Tailor Archive

Thread: (Quick Poll) Tailor Issues in the CU

Gyopi
Sun Apr 24, 2005 11:19 am
#1

For those of you who have tested the CU as tailors, what would you say are the main tailor issues you have with it?




Momoko--Master Tailor near Kaadara on Lowca--
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NJ62
Sun Apr 24, 2005 3:46 pm
#2

*pokes the rest of the tailors*

Come on, don't be shy! Gyopi can't do her job of relaying our concerns to the devs if we don't tell her what our concerns are.



n'Jessi
former correspondent, former player

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Ani_cul
Sun Apr 24, 2005 3:53 pm
#3

my biggest is BE for CU relation.


All the other concerns are truely stuff we have turned in for ages.

so your list Nj in reply to Gyopi covers it well.

Decay or not BE tissue is jacked and worthless.

It was bad enough finding it before now.

and what littlemods we could throw into clothes ( and the little clothes they go in)

are not worth anything after CU hits.


GIVE US NEW TISSUE TO USE THAT WORKS IN EVERYTHING!

I mean really all those 'lootable disposable skill enhancing stims' out there,

you can't let tailors shove those into a optional slot on ALL clothes,

giving those base stats to the wearble, and allowing broader range of choices of what to wear?





stop looking at me
ZahrIna
Sun Apr 24, 2005 4:39 pm
#4


I really feel that all of the crafting community has been shafted. The "powers that be" always claimed that crafters could be just that... "pure crafters".


Now they want us to hire body guards or give up being the total package of crafter/merchant and take up some type of fighting skills?


Why should ANYONE want to be a crafter? If we do stay crafters... why in the world would anyone ever make a delivery again?


It's painfully obvious that they areintentionally moving toward a game that will force the "crafting community" to dwindle out. Once they get the game re-organized to a combat/strategy game they can eliminate the problems that keep arising out of the crafting community that never seem to get fixed. Everything will turn into shops that are NPC run and etc.... oh man! Is it possible to have a game like this?? Yup, been there, played it.


I so hope I'm wrong... heck, I just got back... I don't wanna leave again. I just wanna make clothes.. run my shop and enjoy my time in the SW Universe with family and friends.


PLEASE let use be able to do our regular harvy and factory runds as well as shopping for other supplies and socializing with our customers and friends.



Zahr'Ina :::: Formerly of Everquest~7th Hammer (4yrs), Everquest II~Steamfont (launch) and Starwars Galaxies~Eclipse (Launch). Choosing to ENJOY my playtime. :::: I wish nothing but happiness to all who remain. Ran out of patience: 6/15/05. Husband and wife team. Four accounts and two station passes, terminated.
Dag_Benhameen
Sun Apr 24, 2005 5:15 pm
#5

1. Very much concerned about the effectiveness of BE tissues.


2. Also frustrated by one hit incaps to crafters due to the new damage multiplyer.


3.This (as no. 2) is not strictly a tailor issue, but the lack of the ability w/ conversion to recert crafting skills. The devs aremaking fundamental changes that by definition force some people to rethink their characters and gameplay completely, especially in the case of hybrid crafting/combat characters. We need to be able to recert *all* skills because *all* professions are affected.



------------------------------------


Chaka - Elder Merchant/Elder Tailor/Elder BE
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MeciniaLua
Sun Apr 24, 2005 5:22 pm
#6






Dag_Benhameen wrote:

1. Very much concerned about the effectiveness of BE tissues.


2. Also frustrated by one hit incaps to crafters due to the new damage multiplyer.


3.This (as no. 2) is not strictly a tailor issue, but the lack of the ability w/ conversion to recert crafting skills. The devs aremaking fundamental changes that by definition force some people to rethink their characters and gameplay completely, especially in the case of hybrid crafting/combat characters. We need to be able to recert *all* skills because *all* professions are affected.




This is the best list here. I would agree to these 3 points. We need new BE tissues that are worthwhile ( mask scent and taming will be the only ones that work left I think )




-Wanderhome- Mecinia, Mecinea
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"There is no emotion, there is peace; There is no ignorance, there is knowledge; There is no passion, there is serenity; there is no choas, there is order;There is no death, there is the Force" from the Jedi code.
Sakura-Ikari
Sun Apr 24, 2005 5:58 pm
#7






ZahrIna wrote:



It's painfully obvious that they areintentionally moving toward a game that will force the "crafting community" to dwindle out. Once they get the game re-organized to a combat/strategy game they can eliminate the problems that keep arising out of the crafting community that never seem to get fixed. Everything will turn into shops that are NPC run and etc.... oh man! Is it possible to have a game like this?? Yup, been there, played it.







I really don't believe this is true at all. Keep in mind that we have been told that this is the COMBAT upgrade. We are valued and important - but the largest percentage of players are combatants so their upgrade/fixes needed to come first. I have faith that with our help our issues will be resolved as well.


n'Jessi seemed to list more than i could ever hope to come up with. I too am concerned that very few BE's will have the time to make our tissues with all of their new responsibilities.




Sakura Ikari
..:::[ My RP's ]:::..
Master Tailor / Imperial Public Relations Chic / Black Eyed Beauty


LadyP
Sun Apr 24, 2005 10:28 pm
#8

I kinda had a thought today.... don't know that it goes under tailor but sorta... Ok since Mind enhancements are being all err changed I will say... what about that leotard schem from Jabba's? whats the point of it now...



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Blixtev
Sun Apr 24, 2005 10:51 pm
#9









NJ62 wrote:
1) Ineffectiveness of certain BE tissues



Rewrote these today, all but 2 of the Tissues were altered to new skill mods.
2) Clothing decay or lack thereof (still unclear what's going on with that)


Have heard mixed reports on this haven't had a chance to see whats happening.
3) Inability to tend harvesters/survey without getting killed


Global crafter issue we are looking at, we have a few suggestions on the table for it.
4) Possible hide shortage considering the re-scaling of combat levels


Hope this is not the case, if so we can look at the harvesting of organics rate.

