Tailor Archive
Thread: Clothing decay
I think alot of good ideas can be summed up and are similar to what my friends have been talking about:
1. Timed decay seems fair to all classes instead of incap damage. But at a reasonable rate. I don't want to be running around replacing my stuff all the time instead of playing. This applies to clothing, furniture, buildings, etc.
2. You can repair damage by taking it to the appropriate professional who would now have the appropriate repair skill.
3.When an items condition goes to zero, it does not disappear but is just unusable and mustbe repaired before it can be used again.
4. Master tailors could produce clothes with a higher "condition" rating, therefore they would last longer before needing repaired. (Maybe they can increase the condition of an item they are repairing too.) This distinguishes their clothes from others and finally gives you a reason to seekitems made by higher level artisans.
5. And the last idea is optional but would be really cool. Change the graphics for items when they get below acertain condition rating, say 25%. Forexample,your clothes might start looking like rags or a chair might get a broken leg. Gives you incentive to fix them sooner.
evilTazzz
Summary here for the DEVS:
- Apercentageof insurancegoes to the person who crafted the item.
- Architects/Artisans get 1-10% of maintenence fee: 1% at novice 10% of master (merchant class?)
- Sales tax for bazaar and vendors on city planets (with a flat daily maintenence fee on vendors)
- No incap decay: only after death and thencloning. on items without insurance.
- Dancing decays worn clothing at a rate of 1-3 points an hour.
I think a simple solution to all this would be a % of insurance cost goes to the crafter.
Same with architects: on a large house you pay 1200 a day. would 10% of that going to the architectbe a decent alternative to decay? Being that you have topay to keep structures from decaying anyway.
Or make it a 1-10% range with the merchant class.
This puts more gold in the economy, but it directs it where it should be for lack of repeat business. Since we've reached a point where a goodamount of players already have homes.Add a sales tax to Bazaar/Vendor items and hey you balanced that right out, and everyone is happy right?
Even if an architect sells 100 large houses, and players keep the maintenence paid up on them.
That would be about 12,000 a day at master....it's really not a ton considering I can make that with a few destroymissions in about 30 minutes.
No decay on incap. dying and then cloning is fine. Definately nothing you don't actually use or are not even wearing. As for dancers: just make it wear out with time while they dance...however pure dancers have a hard enough time to be honestwhen a highlevel outfit costs 10-12kAdd on top of thatnot many people bother tipping at all.
Dancers dance for HOURS though. So it should definately be slow. like 1 hour of solid dancing is 1-3 decay.Replacing a high priced clothing item once a month isn't going to break anyone. But I'd hate to have to replace something every few days. Less incentive to even use those items if they decayed that fast.
Liars. Sorry Raph, this one is just too blatant to forgive.
Beck
Master Tailor
Radiant
Tatooine,Mos Eisley
Most people won't want to wear the grunge clothing (it looks ugly and sort of says "I'm poor"), and thus would end up buying new clothing every once in a while.
I don't know if that system could be easily implemented, but it would be cool.
MoeTheBartender wrote:
Unless you make it so entertainers and such get randomly incapped while performing, this whole incapacitation based decay system is worthless. How many people wear fleshwraps and other master tailor items while hunting? I doubt there's many. And since most noncombatants generally don't put themselves in situations where they'll be attacked, these people(read: a very high percentage of our customers) won't ever need to buy new clothes.
You mean the people who get sick of their current outfit are a minority of players?
Kylania wrote:
"Instead of clothing and furnature decaying....why dont you just make them look ugly over time....turn them nasty grey or something to represent wear...this provides incentive to get new clothes or furnature."
**edit** fine idea! They will be doing this with Droid's customization if they ever fix that. I had my droids colored and every time I pull them out they "fade a little more". Great idea!
clothing doesn't have to decay... i think all clothing should turn an ugly shade of muddy green over time. that or muddy orange. or a strange combination of purple/orange/green.
people actually like grey, we gotta make it something really nasty ![]()
RoofusRangoon wrote:
Why not enlighten the masses to ALL the truths of Beta.. like how the Beta community told you the game was BROKE and shouldn't have been released as it was.. Stop telling truths so they make YOU look good cause your only gonna fool so many people
*sigh* How about you cut the BS; did it ever occur to you that Raph had no control over when it was going to be released? Stop blaming the devs for something that wasn't even their call.
Clothing decay should somehow be tied to the Action bar. Death decayis a terrible idea. How would you like to micromanage everything in your inventory?
I just wanted to reiterate an issue with clothing decay on incap. There are certain clothing items only obtainable from doing NPC missions. A prime example is the rebel Endor helmet you get from Wedge Antilles at the rebel theme park. This item cannot be player made, and you can only do that mission one time. That makes it irreplaceable. If clothing decay goes in (which I support), I would hope and exception could be made for these items. Or better yet, give tailors a schematic for them so they can make them. That would be a MUCH better solution.
My biggest concern is that if clothing decay goes in, I'd like to see clothing decay only when being worn, not when being stored. Having clothing decay all the time, even when not worn, would deter people from buying large wardrobes. That pistoleer guy would just not bother to buy aformal suit if he knew he was only going to wear it once in awhile but it would be ruined in a month anyway.
I don't see how clothing decaying only on an incapacitation/cloning would particularly help. Even entertainers usually have a casual (cheap) set of clothing that they wear during travel. They wear their cheappants and shirtaround the countryside, not their grand ball gowns, so the latter would never have to be replaced.
I feel that a very slow clothing decay during use is the best solution. With this system, all clothing would eventually have to be replaced, but it would reward rather than punish people who bought a larger wardrobe, as they would be wearing more different outfits and thus would have each outfit decay more slowly.
I would advocate faster decayduring combat(though not nearly as fast as armor decays). Combat classes can afford new clothing more frequently, and it logically makes sense that clothing would decay during combat when you're being shot at or getting prone in the dirt to get a good shot with your rifle. I would recommend this to be linked to when you are in combat mode rather than when you are taking damage, else ranged classes, who can avoid being hit,would have another advantage over melee, who are hit all the time.
I'm not 100% certain that we even need clothing decay (I can just imagine being shrieked at by customers who NEED a specific item "right now" because they just noticed that theirs is getting low in condition), but if it is to be added, I would like to see it as a slow process that rewards rather than penalizes players for buying a large and varied wardrobe.
There's some misconceptions floating around. ![]()
Clothing decay has not been in since beta.
Repeat, clothing decay has not been in since beta.
This is also why there is no UXP for clothing (UXP is currently granted only for items that decay, such as weapons and armor, or for consumables). We removed time-based decay from all sorts of things in beta because players didn't like the idea of stuff simply decaying away based on time.
Do we agree that clothing could USE decay? Yes, because the market could stand to have ongoing demand, just as you point out.
But all we did in this mni-patch was remove an obsolete field on schematics that was not being used by the game.
Our current thinking for clothing decay is the death idea I floated in a thread yesterday. Basically, all items in inventory or equipped (including clothing) would suffer some damage when you get incapped, unless they were insured.
This would then provide decay to a whole host of things that currently do not have it.