Tailor Archive

Thread: Poll: Experimentation

Drecki
Thu Oct 20, 2005 1:04 am
#1

1. A


2. No.



Comment: Although experimenting and high quality ressources make sense, one of the reasons for me to choose Tailor as crafting profession, was: I don't like gathering high-level ressources.



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Mystyrys
Thu Oct 20, 2005 1:15 am
#2


1. A: No. I don't want experimentation on anything.


2. No



I have been a tailor since beta. One of the main reasons I am still a tailor is I still enjoy making fun clothes for fun people. And I enjoy running a shop. And having lots of time to enjoy people and other aspects of the game. I'm a casual player. Tailor is an ideal profession for a casual player.


If Tailoring required me to chase after high quality resources and SEAs and buffs and yet more high end/rare loot drops that cost a fortune to buy off combat players... just to compete... which I would not enjoy at all... it would make my decision to quit SWG real easy. And fast.




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ailor &Entertainer
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syykodisco
Thu Oct 20, 2005 1:25 am
#3

Question 1: B sockets only. (I do not like the current method of being able to craft clothing with more sockets. Sockets are random regardless of crafting situation. BE tissues can be hard to obtain and pretty expensive. These clothing articles are high priced and I feel we should have some control on the outcome of the item.)


Question 2: No. (resource prices have finally dropped. If resource quality were to make an effect on our goods, the prices of those resources would greatly increase and once again change the economy)



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Oblox
Thu Oct 20, 2005 1:47 am
#4

B: Sockets only. I want to be able to experiment on an item to increase the number of sockets it will receive.

No high quality resources.

Resources is what i hate about crafting and why ive always loved tailor. Make me a resource hunter and ill drop tailor faster than an MCM/BH drops a post CU jedi.



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Phendrena
Thu Oct 20, 2005 2:09 am
#5

1 B
2 NO

Odd one this, personally i don't want to see experimentation, however, if we do get it then it must just be for sockets and only sockets nothing else just sockets. I'm one of these tailors that doesn't owrry about how many sockets an item has the item gets created with however many sockets it has, so adding experimentation must just be for sockets and the resource quality shouldn't matter - i'm not a resource hunter, i'm a tailor, i don't want to be running all over the place for looking for a particular uber resource to make the clothing - frankly it'd put me off being a tailor as i wouldn't be able to compete with other people who do have this uber resource.

Sockets ONLY!
Resource Quality should mean NOTHING!






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ItemCreator
Thu Oct 20, 2005 2:22 am
#6

A

Although if we must have experimentation I'd rather it was only for sockets because they are far too random at the moment.

Tailoring is already a time consuming profession for those that craft most of their items by hand to take advantage of the vast colour choices available to us. I know from being an armoursmith that experimentation adds to the time needed to make items and I really don't want to see that happen to tailoring.

No

The last thing I want to do is fight other tailors, armoursmiths, and the other crafters to get my paws on high-quality resources. SWG should have at least 1 casual crafting profession.


