Tailor Archive
Thread: Poll: What to do with CAs in zero condition clothing?
Vote: G
With the options listed, I feel that G is the best option. It would allow people to keep their clothing and allow us to continue to make a profit on them.. you just left out the part of the clothing not being usable until repaired. I have other ideas, but feel this is not the post to put them in.. maybe a new post would be more suitable for other ideas.
If you give a chance to remove mods with risk you must then make using that service worthwhile, if mods are to be removed from clothing there HAS to be some risk otherwise you may as well just leave things as they are.
Once clothing does reach 0 condition (it does take a long while) then it is worthless.
As a CA using jedi and a tailor this would be a good compromise in my view. Plus it would allow people to change their outfits, the only issue i see with this is how mods are treated when removed. By this i mean do all mods (excluding BE) get fashioned into a new CA because selectivly removing mods would be a bad thing. Also do you then make this CA tradeable or make it so it has to be immediatly be returned to clothing otherwise it cannot be returned to the customer.
Would give tailors more business and stop the removal and sale of these uber CA combinations which could have originally come from 4 separate lower cost CA's.
C D F
Even thought zero con clothing still being equipable and useable with effective mods has been an issues since launch we need to actually give the player-base one chance to repair the clothing to full condition and then they can not complain, too much, about this fix. Many players do spend a small fortune of CA so allowing them to be removed and then to be placed into other clothing should be considered, however removing CA from zero con clothing shouldn't be possable - only items that are between 1-250 in condition should be able to have the CA removed, this would stop the player base wanting CAs to be removed on a regular basis "oops i placed it into the wrong item of clothing can you help me?" kinda excuses and stuff.
I was going to vote C D E, but can you imagine the huge uproar if CA lost some effectiveness when being removed from clothing and the abuse the poor tailor who gets a bad removal and drops someones +10 CA down to +5 - no that kind of thing mustn't happen, so removal without any failures oe reduced effectiveness.
Edit: C
I'm just in a bad mood as they destroyed my fun, hybrid force user, so B was cos I'm in the mood to ruin everyone else's game too!
Message Edited by DureenaBadKarma on 10-20-2005 01:00 PM
C and D
I would rather have people come to tailors for something good, like a kit to remove the ca's instead of just letting the clothing and the CA be destroyed. We want this to be postive for everyone including tailors. That way we could offer to make another outfit to replace the old one.
My feeling is if clothing and CA's are just destroyed then no one will really be excited about buying clothes. Keep things positive for everyone and by allowing a kit to remove the CA's we're keeping everyone happy.
C, G or D/F
I prefer thefullrepair, or even begrudgingly the restoration kit.. but if necessary the removal of CA's.
As for the failing on removal, or reduction of stats - NO WAY! I don't want a chance to fail the removal, because I don't need that stress.. DUDE! You #(*%)@!!! You just ruined my 15 million CA! **edit**?! *insert other colorful language here*.
My only concern is that it was my understanding once a CA was inserted in clothing it "ceased" to exist. I don't see it being very likely that they can "create" one out of thin air so to speak. On top of that, you have to figure out how it's going to come out. Most people put multiple uber CA's in their clothing.. removing them all to 1 would be terrible. What's to keep someone from putting a few choice CA's in their clothing and then having them removed into 1 CA? It's going to lead to a great deal of tailor exploiting I imagine. And if each stat gets removed to 1 CA each.. again this is bad -- you'll have a ton of super nice attachments that are now single "clean" mods that people sorely desire.
The only good way I can see it working, and even then it's not gonna be easy nor do I even know if it's possible -- would be that you have to have new clothing to put it in actually in yourinventory to switch it.. ya know like it will transfer from the "old" clothing to the "new" clothing during the process. Which will require pre-planning. They'll have to have the clothing already picked out before you remove the old, and have to involve it somehow in the process.
I don't doubt that if anything comes of it, it's going to be C -- or maybe Gyopi's idea with the restoration kit. Actually removing the CA's is going to be bad on all counts unless there is some way to make sure it goes into clothing immediately. And at that, restoration kits are not appealing to me. I am a master artisan already, and the demand/markup/gouging of restoration kits is way out of hand, I hate to see that happening to clothing too. With vehicles they always have another option (another vehicle) it's only their rare uber vehicles (barc's, AV-21's, jetpacks) that people are bothering to restore. If a similar kit was used for clothing - no one would bother putting CA's in decayable clothing at all.. it's not worth it when it decays so fast.
I prefer the repair, but I'd happily take a special tool that can repair more than once.. a one time repair with clothing, as fast as it decays, it's not gonna be very helpful in the long run. PVP decays clothing with no chance to "insure" so all the PVP/Jedi out there get screwed over on their clothes pretty fast, and I dunno about you..but Jedi are some of our main clothing customers because they can't wear armor.. and the decay is a major issue. That's why so many of them shell out huge bucks for pre-nerf no decay items for their CA's.
Message Edited by Gyopi on 10-20-2005 09:33 AM
I dont understand why this is even an issue. Had this happend with weaponsmiths or armorsmiths.... subject closed!
Rhea
D or G would be my preference. I dont like that the fact that you can still equip clothing at 0 condition. I think this stagnates the tailoring profession. If you look at the other professions, when the item hits 0 condition, you either cant wear it or use it. This forces a more fluid economy for crafters. But Iike Armorsmith, I would hate to spend 10m on a CA only to have it destroyed a month later due to 0 condition. Believe it or not, there are characters out there that dont have millions to spend on new CA/AAs. ![]()