Tailor Archive

Thread: New skill suggestion: ability to remove skill attachments/armor attachments

DustusNavar
Thu Jul 28, 2005 11:07 am
#1

Wouldn't this be a cool, useful skill to add to, say, master tailor? Maybe make it destroy the item, like you need to do to remove an ADK. This would be balanced, I think. With the cost of some of these SEAs it's not fair to expect players to wear the same outfit forever. We should be able to change and take our SEA's with us.



22 Professions Mastered Jedi Padawan Rebel Colonel
Killing In The Name Of


DustusNavar
Fri Jul 29, 2005 11:56 am
#2

No support?



22 Professions Mastered Jedi Padawan Rebel Colonel
Killing In The Name Of


Gyopi
Sat Jul 30, 2005 12:08 am
#3

Well it has been mentioned before. If i remember the reaction was mixed. It *would* mean some extra business but it would also mean that we would constantly be on call to pull out skill attachments (even more than making clothing) and it would make tailors responsible for dealing with skilltapes which we don't make. It has both positive and negatives to it.







Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

Grreeta
Sat Jul 30, 2005 12:36 am
#4







DustusNavar wrote:

Wouldn't this be a cool, useful skill to add to, say, master tailor? Maybe make it destroy the item, like you need to do to remove an ADK. This would be balanced, I think. With the cost of some of these SEAs it's not fair to expect players to wear the same outfit forever. We should be able to change and take our SEA's with us.





Personally I think I'd see it as more of a Smuggler skill than a tailor skill. But maybe that's because it's not a line of work that I'd be at all interested in.


Also I'm not sure how good this would be for the game's economy. Skill tapes do command some very high prices and some people make their living out of gathering and selling them. If they were recoverable the market price would start to drop andit could, potentially,kill off a profitable line for some people. I guess the Devs would have to think it through pretty thoroughly before they considered implementing such a suggestion.


Cheers,

Gawgax

(*G Cubed*, Infinity)

Message Edited by Grreeta on 07-29-2005 12:37 PM

Buata
Sat Jul 30, 2005 2:49 am
#5

/sign I like this idea
wisp1422
Sun Jul 31, 2005 12:05 am
#6

This would be a good idea since most likely we wont see a fix for BE clothes in the next 6 months. Also IF clothes at 0/0 are unwareable which would mean more business for the tailor but also be a way to save the clothing attatchments many spend 5+ mil for. Or if you have CA in a item and are no longer that profession for which it is specific to you can re sell the CA and would be a good way to have it stay in the game.



Charal,Nicolette' Corbantis Keep
Tailor Extroidenaire- Preserving the empire one super suit at a time!
pizzathehut67
Tue Aug 02, 2005 2:05 am
#7

ya know, at first i when i read this i thought... NO WAY! but then i realized somthing. perhaps the reason for not fixing the 0/0 clothing bug is because the devs dont want to make their precious combat professions have to buy new skill tapes. so here is my idea... a slight revision:


1. clothing attachments can be removed... but at a "decay" of the tape itself. master tailor is -1 to the bonus, XXX4 -2, XXX3 -3, XXX2 -4, XXX1 -5. Novice tailors would not be able to remove the tapes.


i think this would balance it out nicely... those who exploited the bug would not lose horrid amounts of money... and it would increase business to tailors because when the clothing breaks and they want the tapes removed.... guess what... they will need new clothes anyways . and dont forget to charge for the service of removing the tapes


so who agrees with that?



Galaxy: Bloodfin IGN: Pewa
Fashion Clothing, BE clothing, and Vehicle Restoration Kits at
Dantooine MO, Archon Mall -1275 2334
"Fashion by Pewa", "BE by Pewa", "Vehicle Repair Kits"

More Vehicle Restoration Kits at
Naboo Theed, Ketflair Mall -5500 5500
"Pewa's Vehicle Repair Kits"

Restoration Kits for 175K! Always Accepting custom clothing orders!
NJ62
Tue Aug 02, 2005 5:05 am
#8

I'm not sure that SEA's were intended to remain in the economy forever. I think a better solution is fiddling with the drop rates, and just letting SEA's die with the clothing. After all, an insured, well-maintained piece of clothing can last quite a while.



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)

pizzathehut67
Tue Aug 02, 2005 7:53 am
#9






NJ62 wrote:
I'm not sure that SEA's were intended to remain in the economy forever. I think a better solution is fiddling with the drop rates, and just letting SEA's die with the clothing. After all, an insured, well-maintained piece of clothing can last quite a while.




but are the dev's dragging their feet on fixing this bug because they want to baby the combat professions? It really does seem that combat professions get far more attention/love. Take a look at the bounty hunter and jedi forums... all they whine about is "jedi hunting missions are too hard make em easier" and "im a jedi i should be a god" . funny how its tailors, DE's, architects, and other crafters that have the profession wide impacting bugs that really F up the way we play the game isnt it? combat professions can simply use a different combination of weapons/specials... but there is only one way to craft... and when its broken its broken.



