Tailor Archive
Thread: Revised Draft of Combat Balance Summit Document
Tailoring: Correspondent Summit notes
A Preliminary Matter: What Tailors Don't Want
To be blunt, tailors do not like to be crafting machines. A system that allows a combat type to purchase/loot a schematic/materials for a tailor to turn into a garment is undesirable for the following reasons:
- Often customers will expect free or cheap service if they provide the schematic/materials
- Combat types often resent tailors as being an obstacle between the customer and his rightful loot. Therefore the customer may treat the tailor poorly.
- Tailors do not find mindless assembly to be "creative." Tailors like having more control over product creation.
- Because the customer is the one who can obtain the schematic or the looted item, the customer has financial control, and would rather commission a tailor to make the item, than to sell the components to the tailor. In other words, in practice, this becomes a source of income for combat types, not for tailors, because the combat types hold the balance of power in being able to obtain the loot/schematics.
- Tailors have little interest in the DWB crafting because it is not fun to be dragged down to a dungeon for hours just to be pressed into crafting something you can't use.
- If this is a factional item, mere assembly does not give the tailor a stake in the GCW
Tailors want new permanent schematics that they can make without looted items that a tailor cannot possibly loot him or herself. Period.
Clothing's role: Combat, Non-Combat
Non-combat
Many tailors specialize in non-combat clothing which is meant to be aesthetically pleasing, and nothing more. These tailors are less concerned with functionality of clothing and more with renewable income.
Death-Based Decay useless for non-combat customers
Currently the decay system is useless to this type of tailor because clothing only decays upon death, and usually a player will wear armor and/or enhanced clothing when doing battle, while the purely "aesthetic" garb is used by crafters and entertainers, who will never die.
We need a use-based decay system to enable the tailor who chooses to cater to a non-combat crowd to make a living,
Bioengineered Tissues: non-combat
Tailors are concerned about the market for skill tapes, particularly for crafters. Skill tapes are extremely rare, and extremely expensive on the open market. Granted, skill tapes used by crafters will, under the current system, never decay, so their rarity at this point is not an issue, but tailors hope that use-based decay would be implemented in the future, and at such time, these enhancements need to be more readily available because they theoretically would be cycling out of circulation through decay.
Tailors would like to be able to capture this market by expanding the selection of BE tissues to include those that help the non-combat classes.
Suggestions include:
- surveying bonus
- artisan experimentation
- slicing bonus for smugglers
- mind buffing enhancement
- harvesting bonus
- DNA sampling bonus
- Trapping bonus
- Crafting assembly and repair mods
Combat
In general, some tailors prefer to cater to the combat crowd by offering bioengineered clothing or clothing with sockets.
Balance with Armor
Tailors want to be able to compete with armor. As it stands there are no real disadvantages to wearing armor, and no strategic incentives to wear clothing.
This could be solved by doing the following:
- Create more of a penalty for wearing armor. A penalty might include a weapon speed decrease, or a run speed decrease. In particular, some classes should be more penalized than others. For example, teras kasi artists, known for their quick movements, should actually be more effective when not wearing heavy armor because they rely upon speed and mobility to fight.
- Create scenarios where armor wearing is not the best option strategically
- Tweak buffs so that armor is not as easy to wear
- Give very low protection stats to clothing so that it's more desirable than wearing underpants in battle
- Improve clothing stats so that it's more desirable (see below)
Bioengineered Gear: New Tissues
Tailors want additional choices for bioengineered goods.
In particular, as discussed above, they want tissues that compete with the skill tapes. This makes sense because if decay is working properly, skill tapes will decay as well, and they are extremely rare.
Additionally, there need to be more options to make bioengineered tissues attractive for all classes, and tailors want more class-specific tissues.
Suggestions include:
- Defenses: Poison, disease, knockdown, blind, dizzy, fire
- terrain negotiation
- droid tracking for BH
- combat medicine effectiveness
- ranged defenses
- ranged aim bonuses
Bioengineered Gear: Fashion, Variety, and bonus "Stacking"
Currently combat tissues can only be put in reinforced panels. This is a problem because:
- Because you "waste" a tissue if you have to put 2 identical panels in one slot, there are certain stock outfits that are appropriate for BE enhancements. Therefore, everyone in BE clothing looks the same, even though we have 150+ schematics. For wookiees there is exactly one shirt option that takes a reinforced fiber panel.
