Tailor Archive
Thread: Clothing condition
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Gyopi
Wed Apr 20, 2005 5:34 am
#1
Assuming that the new clothing decay is not a bug (lets hope not!) then it seems to me that the current clothing condition is not going to work. People just aren't going to wear clothing if they are going to decay away after a battle or two. I think that the base condition would need to be aligned with armor and be around 15K to 30K to start. My question is whether tailors would like to experiment on condition. Would we rather keep experimentation as it is, or have a single line of experimentation (which is easy) and have it linked to something that there isn't much competition for such as DR? Anyway, I am curious to hear what people think.
Ani_cul
Wed Apr 20, 2005 5:41 am
#2
Honestly, I dont want clothes to have 30k condition.
I would like to see it decay from wear more then combat.
BUT
if we had to go somewhere with stats and experimentation,
Then the original hasnt been here since first month stuff works.
Clothes started at 100 condition, we experimented them to 1000
{1k base 10k max would be fair now, they are clothes after all}
{1k base 10k max would be fair now, they are clothes after all}
DR and OQ...give us two stats to average off of, just one is far to limiting of resources when crafting.
Gyopi
Wed Apr 20, 2005 6:16 am
#3
Hmm... Maybe DR and MA? The reason for avoiding OQ is that I don't think we would ever want to compete for resources against professions that can afford to spend a lot more than we can. I am not sure if people want to bother with experiementation anyway, though. It makes things a little less leisurely than it is now, although it is rare that you can't max out one experimentation line in a few clicks.
Ani_cul
Wed Apr 20, 2005 6:32 am
#4
Gyopi wrote:
Hmm... Maybe DR and MA? The reason for avoiding OQ is that I don't think we would ever want to compete for resources against professions that can afford to spend a lot more than we can. I am not sure if people want to bother with experiementation anyway, though. It makes things a little less leisurely than it is now, although it is rare that you can't max out one experimentation line in a few clicks.
We actually compete already, Most folks do not harvest 'grind' or 'junk' resources.
So alot of Tailors are paying the going rate for stats we don't need.
Sunrunner used to have a great grind economy sell group, 1cpu..
now you cant find junk filler. you pay 5cpu for OQ no matter what..
and up to 50cpu for hides because they are collecting for Armorsmiths..not general public use.
now you cant find junk filler. you pay 5cpu for OQ no matter what..
and up to 50cpu for hides because they are collecting for Armorsmiths..not general public use.
having it based on odd stats means we then become seekers for those odd stats.
having it something the general craft uses, means it is already there being harvested.
having it something the general craft uses, means it is already there being harvested.
Nosyd
Wed Apr 20, 2005 8:05 am
#5
This is just my point of view:
I play as a tailor because I find it enjoyable. I like the thought of clothing decaying and becoming un-wearable once it gets to 0% condition. I don't like the idea of having to experiment on items to get a higher condition. I also don't want to have to start searching for resources with certain qualities in order to get a higher condition.
I just want clothing to be degradable and un-wearable at 0%.
Message Edited by Nosyd on 04-20-2005 04:09 PM
Mystyrys
Wed Apr 20, 2005 8:22 am
#6
One of the reasons I enjoy Tailor is expressly because I do NOT have to exhaust what little free time I have to play chasing after quality resources. No. I would not like experimentation and needing high stat resources. 
Sakura-Ikari
Wed Apr 20, 2005 8:26 am
#7
Mystyrys wrote:
One of the reasons I enjoy Tailor is expressly because I do NOT have to exhaust what little free time I have to play chasing after quality resources. No. I would not like experimentation and needing high stat resources.
QFE!
I do NOT think of myself as a crafter and don't want to become one. I don't mind a bit of experimentation - it's just clicking on boxes no big deal... but if i have to find "good" resources now after i have stockpiled "crap" 1cpu stuff for over a year now that would break me. My piles and piles of resources becoming useless adds stress to the one profession I find pure fun and stress free.
Ani_cul
Wed Apr 20, 2005 8:33 am
#8
I do consider myself a crafter,
which is exactly why I use high func tools and stations
and why I spent time gathering SEAs for a +25ass/exp/rep outfit.
I do want experimentation implemented back into Tailoring.
I do want our skills to dictate how well clothing is made. {colors, sockets, decay rate}
Sure I have TONS of junk resource myself thatI am accustomed to stocking and useing,
but I still pay going rates even when I do not need stats.