(I hope what I've typed makes sense, I've got a stinking headache at the moment and can hardly remember what my name is!)




~~~ Kelsaka Rymi ~~~
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Kelsaka's Clothing Boutique -6820 2700 Tyrsis, Naboo
(Maisaka ~ Outfits, Shasaka ~ Hunter, Teisaka ~ Fashion Armour)
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Pappi
Thu Oct 20, 2005 2:49 am
#7



ItemCreator wrote:
A

Although if we must have experimentation I'd rather it was only for sockets because they are far too random at the moment.

Tailoring is already a time consuming profession for those that craft most of their items by hand to take advantage of the vast colour choices available to us. I know from being an armoursmith that experimentation adds to the time needed to make items and I really don't want to see that happen to tailoring.

No

The last thing I want to do is fight other tailors, armoursmiths, and the other crafters to get my paws on high-quality resources. SWG should have at least 1 casual crafting profession.


(I hope what I've typed makes sense, I've got a stinking headache at the moment and can hardly remember what my name is!)


it makes sense, and I agree with you I simply tell my customers sockets are random, and if they want 4 sockets they can either buy pre-made (colorful) clothing at extra cost or be charge them per try (only when I'm feeling generous).




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jelykins
Thu Oct 20, 2005 4:53 am
#8

1. A


I spend WAY too much time re-stocking as it is, even without having to worry about experimentation.


2. No


Tailoring is practically a non-profit profession as it is, and I think many tailors could not afford to buy high-quality resources, especially those starting out.





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Saera
Thu Oct 20, 2005 5:32 am
#9

1)A- No. But if we get experimentation I want D. If I'm gonna have to experiment on my 1000's of clothing I want condition AND sockets.


2) No - but if we get experminetation - Maybe.



I hate the idea of experimenting on tons and tons of clothing, but if it comes down to it I want it to be worth something. I for one havebeen having very little trouble getting3-4 sockets, which is my goal. If I have to experiment I want it to be worth the time and trouble -so if we get it I want it to be sockets & condition.


As for resources, the main reason I love tailoring is the lack of resource quality. If we doget experimentation, I can't see it being possible without some kind ofquality materials. As much as I'd hate to see it, I'd rather they require quality if we get it at all. Maybe having a low requirement, instead of the super uber quality requiredfor other professions.


The problem with the whole thing is tailors can't just easily run a factory run and have their vendors stocked, our variety is our key to success and for many our own happiness. We can't just throw a run of harvesters/weapons/droids/food in the the factory and toss them on the vendor and be done like so many other crafting professions can do. Even if you ran factory crates, there is no possible way to store the 100's to 1000's of crates most tailors would need to keep around, that is of course on top of the crated components we all keep on hand.


I can't even begin to imagine having to experiment on 1000's of clothing.. talk about making restocking more of a major pain. As much as I love tailoring, it would seriously put more of an annoyance factor on it forthose of us who already deal with socket problem because we want sockets. I have to say that it wouldeventually cause me to burn out and I'd probably quit again.






L'yka Esce
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Ahazi



MTOCatalog
Thu Oct 20, 2005 5:42 am
#10

A and NO.

I like the simplicity of tailor crafting. I use it as a break from my Shipwrighting.






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Gyopi
Thu Oct 20, 2005 6:26 am
#11



  • A. I would much rather it go back to the way it was before sockets broke. If we did have experimentation it should be for sockets and it should be for a single line so that you could just fill it all at once and go on your way.

  • No. If there were experimentation I am not sure of how we could get away with not having to worry about resource quality, but I would rather not have to hunt down even more high quality resources.




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NJ62
Thu Oct 20, 2005 6:56 am
#12

A.

I think that because we hand-make every item, experimentation on each item would probably double or triple our production time. However, people would be unwilling to pay more for clothing than they already do, so we would not be compensated for the extra time we are spending to experiment.

No.

For the same reason as above, a largely hand-crafting profession spends so much time on item production, that I feel that resource gathering is an unfair time burden. Plus, people would not be willing to pay more for clothing than they already do, so clothing should not cost us more to produce.



n'Jessi
former correspondent, former player

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ZinaTheMaker
Thu Oct 20, 2005 7:08 am
#13






Gyopi wrote:



  • A. I would much rather it go back to the way it was before sockets broke. If we did have experimentation it should be for sockets and it should be for a single line so that you could just fill it all at once and go on your way.

  • No. If there were experimentation I am not sure of how we could get away with not having to worry about resource quality, but I would rather not have to hunt down even more high quality resources.






I'd say that tailors should have experimentation. I think personally, sorta off topic, that its a joke that certain modifiers have existed in this game, and the developers have allowed either non-working mods or useless mods to drop on skill tapes, and they CONTINUE to do so.


To me, it is an illustration of being lazy. Pre-CU, 1h/2h/polearm evasion dropped to the very last day of the old combat system. Those mods, were in the game for close to 2 years, and NEVER worked. Why keep them in the game as droppable loot?


Now...defense vs intim, dizzy, stun, blind etc still drop.


But the original point was about Tailor Experimentation. One has to question WHY that it is a modifier. I understand that previously that armor padding utilized experimentation. I am not sure about now. However, ONE item out of what, 250 was experimentable? That to me, is not acceptable.


I do believe that resources should effect a product in the end. But on the Tailor issue, im not sure how they would effect (more sockets, condition?). And out of everything a tailor crafts, 95% are hand crafts. I could compare it to a high end weaponsmith because a high end smith will only do custom work, but thats a poor comparison, as a high end gun will sell for millions...hmm


I will post more after i wake up.



Zina
Best served chilled
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