- There is no option to "stack" bonuses in one piece of clothing because you can get only one combat bonus per piece, because there is never more than 1 reinforced panel "slot" in a garment. However, you can stack medical bonuses easily because you can cap out the +25 in one garment (2 synth slots).
- There is no "hat" option for reinforced fiber panels
- Wookiees can only wear 2 combat tissues at a time (bandolier and shoulder pad), while other races can wear up to four (pants, shirt, bandolier, jacket).
A potential solution would be to add new schematics to the field wear line to remedy these problems, and possibly to create these new field wear items with 2 separate rfp slots, or to make new BE tissues that go in synthetic cloth. Another option is to make an optional tissue slot in clothing, as layers are optional in armor. Tailors have also requested the ability to enhance gloves and boots.
Skill Tapes & Socketing
Skill tapes are at the moment much more attractive than bioengineered items. This is problematic because skill tapes allow regular players, not tailors, to create enhanced clothing. Tailors should be the ones making the entire finished product, not just the cheap base item for the player to enhance. This would allow enhanced clothing to be more prevalent and be a viable alternative to armor. Possible solutions include either making bioengineered gear more attractive, or giving tailors the ability to craft skill tapes themselves.
Furthermore, as discussed in previous documents, the new socketing system is frustrating for tailors. It is not fun to do mindless re-dos.
Skill tapes and Decay
When an item gets to 0 condition, it should be unequippable. This change will take a lot of skill tapes out of circulation, leaving many players without enhanced clothing. Tailors should be able to make competative enhanced clothing (either by crafting skill tapes or by means of better BE tissues) to fill that gap in the market.
Some tailors have requested that tailors be given the ability to remove skill tapes from decayed clothing, perhaps with a reduction in effectiveness of the skill tape.
Death-Based Decay: Ineffectual
Decay needs to be use-based or hit-based. Death based decay does not work.
First, if you insure, you get 100 deaths.
Second, if you repair, no matter how badly the repair goes, you get 100 deaths from that point, because decay is a percentage of the item's current condition, not a percentage of the item's original condition.
Tailors have been asking for a use-based decay system for some time, and that would be more effective than a death-based decay system.
Factions: GCW
Tailors would like to be able to make uniforms, and be able to earn faction points for providing that service to the troops. They also would like to be able to make different forms of uniform for different ranks of troops (i.e. insignia).
Tailors are concerned, at the moment, that factional uniforms which are "cool" are purchased from a recruiter without any tailor involvement. Tailors should be the sole providers of clothing in the game.
Tailors would like to be more involved in their faction without being forced into a combat role to earn faction points. One suggestion is crafter quests for faction points (i.e. Make 10 flightsuits for NPC X). Another suggestion is to give "usage faction points" for when the uniforms crafted are worn by players. A concern is that crafting for faction points would lead to a form of "grinding" - I am working with Jester on ways for crafters to gain faction points without combat. The problem here seems to be that crafting uniforms for faction points involves no "peril" whereas combat for faction points leads to a TEF. One tailor has suggested that the NPC's might "look at the label" on a combatant's uniform, and seek you out for questioning - thereby bringing an element of peril.
Tailors would also like to see people who run around in the default underpants fined for by stormtroopers for "indecency". This would add to the roleplay value and fit in nicely with the current stormtrooper reactions to offensive emotes.
Loot & Jedi Robes
Tailors are increasingly concerned with the prevalence of loot in the game. Many of the "cool" new clothing items from dungeons, etc are currently uncraftable. The limited-use schematics are essentially "loot" because all the pieces come from loot which the tailor cannot obtain him/herself, and then the tailor's only role is assembly.
The jedi robes are a source of contention because they are non-craftable clothing. Tailors feel they should be involved in making all the clothing items in the game - which is not unreasonable given a player economy. It is also upsetting that art resources were spent on non-craftable clothing and tailors still are waiting for new permanent schematics.