If we MUST experiment for condition,I would like DR and OQ...
and perhaps it could be two lines,OQ for condition, DR for decay rate.
Tailoring is fun and leisurly without stats yes,
but it is my income source, my chosen profession,
so with or without exp, I am a Tailor.
Gyopi
Wed Apr 20, 2005 8:48 am
#9
Mystyrys wrote:
One of the reasons I enjoy Tailor is expressly because I do NOT have to exhaust what little free time I have to play chasing after quality resources. No. I would not like experimentation and needing high stat resources.
This is why I am asking! I haven't proposed anything and I won't until I get plenty of feedback from the community. What I do know is that 1000 condition clothing decaying by 16 points a hit (or even 5 points a hit) is not going to stay around very long since enough people will complain to get it changed. If we can't convince the devs to put in another decay system then we probably have to have armor-like conidition on clothing (which seems to range between 15K and 30K on live. I haven't checked the CU armor yet). The only question is whether we want control of condition by experimentation or whether we want everything to have a set condition like it is now.
Nosyd
Wed Apr 20, 2005 8:52 am
#10
Gyopi wrote:
This is why I am asking! I haven't proposed anything and I won't until I get plenty of feedback from the community. What I do know is that 1000 condition clothing decaying by 16 points a hit (or even 5 points a hit) is not going to stay around very long since enough people will complain to get it changed. If we can't convince the devs to put in another decay system then we probably have to have armor-like conidition on clothing (which seems to range between 15K and 30K on live. I haven't checked the CU armor yet). The only question is whether we want control of condition by experimentation or whether we want everything to have a set condition like it is now.
I vote for a set condition with no control and no experimenting.
Mystyrys
Wed Apr 20, 2005 8:59 am
#11
I am a crafter.
I use high quality tools and stations. The highest available on our server.
I have a Tailor Crafting Suit. Experimentation/Assembly/Repair. Not that I ever use it. 
It is my main profession. It is my main income.
I do have a moderate stockpile of resources. I still buy resources frequently.
I still would not be happy at all if we had to adapt to needing high stat resources.
I do not do BE clothes.
I do not do Wokiee Pillows.
I do not give a fig how many sockets any item has or not. Clothes still sell quite well with or without them. Those that "need" sockets, will pay extra, buy what's already on the vendor with 3/4 sockets, or go elsewhere. /shrug
I do not want to be an uber crafter competing with the rest for a few more decimal points of quality. Eeeewww!
I play casually. I play a working tailor, in my shop, available for personal customer service. Fun. Relaxing. Not stressful.
I am a Tailor.
If Tailor goes the way of Armorsmith then I would presume they'd alter many of our schematic requirements too. Same as they did toAS. To level the playing field so new Tailors aren't disadvantaged because old Tailors have old resource stockpiles.
No.
Don't make Tailor stressful. Don't make Tailor become the who can afford the best and most resources game.
Bulak
Wed Apr 20, 2005 10:54 am
#12
NO to experimentation! No other profession comes close to the ammount of schematics we have to deal with AND the thousands of colour combinations we make. If I had to experiment with every item I had to make, and spend hours searching for the right resources to get the best quality... I'll quit stocking my vendor, and make only by special order, and my prices will go up 5 fold (if not more!)
Implementing this will be like the ill-concieved ID timer which almost killed that profession. I want to have fun with my profession, not turn it into a pure grind.
Antehiem
Wed Apr 20, 2005 11:18 am
#13
If they add a simplified one line experimentation system, I can see it getting boring and pointless.And from my perspective*, more than any other craft, tailors seem to have a higher percentage of players who thrive off the custom selling and deal with customers face to face, so will experimentation just hinder a playstyle that many tailors here seem to enjoy on live?
Looks like it's just a case of finding an acceptable number for the condition rating, that allows the clothes to last a resonable amount of time, but also provide tailors with more reliable decaysystem for repeat business. And i'd expect there will always be tailors on each server who will be willing to make copies of any worn out clothes for players. I expect this is the case now, but i've got clothes from 2003 that haven't worn out yet from the current decay system. 
*I'm not a tailor, though i've toyed with the idea. It appealed because I could craft and lesiure and not have to stress over resource quality. I did that with armoursmith. 
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