Galaxy: Bloodfin IGN: Pewa
Fashion Clothing, BE clothing, and Vehicle Restoration Kits at
Dantooine MO, Archon Mall -1275 2334
"Fashion by Pewa", "BE by Pewa", "Vehicle Repair Kits"

More Vehicle Restoration Kits at
Naboo Theed, Ketflair Mall -5500 5500
"Pewa's Vehicle Repair Kits"

Restoration Kits for 175K! Always Accepting custom clothing orders!
BeesKnees
Tue Aug 02, 2005 8:06 am
#10






pizzathehut67 wrote:

ya know, at first i when i read this i thought... NO WAY! but then i realized somthing. perhaps the reason for not fixing the 0/0 clothing bug is because the devs dont want to make their precious combat professions have to buy new skill tapes. so here is my idea... a slight revision:


1. clothing attachments can be removed... but at a "decay" of the tape itself. master tailor is -1 to the bonus, XXX4 -2, XXX3 -3, XXX2 -4, XXX1 -5. Novice tailors would not be able to remove the tapes.


i think this would balance it out nicely... those who exploited the bug would not lose horrid amounts of money... and it would increase business to tailors because when the clothing breaks and they want the tapes removed.... guess what... they will need new clothes anyways . and dont forget to charge for the service of removing the tapes


so who agrees with that?





I like this idea but one more revision. What if removing the tape(s) also destroyed the clothing similar to how the anti-decay item works? In some ways it's frustrating because the high-end tapes are usually dropped at places that are camped or they go for millions.


I'd also like to throw a change so that master tailors would be able to craft items with 4 sockets more frequently similar to how master dancers don't fall any more and have smoother moves than nonmasters. At least give us some control over it. With the inability to craft BE clothes, more and more people want 4 socket items. And please forgive me, but I like to see people wearing a minimal amount of black so most of the clothing I make is hand crafted.



Myleah ~ Master Tailor/Master Artisan/Master Merchant
~ MindHarp Couture ~ Helios, Tatooine -1631, -6250 ~
Etema ~ Master Dancer/Master Musician/Master Image Designer/Master Ent
Maylee ~ Master Fencer/Master Scout/Master Ranger
hyjaax
Tue Aug 02, 2005 9:16 am
#11

Great idea . . .now . . . consider this . . .everyone would be a 12 point crafter! We could use the schematics that we get to make a factory run of as many crafting aprons, weaponsmith/droidsmith toolkits and then we can destroy them to get the expermentation tapes.


We will be able to sell +3 to +5 tapes to everyone and anyone and will be rich beyond our imagination. Anyone will be able to make a 12 point weaponsmith suit in no time whatsoever!


I DO sincerely like the idea. However, there being no way to distinguish between tapes that are acquired as loot vs special items that have the skills in them already is a big problem. Many crafters would hit the roof if this went live because of the fact that they paid millions and millions for those precious experimentation tapes . . .and with this skill we could make everyone a 12 point crafter very easily.


Now if there is some way to contain this to apply to ONLY tapes that are placed on an item after it is crafted then I think that would be awesome!!


H





Hyjaax
B L A C K S U N
Weapons, Armor, Clothing, Starships, Droids, Food & Resources
Cabo San Lobos, Naboo, 1957, 6076


Bird Lovers - Save the Emu
pizzathehut67
Tue Aug 02, 2005 2:06 pm
#12



hyjaax wrote:

Great idea . . .now . . . consider this . . .everyone would be a 12 point crafter! We could use the schematics that we get to make a factory run of as many crafting aprons, weaponsmith/droidsmith toolkits and then we can destroy them to get the expermentation tapes.

We will be able to sell +3 to +5 tapes to everyone and anyone and will be rich beyond our imagination. Anyone will be able to make a 12 point weaponsmith suit in no time whatsoever!

I DO sincerely like the idea. However, there being no way to distinguish between tapes that are acquired as loot vs special items that have the skills in them already is a big problem. Many crafters would hit the roof if this went live because of the fact that they paid millions and millions for those precious experimentation tapes . . .and with this skill we could make everyone a 12 point crafter very easily.

Now if there is some way to contain this to apply to ONLY tapes that are placed on an item after it is crafted then I think that would be awesome!!

H






the problem here is that you neglect the fact that the aprons have INGROWN stats. They are not tapes. the game does not confuse these as these stats to not take up a socket. you can make an apron with 4 sockets and add more tapes to it (just not for the same stat). and this would actually DECREASE the amount of 12 point peeps. many 12 pointers have broken clothing. when broken clothing is fixed to be unwearable, their suits will be worthless. But if we could remove the tape (with a reduction in the bonus provided by the tape) then the number of 12 points would go down considerably till new tapes are bought.



Galaxy: Bloodfin IGN: Pewa
Fashion Clothing, BE clothing, and Vehicle Restoration Kits at
Dantooine MO, Archon Mall -1275 2334
"Fashion by Pewa", "BE by Pewa", "Vehicle Repair Kits"

More Vehicle Restoration Kits at
Naboo Theed, Ketflair Mall -5500 5500
"Pewa's Vehicle Repair Kits"

Restoration Kits for 175K! Always Accepting custom clothing orders!
GoldMemberBria
Tue Aug 02, 2005 3:52 pm
#13



I agree, give it to smuggler. Actually, I think you should first announce that it will be given to smuggler, carefully take feedback from the smuggler community over and over periodically, naturally throwing out each previous feedback, then finally after a couple of years have passed, assign some noobs to do a quickie, untested, bug-riddenimplementation that requires killing a gorax, a krayt dragon, a graul maurader, and a peeko peeko albatross for the required components to do the work.


That's my suggestion





Grreeta wrote:




Personally I think I'd see it as more of a Smuggler skill than a tailor skill. But maybe that's because it's not a line of work that I'd be at all interested in.





Message Edited by GoldMemberBria on 08-02-2005 03:59 PM



Vola Goce - Bounty Hunter/Commando/Hunter
"Doc" Holliday - Smuggler/Combat Medic


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