 4:13 am
#10

Disguise kit with temp. name change... if someone tries to ban or send you a tell it comes back as you are not online unless they use your real name.
Kwee
Thu Feb 05, 2004 7:47 am
#11

Great poll, this will come in very useful in the future Thank you for taking the initiative



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










Kwee Glitterwing of Starsider
Ex Image Designer Correspondent ~ Elder Tailor
& Kwee-kwee ~ Master Image Designer
Gamer Girl Columnist ~ swg.warcry.com
Ivory & Topaz of TC ~ Elder Dancers, IDs, Musicians

theshuuji
Thu Feb 05, 2004 10:13 am
#12



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








Drakig Ejabe - Chilastra
I make people pretty
MarinhaTiga
Thu Feb 05, 2004 10:59 am
#13






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.







Marinha Tiga
Master Image Designer
Master Dancer
Master Entertainer
Musician 0-0-3-0
Artisan 0-0-0-4
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