5) BE's unwilling to make tailor tissues with new role of medical crafter (assuming BE tissues do end up being somewhat effective).


Hopefully they would rather use their milk and eggs on tissues rather than on medical supplies.

6) Inability to bioenhance a good variety of clothing - TKA's are now wearing clothing, but if they want their clothing enhanced in a certain way, they are very limited two a small subset of available clothing. THis is most severe for the RFP options, but synth cloth options are also limited.


We can look at this in the future, will more than likely not happen before CU ships.
7) Cybernetic limbs blocking clothing items. ADDED.


Without them blocking clothing they ended up with some strange looking appearances on people wearing them, so they decided to block all clothing and armor.


Message Edited by NJ62 on 04-24-2005 05:54 PM








Lead Designer
Star Wars Galaxies
RandDarkstar
Sun Apr 24, 2005 10:54 pm
#10

The jabba schematic leotard is now an expensive version of the normal leotard. Mind enhancement, entertainer healing, all the things that made this good are useless. The enhancements are skills thatare no longer used, and it's easy to put +25 healing in the original exotic leotard, as ithas 2 slots for synth, allowing us to make it +25 healing easily. Of course, those entertainer mods don't work anyway.


My big issues:


  1. BE tissues are almost completely broken. Only a few work now.

  2. BE tissues will mostly focus on medical purposes, even though the benefits are marginal, the doctors are the ones that have the money to afford the massive pricetag on them. (Some BE items take up to 2000 units of resources with 27 subcomponents... meaning a crate of these would sell for up to 500k credits) No BE is going to waste time on tailors if the market calls for a large demand of medical components, which it does already.

  3. Clothing is destroyed too easily in combat, giving players pause before a purchase, knowing it's lifespan is a few seconds if they engage anything marginally difficult to fight.

  4. Clothing takes damage, but it's phantom damage, meaning that you can have it at any condition and still have full use of it.

  5. The community will be appalled if decay causes their 0-condition items to become unwearable, including expensive items that were in place for over a year, without suffering from decay issues. A way to remove skilltapes will be needed before the majority of the playerbase will accept such a "nerf" to their wardrobe. Perhaps a one-time removal on the clothing that is currently in the database.

  6. Clipping is still a major issue in some items, especially skirts. Combat moves need to be cleaned up to allow a way for some clothing (especially skirts) to move and flow in a natural way as a character moves position.

  7. Repair appears Absolutely worthless. The rate of repair shows nearly a complete lack of skill even for a master tailor. Likely the repair skill was renamed, and the professions have not been adjusted to match.

  8. Wookie padding no longer counts towards final result, so the worst wookie padding is equal to a master tailor with +20 skilltapes in experiment and assembly. (I will test with my +27/+28 tapes and Oheld hides when the Gorath server becomes fully CU on May 5th)

  9. Color charts are badly broken, making it impossible to accurately know if you will get the right pallete or not. Sometimes you get a partial pallete, most times you get the colours all slid over onto each other and no ability to accurately choose the right colour.

  10. Colour selection is still white/white on some items, and a default colour in some, like Ithorian robes/hem colouring. Making an item in any colour but "Novice Artisan" colours is difficult, as base-pink seems to be the only options.







Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

Psychopyro80
Sun Apr 24, 2005 11:08 pm
#11






Blixtev wrote:






5) BE's unwilling to make tailor tissues with new role of medical crafter (assuming BE tissues do end up being somewhat effective).


Hopefully they would rather use their milk and eggs on tissues rather than on medical supplies.


Blixtev, I can tell you right now, my BE will not be making tissues. Why? Because I will now be spending all my BE time making meds for my doctor. Guess what, my characters needs come first. That means no tissues, no additives. Sorry tailors, I was more than happy to help before, but I gotta look out for #1 considering that I need stuff (no matter how minor) for my Doc now that my Doctor is required to go into combat. If my Doc didn't have to combat, well that would be a different story.
















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riotcontrol
Sun Apr 24, 2005 11:13 pm
#12


Blixtev wrote:
7) Cybernetic limbs blocking clothing items. ADDED.

Without them blocking clothing they ended up with some strange looking appearances on people wearing them, so they decided to block all clothing and armor.

Message Edited by NJ62 on 04-24-2005 05:54 PM




Does this mean that, for example, my character in the lower right picture on this image won't be able to wear the limb with the Dress Uniform Jacket as shown on the montage, since the jacket prevents you from wearing armor bracers or biceps (btw, it's a shortsleeved jacket so there's absolutely no reason for it to prevent bracer wearing like some of the other shortsleeved clothing items don't.... but that's a whole different issue)?



__
wieland argosy <gunslinger>
RandDarkstar
Sun Apr 24, 2005 11:19 pm
#13

Thinking about the current playerbase.... we have a whole lot of doctors making meds now. They have the resources and infrastructure of factories in place. They will continue to make meds for a long time.


Just like tailors, the BE will now be asked for schematics. Where we have armoursmiths asking us to make them a few quick schematics for 5k, now the BE players will have docs and combat medic requesting that they taketheir resources and whip them up a few fast schematics. They might even throw in a few thousand creds to pay for the "five minutes of your time."


Heck, to sweeten the deal, they could make this a standard practice, coming to them every day or two for another 10 - 20 schematics they would need. That would add perhaps 20 - 25k credits a week to the BE players. Of course.... it would also mean 20 - 25 million credits profit for the doctor.




Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

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