Tailor Archive
Thread: Clothing decay: AHEM!
TripleDES wrote:
It would be nice if the devs would actually care about telling us about the implementation status. Right now there's NULL details about when it's going to be fixed!
Agreed. It would be nice to hear something about this.
A little concerned for my artisan / tailor character as well. This needs to be worked on soon.
Couldn't they have clothing decay like armor? When people take damage it slowly wears out.
What about amaster decay as well, everything in the game as far as items go gets hit once a month or something. Enough that these items will flow out of the game at some point.
It is also sort of funny doing experimentation with item durability, since it never seems to change that stat anyway. ![]()
The developers presented us with a time-based decay system in the Beta, and we vetoed it. Since artisans use more tools and structures than anybody else, it would have been shooting ourselves in the foot to support rapid decay, and the level of decay that was acceptable was too low to bother with.
I believe what happened with clothing is that they built the system around the assumption of time-based decay and didn't have time to retool to use-based decay.
I've got mixed feelings about this. Since there's no functional difference between an item crafted by a Novice and the same item crafted by a Master, we have a more egalitarian market than Weaponsmiths or even Chefs. At25 hours of play a week, I estimate it will take me about 4 months to reach Master without intensive grinding. It's nice to have a market in the meantime evenif the powergamers have already topped the tree.
But it also means we have zero incentive to seek out high-quality materials and experiment with them. That makes the process of making clothes pretty flat compared to weapon or armor crafting.
I'm sure they'll get around to activating clothing decay. I'm just not sure that the results are all going to fall into the positive column.
It would be cool to sell a bright red shirt, and have it become pink after 20 washes though
I absolutely LOVE velveeta's idea of clothing becoming ragged or dirty. Becoming incapped or death adds dirt immediately. Using musical and dancing abilities slowly degrades the item until it needs to be washed. Wash jobs or more signicantly dry cleaning(ie clothing repair) reduces the color.Only tailors can dry clean. Anybody could wash but it greatly increases the risk of fading.
There's a lot that can be done with this idea. However, actual implementation I imagine would be more difficult than one would think.
Still a great idea Velv! Definately something that could/should be addedeventually.
Johni Flek- Bloodfin
YukonSam wrote:
The developers presented us with a time-based decay system in the Beta, and we vetoed it. Since artisans use more tools and structures than anybody else, it would have been shooting ourselves in the foot to support rapid decay, and the level of decay that was acceptable was too low to bother with.
wasn't the decay rate at something like 300 realtime hours? I think instead of taking it out they should have made it 900 hours (one month).
Just be certain not to put your whiteblouse in the same wash as your red skirt, or you'll end up with a pink blouse. ![]()
Anyway, I actually like not having to worry about resource quality. Just make certain that I have enough resources andI can craft clothes of the highest quality. One of the more relaxed crafting professions. ![]()
On the other hand, I do fear that we're slowly saturating the market. I can see a time ahead when everyone has every piece of clothing they already need and Master Tailors (who had to grind their way there) will fight to be the one to give the newbie the best piece of clothing. "Here, take my Exotic Leotard, please! I'll even give you 3k credits to boot."
Uhm, something like that. ![]()
So my ideal situation would be a flat decay rate for all clothing items when worn. ButI can also see the desire of others for the tailoring profession to have the same 'depth' as every other crafting profession. So when they finally put in decay and make experimentation usefull I guess I'll just have to learn and live with it.
Right now though the color of our profession is... the colors.
Highest customizable items in the entire game (I think) makes that our profession never need get dull.
Now if only the customers would order anything other than black... ![]()
- A. Kimusume
OneOfDaZZZ wrote:
wasn't the decay rate at something like 300 realtime hours? I think instead of taking it out they should have made it 900 hours (one month).
Nobody really seemed too fond of having, for example, a stockpile of steel rust away at the same rate as a pile of raw meat, and the thought of investing in a new house with new furnishings every single month also gave us pause. There were also issues with materials decaying away in your crafting tool before you could hit the assemble button and other frustrating and un-fun occurances.
Time-based decay also messes with the crafter thatmaintains an inventory of goods rather than making everything on the spot.
It could come back in some form or the other, but honestly I'd just as soon stick with use-based decay and expand it for items like clothing. There were too many "what if"s and special cases with time-based decay.
I agree that time-based decay is not the answer. I'd not be happy if I bought an item off an auction on the bazaar, only to find that it was at 75% condition, due to the auction running a week. Same thing with venders in player shops. Sure, you can make a special case, but why?
Easier, imho, to base it off of damage taken, like armor. Lots of things people do, even non-combat types, do damage to their HAM pools. Any hit over a certain amount should have a chance at doing a point of damage to your clothing. Combat damage should have a better chance of doing damage to the clothing on the hit location.
This way, people mining minerals mess up their clothes. Doctors and medics get messy when healing people. Dancers and musicians wear out their clothing too( If you think they don't IRL, you've not smelled the clothes of someone who's danced hard for 4+ hours. Phew! )
Of course, having repair tools actually repair, instead of just eating the items, would be nice too. But the increased demand from people needing to replace their clothing would be a Good Thing, IMHO.
--
Alkiera Kerithor
Kerithor Textiles - Kauri, Corellia, Coronet
Here's my 2 cents worth.
How about a use baed decay. As the clothes were worn they'd slowly fade to a yuck-grey. The rate at which they fade could be based on the quality of the materials used.
-Faolin (Sunrunner, Naboo )