The current loot quests set a dangerous precedent in letting non-crafters assemble rugs and other items that should properly belong to crafters. Tailors strongly object to the addition of these new art items for loot hunters instead of as permanent schematics for crafters (even if those schematics would go to architects, and not tailors).
Tailors understand there is a need to give combat types rewards, but in a player economy, making loot items too valuable is dangerous, and it seems unfair to the crafters that art resources are being spent on uncraftable items before giving tailors more craftable items.
Message Edited by NJ62 on 08-23-2004 12:10 AM
Message Edited by NJ62 on 08-25-2004 07:20 AM
(And as a side note, how is grinding faction xp by killing things any different than grinding faction xp by grinding uniforms, aside from the peril issue?)
Message Edited by NJ62 on 08-15-2004 06:20 PM
Well, to me running artisan missions to "grind" is akin to running combat missions to "grind", but the main problem is that the artisan onesdon't scale like the combat missions do. Perhaps they should though. You wouldn't want artisan missions to increase the payouts or it would encourage making things for npc's over pc's, but if they made the xp scale with skill like combat do, that would be more appropriate.
I don't see much similarity between the "macro-grinding in practice mode" and hunting or running combat missions though, and I'd really hate to see that aspect of the game (macro grinding) encouraged more than it already is.
NJ62 wrote:
(And as a side note, how is grinding faction xp by killing things any different than grinding faction xp by grinding uniforms, aside from the peril issue?)
Is combat our top priority? Probably not. Will this BE stuff be prioritized in our top 5? Possibly, possibly not. Basically, this document is not meant to reflect the community's overall desires, but just what our role should be in combat, if members of our community want to have such a role. Individual tailors can always opt out of combat gear and choose to specialize in aesthetic tailoring.
Sorry I was out of town so I didn't put in my two cents. My only comment would be this: to lessen our dependence on BEs somewhat maybe we should get the ability to make simple, one mod skill tapes, and also to be able to take them out of decayed clothes. That's it. I'm done.
4. Give very low protection stats to clothing so that it's more desirable than wearing underpants in battle
Are people running around in their undies in battle? Regardless I have two thoughts that relate to this statement. One is that it might be nice if there were more items that could be worn with armor - currently only shirts and I guess bandoliers (though aren't there AS bandoliers as well? If so are they protective?). At the very least some kinds of thin pants (infiltrator leggings) or shorts. How cool would it be for the buffed out Commando in composite armor to be wearing pink hawtpants underneath?
Otherwise I like the idea of more BE options, but not too many, because it will be difficult to keep them stocked and requires more storage space, and since I generally feel required to have pretty much all tailor components on me at any given time, it means I will be carrying them with me all the time. Oh, and NJ, under "Bioengineered Gear: New Tissues" you have "combat medecine effectiveness". (Sorry for being picky.
In regard to the factional missions:
NJ62 wrote:
Yeah, Jester and I are hashing out and refining the GCW ideas, and his point was similar to yours that the "faction points for crafting" woudl lead to grinidng. Also, he pointed out what gaining faction points should have some sort of "peril" associated with it. We haven't really figured out how to get the "peril" into sewing, but we're working on it.
(And as a side note, how is grinding faction xp by killing things any different than grinding faction xp by grinding uniforms, aside from the peril issue?)Message Edited by NJ62 on 08-15-2004 06:20 PM
Have you ever gone out and talked with some of the roaming bands of factioned (Reb or Imp) NPC quest givers in the wilds? They will give you factioned missions of the same types that you can find from the different mission terminals - specifically crafting, surveying, dance/music, etc. Granted you never know what type of mission they'll give, but by completing the same kinds of missions, you also get faction points. I have earned rebel FP doing dance and crafting missions which involved no sense of "peril". Granted it has been several months since I've tried one, but I can tell you that they did work this way. I probably would have tried more of them if they were easier to find. I always expected these profession specific missions to eventually appear on rebel mission terminals or something, but so far they obviously haven't. Anyway - something to think about with regard to earning FP via crafting...
Message Edited by DanceRulez on 08-18-2004 06:25 PM
Message Edited by DanceRulez on 08-18-2004 06:27 PM