Tailor Archive
Thread: Forgive me if I'm missing something.. but whats the big deal with removing the experimentation?
The thing that ticks me off the most is that now I can go out and dump a harvester on any old resource, quality no longer matters (take a look at your schematic, no more 66% dr, 16% oq, 16% ut).
This removes all the fun from crafting. If I want cookie cutter crafting I'll go back to EverQuest.
What we tailors need is more experimentation, say box 1 is durability, box 2 is healing, box 3 something else, box 4 something else. Forget enhancements, any yahoo can put those in, a tailor SHOULD be able to add these things in the making process. For that matter, an armorsmith should be able to add fighting skills to armor w/o using loot-dropped enhancements.
Frustrated Master Tailor, Lowca server
does this feel like beta all over again? anyone?
Experimentation did do something. Certain types of armorrequire synthetic cloth and reinforced fiber panels, and if those components were succesfully experimented on,the armor crafted with those components had higher durability.
The point is, that this is their "fix" for clothing decay. They removed a button. I suspect that they will continue to "fix" the problem by eventually removing clothing repair kits, and sooner or later they will remove our skill for clothing repair. Because, as someone pointed out in another thread, the only thing that these are good for is repairing the Master Tailor-level clothing that is STILL dropping off of low-level MOBs, and even that is pointless becauseall clothing will remain in its current state, forever.
In case you haven't noticed, SOE's philosophy pertaining to "fixing" broken things usually involves breaking out the chainsaw and hacking away at stuff. They're very good atremovingthings...functionality, skills, etc., but it takes them forever to "fix" things if it involves adding to the game.
Dont be so patronizing, of course we know decay was not in. Maybe it was the 1000/1000 clothes ? hmmm
But! we were led to believe it would go in. Why have a Clothing Repair Tool ? Huh?
Weapons and Armor degrade, ensuring a decent market for Professionals that cultivate a clientele. Not Tailors, our stuff lasts for eternity. Is that Fair ? Is that Equitable ? No, its not.
Thats the big deal.
You could argue that the first step in adding clothing decay for tailoring would be to add experimentation on durability for clothing. The second step would be to use that experimentation to effect the overall quality/durability on the clothing. And the third and final step would be to decay the clothing in some manner as they are used, based on that overall quality/durability.
If that's the case, we were at step 1 and we were waiting impatiently for steps 2 and 3. Now we're at step 0. That's why tailors are upset. Even though step 1 was useless without 2 and 3, progress towards our goalappears to have been lost.
And that doesn't take into account armorsmithing, and how this change effects components they use from the tailoring line. They should not have removed experimentation from our components.
fiberplast panel, synthetic cloth, and reinforced fiber panel 'durability' has no effect on the outcome of armor, trust me on this ![]()
i've tested and proven this with all of 'em. i wouldnt mind if that were the case, it would be cool and add even more variables to armor quality.
I agree with the original poster. I have no problem with removing something that wasn't even functioning in the first place. I also don't see why everyone is so upset with no clothing decay. Give the devs time to work on a solution that is good for everyone. I think some are being a bit short sighted.
I know I am in the minority here but people will still buy clothes ... decay or not. I keep thinking if they had decay, why would people even buy clothes in the first place? Why would you spend 15k on a flightsuit thatwould need to bereplaced in a month. I know it would be a good money sink which is why I think the Dev's are taking a step back to rethink how to best implement decay that is fair for everyone including tailors.
The game is still pretty young... I plan to stick things out and go with the flow and do the best I can without complaining (though the factory bug was extremely annoying).
hugs...
Chiana
I'd like to see clothing decay put in at some point, but not until they can do it well. Frankly, I'd rather that they never put it in than have them force some cobbled-together, poorly thought out idea on us that's only going to make things worse. Given their recent history of gameplay changes I'm thinking any decay they try to introduce at this point will probably just break tailoring altogether or infuriate the entire player base.
The fact is, with or without decay clothes don't *do* anything in this game other than make you look cool. But that's fine with me because there are plenty of players out there who desperately want to look cool and enjoy spending their money on purely aesthetic items. If I'd wanted to spend all my time worrying about stats and creating uber items for power gamers I would have gone into weaponsmithing. I became a tailor because I like putting together fun looks and enjoy helping my customers navigate the murky waters of style and color choices to choose the best outfits for their lifestyle. They come back to me because I make them look good, and most of them will keep coming back for more clothes because they want fun new outfits to wear, even if the old ones don't ever decay.
It seems like most of the master tailors I see around here are always complaining about being constantly being buried in /tells and custom orders and are turning off their tailor flags and turning away customers anyway. So I just don't see how there's some desperate shortage of customers that needs to be immediately remedied with clothing decay.
Zwildstar wrote:Experimentation did do something....more crafting XP.
No it didn't. That was another myth that caused me a lot of wasted time. Until I actually started keeping track of how much experience everything gave me. One more reason I'm glad to see the option gone from my crafting tool.
can i have my experimentation points back in the form of 'crit failure protection'?
Or dammit let me have my sockets affected.
what was it...16 17 points of experimentation i once had? yay for me.
They "took it out" before more whineybabies saw that it might possibly be there so everybody would just shut up eventually.
Like i said in another thread... I'll be laughing myself to death when you people using 80 OQ fiberplast are having to go find stuff with like 800 OQ 800 Decay resistance for it to even compete with the "Super Tailors" with their 100 person PA's backing them. I'm going to hate you all forever.
Also when materials start to REALLY really matter (I think they have something to do with sockets as is) You will be scalped for high quality fiberplast. You will want that 996 oq, 874 decay resistance endorian fiberplast. And it's gonna cost a lot more than 3cpu.
If money is currently such a big problem for you that you need peoples clothes to decay that's gonna cut deep.
Any player-based economy without decay is inherently broken.
If the result of giving tailors a functioning decay system and a way to make their products different from those of other tailors, is that I have to work a little harder for my products to be better... then I say "Cut me deep".