Tailor Archive
Thread: What I know about the Socketing problem: an update thread (which will be continually updated)
Good luck with the experiments! I wish I could help since I am always trying to figure out this game.
I can tell you that resource quality and the craftng station does not seem to matter. It is also not tied to assembly, since amazing successes there can get 1 socket and moderate ones can get 4. I have a feeling that it is tied to the fact that having extra tailor experimentation does not give us extra experimentation points for the wookiee pillows. Sockets are acting exactly like they do for artisan clothing as a master artisan and I almost wonder if they gave us master artisan experimentation and assembly for this armor component. I should be able to test this easily.
Imperial Officers are no longer able to bypass scans for contraband.
Sockets on clothing crafting greatly reduced.
One of those steath nerfs they put in without telling anyone!
Not confirmed so I don't know how true it is but.... well...
NJ62 wrote:
As a master artisan, are the sockets normally at an average of 2?
Yes. It acts exactly the same on all of my artisan clothing always has. Dropping some artisan did not change the experimentation points for the wookiee pillows, though. This is just a wild guess which has nothing to back it up, but I think that since they actually removed tailor experimentation, when they decided to let us experiment on this one item, they had to copy the code either from artisan or from armorsmith and the sockets came along with that code. Armorsmiths also get an average of 2 sockets. To tell the truth, I think that tailor sockets were always supposed to work the way they are now and they accidently fixed them when they added the armor padding in. If they tell you this I hope that you will be able to convince them to change their minds about it! 1) People have come to expectfour sockets after all these months of playing. They demand it now and this is really hurting some of our sales! 2) BE clothing and sockets are the two practical aspects of clothing and some people buy clothes just to put their skilltapes into. This should not be taken away from tailors. 3) We are not armorsmiths and we can not just experiment until we get 4 sockets and then do factory runs. Almost everything we make is by hand and random sockets just don't make sense in this case. Last night I made 3 very expensive BE enhanced specops dusters with my very best tissues just to get 4 sockets. The other two with only 2 sockets will sit on my vendor forever.
I also probably made 6 robes of honor and decorative headdresses just to make a single one with 4 sockets for someone and ran through crates of materials doing this. I think I operated at a very big loss yesterday and if this does not change back I am going to have to completely change my business model as far as sockets are concerned.
Message Edited by Gyopi on 04-02-2004 01:57 PM
robertwo wrote:
There is a note on my galaxy forum that someone has bugged the socket problem and was told by some CSR's that as part of a patch the following has changed:
Imperial Officers are no longer able to bypass scans for contraband.
Sockets on clothing crafting greatly reduced.
One of those steath nerfs they put in without telling anyone!
Not confirmed so I don't know how true it is but.... well...
Just to clear that up, since I was responsible for the post, the sockets issue wasn't addressed at all by the CSR, my ticket was only about Imperial contraband scans. Nothing to do with sockets on clothes.
This has nothing to do with finding the root of the problem, but last night I made 100 casual shirts just to see where the numbers fell.
0 Sockets: 2
1 Socket15
2 Sockets 39
3 Sockets29
4 Sockets15
I did also notice better results using a 43eff crafting station over my droid. Almost all 4 sockets with good quality recources (almost every stat 750+ if I remember right)
A suggestion... if anybody has a very old screenshot of the first stage of clothing crafting this should tell what stat(DR,OQ,SR?) to look for on the recource.
Dayre wrote:
I didn't keep numbers while playing around and crafting last night, but I did try out different recources and it seemed that better recources did produce better results. 1-3 with poor qual recources 3-4 good qual recources.I wish I knew what stats on recources could effect this.
I did also notice better results using a 43eff crafting station over my droid. Almost all 4 sockets with good quality recources (almost every stat 750+ if I remember right)
A suggestion... if anybody has a very old screenshot of the first stage of clothing crafting this should tell what stat(DR,OQ,SR?) to look for on the recource.