Tailor Archive

Thread: Getting close to ZERO experience for crafting high level Tailor items

JasonTilton
Fri Jul 25, 2003 11:31 am
#1

This might belong in the tailor forum, but I'm sure tailors aren't the only ones affected by what I'm about to describe. There has been a lot of unanswered discussion about the factory situation, but I think it is absolutely vital that Holocron and everyone else concerned understand what is happening at the 3rd and 4th skill boxes in the tailor tree since factories got turned down to 10% xp.


Maybe somewhere along the line you guys forgot about this, but high level crafting requires mostly factory made parts, at least in tailoring. A pair of pantaloons (casual 4), just as an example, requires 40 units of petrochemical and 6 subcomponents. Those six subcomponents account for 120 units of the 160 total units of resources required to build the item. That means that on the final combine to create these pants, we only get roughly 80 xp. One of the subcomponents can be made by hand, for another what, 40 xp?


The argument I remember from beta for why this is the case was this: most of the experience from creating such items is in creating the subcomponents.


Not anymore guys. 90% of that experience is now gone, as there is no way to hand craft identical parts. The xp curves that were supposedly getting blown look to me like they have now been flattened, unless we resort to grinding for xp. We make the nice clothes to sell, but we grind out the stuff with no subcomponents for our xp. That sounds like fun.


Holocron, one of your arguing points for how lower level crafters will survive in the game has been that masters and high level crafters will be too busy making the high level stuff to compete with the low level guys for the small stuff. The factory changes made yesterday are likely to have those of us at the higher levels looking down the food chain for non-factory items that give reasonable xp per click...making it that much harder for the little people to survive, as the experience curve for high level items has been flattened so much.


SnowLeeper
Fri Jul 25, 2003 11:34 am
#2

I completely agree. This new system requires you to make ribbed shirts to actually advance as most upper level items require 2/3s factory components.





Tannim Manx - Apprentice Gunfighter, Squad Leader
Snowleeper - Master Tailor & Artisan
*Starsider* *Bria, Beta*
JasonTilton
Fri Jul 25, 2003 1:22 pm
#3

My point exactly. Cloaks(casual 3) deliver more than twice as much xp per item than anything in casual 4, as far as I can tell.


However, since tailors use the fewest resources for crafting, it stands to reason that we are getting the short end of the stick when it comes to clicking. Add that to my point about high level clothes being composed primarily of factory parts, and its looking pretty bleak for us.

Snaykinn
Sat Jul 26, 2003 12:16 am
#4

Moved to the appropriate forum.



-Snaykinn
SWG Community Relations Representative

Star Wars Galaxies
Sony Online Entertainment

JasonTilton
Sat Jul 26, 2003 12:22 am
#5

Thanks. I meant to post this in SWG discussion, but somehow it ended up on starsider.
MrSloth
Sat Jul 26, 2003 12:27 am
#6

Didn't they take out self use xp for components also with the last patch?



Slothy, Master Tailor
Corbantis
-1229, -2978 ; By Bestine on Tatooine
Numtini
Sat Jul 26, 2003 12:28 am
#7

While I'm in favor of the factory changes, I do think this is something that needs to be addressed. Higher level items don't need to produce oodles of xp, but they ought to at least be better than lower level ones.




Karai Li-ig
Master Tailor & Droid Engineer
Dantooine Mining Outpost
JasonTilton
Sat Jul 26, 2003 11:16 am
#8

Is nobody else affected by this?
Tressa
Sun Jul 27, 2003 1:46 pm
#9

Yeah, this is quite a problem. Alichai mentioned this as one of the items high on her priority list as correspondant. Does anyone have any ideas about how to remedy this?


I think thatCXPwhen usingfactory made components would take care of this. That way the tailor making the clothes would get xp no matter who made the component. There was a suggestion to bring back self use UXP, but in this case you would have to have a factory and use your own components to get the xp.

Qinari
Sun Jul 27, 2003 6:50 pm
#10

I've noticed it too. This is getting ridiculous. I'm not quite sure why it is they're so worried about us getting that incredible factory exp that would unbalance everything and change life as we know it, yet they don't make up for it by at least reducing exp requirements or adjusting how much exp we get per resource to make up for it. I'm pretty much at a loss as to what they're thinking on these changes. It's as though they're so worried about nerfing they're not worrying about thinking the adjustments through, they make a blanket judgment and leap to react to whatever set of numbers they happen to be looking at at the time. They don't think the action all the way through.


I don't care about the factory exp so much, but if they saw fit to do this, you would think they would have had the forethought to think about what would happen with the ripple effect it would have throughout our profession (and all the others).




Tinear Tonedeaf
Tailor of Ahazi
Shop located at -6210 x 5353
Theed, Naboo
SnowStormSMC
Mon Jul 28, 2003 5:47 am
#11

This is also going to hurt armorsmiths. I make synth cloth and reinf panels for our pa's armorer and get diddly in the way of cxp from the factory. Like the high end clothes, we don't have the option to hand craft these items. The uxp from the crates was minimal also. I think I got like 7 xp for him using 22 clothes. I didn't want to grind, now I'm going to be forced to!


Dev's for components give us back 100% cxp for factory crates and give us self use uxp on these also. Don't penalize us would be tailors!




Snowstorm Smi'Min
Master Image Designer
Novice Tailor

Come join us in SMCVille (-270, 4854) Coronet, Corellia
Starwhisper
Mon Jul 28, 2003 10:19 am
#12

The reason factory XP was nerphed (or perhaps only a side effect) was an armorer taking a tailor made schematic (for reinforced fiber panels) and using the XP from the factory to achieve rank II in field wear thus bypass the need for the tailor ever again. So for this I applaude the change, as this tactic is no longer viable. If this was the intent behind the change; ok, but it was a band-aid instead of a proper fix.


A proper fix, if you do not have the skill to use a schematic you can not use the schematic. Thus only tailors of the appropriate skill level can make use of the schimatic and earn the XP from the factory. Now add this with only generating Factory XP for schematics that require a factory to be made (cloth, panels, trim, settings, etc). Thus you've slowed down the XP gain from the use of a factory for the tailor, prevented non-tailors from power leveling tailor skills, and have not stripped the tailor of the ability to make XP from thecomponents that they must use a factory to create.

JasonTilton
Mon Jul 28, 2003 2:05 pm
#13

Well, I for one am pretty certain that armorsmiths cherry picking field wear wasn't the reason for the 10% change, but that's besides the point .


The problem with solutions at this point is that the devsseem to be"chasing the needle" on balancing issues and not being careful enough with the changes they make. I'm leery of any more solutions. But if you want my opinion, they need to re-work the method for calculating crafting xp to include the "level" of the item being created, such that level 4 items always give more experience than level 3 items, and so on. Just as long as the solution isn't to nerf the lower level xp awards lol.


Ideally they need to re-tweak factory xp, but I have a feeling that isn't going to happen.

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