Items And Loot Archive
Thread: What the tailors are saying about 0 cond clothing and Skill tapes. What do you think?
http://forums.station.sony.com/swg/board/message?board.id=tailor&message.id=64969
MiraLuka3 wrote:
This poll is now closed. (Although you can continue discussion here if you like.) Thank you for voting.
For simplicity, I counted each combination vote as half a vote for each option. (ex. If the vote was A+D, I gave half a vote to each A and D) I know that isn't the best system, since the combination votes meant that the person wanted both of the things to happen, but this poll was very inconclusive anyway.
My vote was: C
Here are the results:
- C: If zero condition clothing is fixed, implement a one-time full repair for all clothing items. It will then be up to the individual to take care of their clothing. (12 pts., 31%)
- G: Add a clothing restoration kit to the Master Tailor box. Model this item after the vehicle restoration kit. It would repair zero condition clothing (and zero condtion only) to full condition. In order to craft this item, it should require the use of asteroids. Why asteroids? Because they are rare, which would keep the kits expensive, and anyone can pick up pilot skills without having to sacrifice their current skills. (7 1/2 pts., 19%)
- F: Very similar to E, but no "chance to fail." The CA would automatically drop each time it was removed. (6 1/2 pts., 17%)
- D:Adda clothing disassembly kit somewhere in the Tailor skill tree, preferably at Master. (modeled onclothing repair kits)This kit would removeany CAs, destroying the item in the process. This kit would be easy and cheap to craft. (5 pts., 13%)
- B: If the clothing has decayed to zero, the mods are lost. Fix zero condition clothing, but do not allow any sort of CA removal. (4 pts., 10%)
- E: Implement D, but with the addition of a chance to "fail" the disassembly. Upon failure, any mods in the item will reduce by a certain number of points or percentages. (2 pts., 5%)
- A: Leave it as-is. Let me continue to equip my zero condition clothing. (1 1/2 pts., 4%)
I can't really take much of anything from this poll, other than that the Tailor community is very divided on this issue. For each person that supported one option, another opposed it. Another problem is that we do not know what the purpose of CAs is in the mind of the devs.This will greatly affect our opinion on what we want to do, and I will be asking this question of the devs.
THis was the resultof their poll on the subject of equipping 0 cond clothes. I agree and disagree with some of the suggestions. Personally there are a few things i favor.
Message Edited by Opie76 on 10-23-200502:19 PM
Message Edited by Opie76 on 10-23-2005 02:19 PM
I dont think clothes should be repaired from 0 condition nor do i think CA's should be removeable , it seemed obvious to me that being able to get the benefits from CA's in 0 condition clothes was a bug.
0 condition weapons dont work and 0 condition armor is useless , You go and buy a new weapon and piece of armor when these reach 0 con so why should clothing be any different
Message Edited by Opie76 on 10-23-2005 02:41 PM
Opie76 wrote:
When something has been in the game for over two years you cannot just write this off as a Bug and say "Screw you guys". Remeber that pvp deaths use to incur decay. Sometimes decay still occurs when it shouldn't. 3 Incaps.
If there not some consideration taking for players that have invested heavily in CA's and don't have resources to ADK them all then Tailors will bare the brunt of the wrath from combat players.
And you arguement flawed. A skill tape inside an armor piece with 0 cond still benefits the person. I use 0 Cond bracers all the time because they are one of the least hit areas on the body. And 0 condition armor is still equipable, btw.
There is no innate protection granted by clothing so you cannot compare the two.
BE clothing is another story, but players should not be dreprived of their hard earned loot because some tailors want to make a few extra bucks off some shirts that might sell for 10k.
Message Edited by Opie76 on 10-23-200502:41 PM
Im not a crafter and never have been but i would be so ticked off with the introduction of ADK's and the ability for playersto use 0/100 clothing , tailors have had nothing in ages sothrow them a bone
Brete wrote:
Opie76 wrote:
When something has been in the game for over two years you cannot just write this off as a Bug and say "Screw you guys". Remeber that pvp deaths use to incur decay. Sometimes decay still occurs when it shouldn't. 3 Incaps.
If there not some consideration taking for players that have invested heavily in CA's and don't have resources to ADK them all then Tailors will bare the brunt of the wrath from combat players.
And you arguement flawed. A skill tape inside an armor piece with 0 cond still benefits the person. I use 0 Cond bracers all the time because they are one of the least hit areas on the body. And 0 condition armor is still equipable, btw.
There is no innate protection granted by clothing so you cannot compare the two.
BE clothing is another story, but players should not be dreprived of their hard earned loot because some tailors want to make a few extra bucks off some shirts that might sell for 10k.
Message Edited by Opie76 on 10-23-200502:41 PM
Im not a crafter and never have been but i would be so ticked off with the introduction of ADK's and the ability for playersto use 0/100 clothing , tailors have had nothing in ages sothrow them a bone
And its not like CA's are difficult to get now getting a +6 was a big deal pre CU now its way below average, i remember when swordsman tapes were going for more than 1mil per point , i brought a Swordsman tape ( +25 cant remember if its acc or speed ) for 5mil so they are cheap enough too
Come to Bria and see how overpriced everything is. That tape on Bria god I don even want to think how much itd cost.