Tailor Archive
Thread: Another big nerf beside factory.
There's a reason for that - it's still in the "in development" area. Hasn't gone in just yet. But yes, that really means that the only decent way to gain experience is to grind (practice) single-component items.
I.E. ribbed shirts...
Only two(maybe 3)extra double clicks on inert petro for link-steel gloves the craft quicker, and and provide more expereince.
Haven't saw the need to grind since getting factories up and running, I am sure I will know wether or not it is 2 or 3 later tonight ![]()
Doupe
Anabelle wrote:
At Field Wear IV, cartridge belts are only one more click than ribbed shirts and much better xp.
Great, now all I have to do is make Field Wear IV. ![]()
But seriously, Tailoring seems lessrewarding now than in beta. I play a lot but am a total non-grinder and in beta I could still level every 3-4 days, back then our xp requirements for each skill were something like 1/4 of what they are now. It was possible to play for a few hours each night, spend your time working with your customers, and not really have to grind to level. I guess it had to be harder because if it wasn't, thepowercrafters would all have mastered Tailoring inone week instead of two, but they were going tohitMaster much faster than anyone elseanyway. So I didn't really see the need to slow everyone else down significantly just to slow the fast folks down a little.
The people I really feel sorry for are the casual players. I don't consider myself one, I play between 3-5 hours a day every day. And I spend about 75% of that time crafting for the bazaar, filling my vendor, and working with customers. It's still fun so it's not that big a deal, but at my current pace, I'll level once a week or so, so I'm not on target for that "a casual player will mastertheir profession in 3 months" plan.As long as I still enjoy working with the customers, I'll stick with Tailoring. But leveling is definately a grind now, because new schematics are so few and far between.
And now with not getting UXP from using my own components, it'll get even slower...
You don't get UXP from componets you make that you use.
1. UXP isn't that much.
2. You now need to find another tailor to use your componets. With the staggering differences where tailors are at there'll be this problem. If Tailor A (with novice tailor skill only)and wants to sell or give componets to Tailor B (with field wear 4) so he/she can gain some UXP to help gain that little extra XP to make the hike to the next level easier will have a little problem. Tailor B uses re-enforced panels that Tailor A can't make till field wear 2.
3. This makes gaining that little UXP since not that many people buy your stuff that often a pain, even more so than getting UXP from someone wearing your stuff because only Tailors can use your componets.
This isn't one of the best changes.
Mennace...
All I can say is that couple with the changes to factory make me the happiest person that I'm done with the tailor grind and I'm master. Talk about putting a nuke to xp advancement. OUCH!!!
Now I'm staring at the first level of chef though and it does not look pretty trying to get to the first box.
Ouch. Looks like we may need to set up a component exchange network.
Anyone on Gorath want to work with me on this? We can exchange equal parts of components so we get the skill from them being used.
Elek
I have to second Sloth on being glad I finished one crafting profession before the factories were fixed and the other changes to xp.
Also, Grenadiers Belt in FW4 also gives 285xp a pop, like the cartridge belt. Only diff between the 2 is that Cartridge requires steelwhereas Grenadiers requires Iron. Believe it's 50 chem, 25 metal, 35 iron/steel. 110 resources, 285xp. Would be a nice little bump to that with Practice mode I would think.
Oh, and beta xp was way too low. For someone who doesn't grind and plays an hour a day it would have seemed steep, but a powergamer would have mastered in 2 or 3 days with beta xp
. Just be glad they didn't keep the first "fix" for craft xp a couple days before release. 80k xp for one first tier skillbox in Tailoring, other crafts were worse. ![]()
1. For a game that's supposedly meant to encourage a more "casual" style of play, every crafting change they make seems to encourage the grinders and punish non-grinders.
2. Every change they make that affects crafting as a whole seems to be made with zero thought to how it might affect tailors. They might consider the affects on droid engineers, weaponsmiths, armorsmiths, for good or bad, but tailors aren't important enough to merit any consideration in "big picture" decision-making. And since tailors have lots of unique requirements that other professions don't, we usually get screwed over in the process.
I think we should petition to lower the XP skillbox requirements then, since factories and component UXP are axed now. And I mean lowering the requirements WITHOUT TOUCHING THE XP OF THE SCHEMATICS! (Because that's what I fear will happen)
I disagree, Sue. On the contrary, it's obvious that the tailors have gotten much more thought -- they just haven't had good direction in their thought.
They have stated many many times that the Tailor profession is the cornerstone of the economy, with the vast majority of the goods moved around being clothing.
The practice mode they added aids non-grinders quite a bit. It is an obvious change in the right direction to eliminate the waste that is grinding.
I was in beta when the two changes that hurt us so much now were bandied about. I agree with their intent. The only truly unfortunate item here is that most of my competitors on Corellia have hit Master by factory grinding, while I chose to keep it slow. Now my grinding time will be unequal.
The obvious solution is to fine every tailor three skill boxes ![]()
I remain optimistic about the profession and see the changes they are making starting to have some focus. The cynic in me realizes they waited on them long enough to get some Masters made on each server so the top crafters would be around to provide an economic cornerstone.
RbT
Frankly I think the real reason for 'practice' mode was one of reducing the number of items in the world at one time, similar to the 'melon' problem.
They gave it a nice 5% bonus to actively incourage people to do it so less stuff is produced, not to aid the economy, but to aid server stability.