Tailor Archive
Thread: Fan Fest... In case you were not aware..
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waxymud
Sat Jun 04, 2005 11:00 pm
#1
In case its not already posted somewhere in this forum, i did not see it if it was, heres some news i pulled from the fanfest forums...
"food and be clothes
the ranged and melee defense benefits from clothes are capped at +25. the benefits from food are not capped. clothes were capped because of the old system, and possibly the cap on clothes could be removed in this new system."
Not alot, i know, but its something and means there is hope at the end of the tunnel.
Pappi
Sun Jun 05, 2005 3:45 pm
#4
they also mentioned that they would likely reconsider the usage of RFP and SC in clothing (especially wookiee stuff so it'll be balanced with the other species), look into making a "relist all" button, dye kits, and viability of travelling for non-combatants.
Pappi
Sun Jun 05, 2005 4:39 pm
#6
Jutewr wrote:
Wonderful! (Except for the dye kits. Nonononononononono!)![]()
no clue about the dye kit, I only got to go to the second crafting panel (it coincides with the ent forum and I went to that the first day), and the dev said that he had heard a lot of requests for dye kits. I'll be fine with it if it's a tailor-only item where you can color clothing you crafted yourself (or items from schematics you crafted yourself). I'm not a fan of giving dye kits to everyone either
NJ62
Sun Jun 05, 2005 8:31 pm
#8
Okay, let's put this in perspective.
Last year at fanfest, the devs on the tailoring panel said that they would look into putting RFP's into the wookiee clothing in the field wear line that took synth panels by mistake. I was sitting right there when they took notes on the specific items. That was a year ago. It hasn't happened.
There are a lot of things that devs say off the top of their heads that they would like to do. And we have to remember 1) they don't have time to do all those things and 2) after sitting down and thinking about it, they may change their minds about the implementation.
Now, while I think that we've made our feelings clear about dye kits, I'm sure Gyopi will communicate our feelings on that issue should it come up. And if it does come up on the forum for feedback, we should keep an eye out and make our feelings known and present logical arguments for our profession. But in the meantime, we really shouldn't freak out about something that, like many things the devs said at the last fanfest, may never happen.
Last year at fanfest, the devs on the tailoring panel said that they would look into putting RFP's into the wookiee clothing in the field wear line that took synth panels by mistake. I was sitting right there when they took notes on the specific items. That was a year ago. It hasn't happened.
There are a lot of things that devs say off the top of their heads that they would like to do. And we have to remember 1) they don't have time to do all those things and 2) after sitting down and thinking about it, they may change their minds about the implementation.
Now, while I think that we've made our feelings clear about dye kits, I'm sure Gyopi will communicate our feelings on that issue should it come up. And if it does come up on the forum for feedback, we should keep an eye out and make our feelings known and present logical arguments for our profession. But in the meantime, we really shouldn't freak out about something that, like many things the devs said at the last fanfest, may never happen.
Gyopi
Sun Jun 05, 2005 8:35 pm
#9
Well they have heard lots of requests from me to *not* put dye kits into the game. I have stated it very strongly.
Pappi wrote:
no clue about the dye kit, I only got to go to the second crafting panel (it coincides with the ent forum and I went to that the first day), and the dev said that he had heard a lot of requests for dye kits. I'll be fine with it if it's a tailor-only item where you can color clothing you crafted yourself (or items from schematics you crafted yourself). I'm not a fan of giving dye kits to everyone either
ArthurDentOnBria
Sun Jun 05, 2005 9:27 pm
#10
I went to the first crafting session but not the second. Too bad, because I certainly would have squawked loudly. More fanfest dirt here. I didn't post the link here more visibly because quite frankly I learned precious little that is of interest to tailors even though it was one of my primarily interests there.
ArthurDentOnBria
Mon Jun 06, 2005 2:00 pm
#12
Hmm, I mostly agree, but actually I've been reluctant to complain too much about myoflex because I'm not sure I'd actually want that one changed. Considering how much clothing entertainers buy, and what their skills are, I honestly think that battle fatigue is about the best we can do for them, and it would be rough if we had nothing at all for entertainers.
By the way, I've yet to see anyone say that BF healing is working. I've seen no test results that confirm it. It's something I'd test myself, but I have no such skills, so that makes it difficult.
Jutewr wrote:
- Musician/dancer battle fatigue healing - pretty useless because battle fatigue is gained at such a slow rate
- Augmentation/cure efficiency - broken
- Wild/vicious creature taming - useless
- Healing efficiency
- Unarmed damage/terrain negotiation - half broken (terrain neg works, unarmed doesn't)
- Camouflage/maskscent
- Surveying - broken
- Ranged/melee defense - probably broken
I see two of eight that are problem-free.
Pappi
Mon Jun 06, 2005 2:07 pm
#13
well, "useless" and "not working" are two different things. of course the useless ones should be reconsidered, but they're considered an issue instead of a bug.
I actually talked to one of the devs about the difference between healing efficiency and cure efficiency... I was unaware that wound healing is under "healing" instead of "cure", and asked if it's a doc skill, and the previously "doc skill" tissue uses SC. I said they should either reconsider having cure efficiency also deal with wounds, or have healing efficiency available with SC.
I wish someone else brought these issues up... after both PC panel I was pretty tense
I actually talked to one of the devs about the difference between healing efficiency and cure efficiency... I was unaware that wound healing is under "healing" instead of "cure", and asked if it's a doc skill, and the previously "doc skill" tissue uses SC. I said they should either reconsider having cure efficiency also deal with wounds, or have healing efficiency available with SC.
I wish someone else brought these issues up... after both PC panel I was pretty tense
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