Tailor Archive
Thread: New Dancer Buffs Tailor Specific
Increase tailor experience by 15%
Incrase resource quality for tailor crafting by 10%
Increase assembly success for tailor crafting by 10%
Increase experimentation success for tailor crafting by 10%
While these buffs pretty much mean absolutely nothing to tailors, it has a huge impact on all other crafting professions. There's already an uproar on my server board about it. ![]()
Yes, and as far as I know, it's not the good kind of uproar.. the crafters that've been working hard to get the best 30-70cpu resources are very, VERY mad. I personally think it's fair, as their resources will be perfect anyway and the cost of resources in general will most likely rise too. So in the end, I doubt it will give the newer players too much of a help getting into the business. I do understand their grief, though..
And yes, I do agree that this may be a step towards making experimentation and assembly count. I would love having a little bit of control over how many sockets my clothing has.. I'm tired of getting no-socket items as a master with a +25 clothing assembly mod.
TinuviielSatura wrote:
And yes, I do agree that this may be a step towards making experimentation and assembly count. I would love having a little bit of control over how many sockets my clothing has.. I'm tired of getting no-socket items as a master with a +25 clothing assembly mod.
On another note:
If they base sockets on quality of resources, things will be worse for us.. Think about this...how much do you have to pay for the cheapest resources on the server, vs super high quality ones... So it takes you few tries to get 4 sockets...
Its a bit tougher with bio clothing because you are wasting bio cloth on each non-4 socket item (if this is what you are going for)... However, if you are making few crates of them, its still MUCH cheaper then using high quality resources.
Aori wrote:It'd be great if the buffs increased the chances of getting 4 sockets in clothing, or added some new colors to the limited color pallates. Entertainers would become my new best friend.
LoL if that happened I'd never leave the cantina (except to throw stock on my vendors of course).
I'm holding judgement until they hit live, just in case they are planning on 'revamping' tailor to use experimentation and resource quality.
Ani_cul wrote:
personally i am hoping that this is a step in making expermentation and assembly matter.
What do you want to experiment upon? Colors?
Clothes by principle have no protection value. You could perhaps increase the condition, but as clothes take no damage from incomming attacks but only from cloning, different durability would not matter at all.
If you clone without insurance, you loose 5% of durability, if you clone with insurance, you loose 1%. If you always clone nicely, your shirt will survive 99 cloning processes, no matter if it had 100 condition when you got it or if it had 45738 condition...
Not having to worry about material quality and skilltapes is one of the biggest advantages of tailor in my eyes. Other crafters have to spend much time on ressource digging and chasing the best quality ressources around. The tailor can go for any random polymer and petrochem, can take any hide wich the AS steps back from as it doesn't make good armour, and can make perfect clothes out of them. Cost efficient business and the only crafting profession which is suitable for a casual player. I wouldn't like that to be taken away.
I know this sounds selfish, but I would rather have the dancer buffs be useless than for them to be mandatory. I believe that if any significant new content is to be added with respect to tailor, it should be added to the tailor tree permanently.
Sylow wrote:
Ani_cul wrote:
personally i am hoping that this is a step in making expermentation and assembly matter.
What do you want to experiment upon? Colors?
Clothes by principle have no protection value. You could perhaps increase the condition, but as clothes take no damage from incomming attacks but only from cloning, different durability would not matter at all.
If you clone without insurance, you loose 5% of durability, if you clone with insurance, you loose 1%. If you always clone nicely, your shirt will survive 99 cloning processes, no matter if it had 100 condition when you got it or if it had 45738 condition...
Not having to worry about material quality and skilltapes is one of the biggest advantages of tailor in my eyes. Other crafters have to spend much time on ressource digging and chasing the best quality ressources around. The tailor can go for any random polymer and petrochem, can take any hide wich the AS steps back from as it doesn't make good armour, and can make perfect clothes out of them. Cost efficient business and the only crafting profession which is suitable for a casual player. I wouldn't like that to be taken away.
I would like condition, durabilty, and sockets to be expermentation based.
I would like to worry about resource value, and skilltapes.
I would love to see condition value, repair, anddurabilty changed so items decay and become unwearble
{people should lose their precious skilltapes and modswhen they do not insure or repair}
I am proud to be a Tailor and see nothing wrong with wanting it in lines with other crafting, and that is my own right to feel that way. ![]()
I enjoyed the first time i was able to experment on clothing, sure it only gave condition but it was still my own choice to turn out 1k cond instead of 100cond items.