Items And Loot Archive

Thread: What the tailors are saying about 0 cond clothing and Skill tapes. What do you think?

Opie76
Sun Oct 23, 2005 2:13 pm
#1





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.


1. Let Tailors craft a restoration tool similiar to one that restores Barcs/Jetpack. Make it take resources similar to them and this could be a good money make for tailors.


2. Let tailors design a tool that is usable by all people that removed clothing attachments. However during this process the actual stats of the Skill tape degrade by a set percentage upon removal. Eventually over time certain skill tapes would degrade to the point of uselessness.



Ho'mer/Avenir



Message Edited by Opie76 on 10-23-200502:19 PM

Message Edited by Opie76 on 10-23-2005 02:19 PM

Brete
Sun Oct 23, 2005 2:24 pm
#2

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





IGN's Breta/Nairo Brete
Opie76
Sun Oct 23, 2005 2:40 pm
#3



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 10-23-2005 02:41 PM

Brete
Sun Oct 23, 2005 2:54 pm
#4







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



IGN's Breta/Nairo Brete
Motaswg
Sun Oct 23, 2005 3:24 pm
#5



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%)


I kind of like that idea..


Make 0 condition armor and clothing unequipable


Master Tailors could make a clothing "salvage" tool that would remove attachments from clothing and could also be used to seperate skill mods listed on variousclothing attachments , Armorsmiths could make a similar kit for armor and armor attachments


take a shirt with 18 healing efficiency (BE mod) +10 pistol accuracy +5 Gen ranged speed for instance..


Put the shirt inside this crafted salvage kit , use it and you recieve a new skill tape with +10 pistol accuracy and +5 gen ranged speed, obviosly the BE mod would be lost as it was woven into the subcomponents of the shirt in question, good for the tailor, good for the customer and good for BE's!


Same Master Tailor made salvage kit could be used to rearange existing un-used clothing attachments..


for instance, you loot several attachments


first one +5 food experimentation +11 one hand lightsaber speed

second has +10 Artisan assembly +13rifle speed

third has +1 force regen +10 dancing enhancement


You can see the problems here , that first tape would most likely never find its way to a chef as the other part of the attachment makes it more valuable to a non chef.. same with the second one , artisan probably wont want to pay the price for that +13rifle speed so the crafter portions are wasted , it goes both ways but you get the idea


Put one of the tapes in the Master Tailor crafted salvage kit along with another newly crafted type of itemlike a "crafted blankclothing attachment" that would allow clothing attachments to be "disected" split the attachments into two , one with + 5 food exp and the other with one hand saber speed +11


I have put attachments into armor and clothing and then two weeks later thought Darn , wish i could pull that out and get a new style of armor or a new color and style of clothing to stick my mods in , oh well, I just "live with it" meanwhile i dont buy new armor or clothing and thats no good for crafters..


same could be done for Armorsmiths


what does this mean? well for one, people probablywouldnt bother ADK'ing armor and clothing anymore .. which means they would be buying more armor and clothing , the reason they ADK their gear isnt to avoid buying new armor or clothes , its because they are concerned about losing their expensive attachments!


( capped armor , with specific slices may still be something people want to adk but they could loosen the strings on some of the slicing components too like shock absorbent padding, give smugglers missions to smuggle this stuff , or .. keep it and fail the mission)


Take the motivation for ADK'n full suits ofarmor and clothes out of the equation and sales will increase , price of attachments would level off and more of the non combat skill tapes could be found and afforded by those that need them


People would still use ADK's forone time questeditems.. weapons etc i dont know how to help Weaponsmiths , maybe make weapons have something like a PUPthat wears even with adk and needs to be replaced , like a power supplywith 5000 uses something they could see coming well in advance andstock up on carry it in their inventory , melee weapons without vibro motors maybe would need to be sharpened! , who knows.. just some ideas to kick around



Turning Star Wars Galaxies into a first person shooter is as bad an idea as turning it into a real time strategy game.. thanks for the toilet in the middle of the living room !
Rubicund
Sun Oct 23, 2005 11:49 pm
#6






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.



Blue Yoda is going to eat your feet! Walk on Bloody Knubs!
Rubicund Grey
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