Tailor Archive
Thread: New Dancer Buffs Tailor Specific
NJ62 wrote:
I am actually relieved. In the brainstorming thread, the entertainers mentioned additional colors accessible ONLY through buffs. I pointed out that colors are the defining characteristic of a master tailor, and we would want additional colors permanently, not just as additional content available through buffs. Although some might see additional colors as a perk, they would in reality be a "necessity."
I know this sounds selfish, but I would rather have the dancer buffs be useless than for them to be mandatory. I believe that if any significant new content is to be added with respect to tailor, it should be added to the tailor tree permanently.
I am just appreciative of the fact that the brainstorming was ackowledged.
I remeber that thread well, and am rather pleased {even if it isnt something 'of worth'} to see that something did come of that, rather quickly to boot.
and you know I agree with the selfish part,I feel that for every profession.![]()
I would like condition, durabilty, and sockets to be expermentation based.
Of all them, according to the nature of clothes, only sockets matter at all. I know, on armour condition matters, but how much damage reduction do clothes do per shot? How much durability do they loose per shot absorbed?
I would like to worry about resource value, and skilltapes.
Most tailors i know are very happy that they can work well without that. Not having to worry about such stuff allows the young tailor to also be able to compete, instead of having to invest months of time and piles of money to be competitive. Also, not being required to look for that stuff allows the tailors to focus on the essential part of the tailor profession: tailoring.
If you really miss the part on ressource quality and skilltapes so much, did you ever consider that armoursmith might actually be the better profession for you? (No offense intended, but i know several tailors and they are happy with how things are in that respect...)
I would love to see condition value, repair, anddurabilty changed so items decay and become unwearble
{people should lose their precious skilltapes and modswhen they do not insure or repair}
Clothes wear down in the run of time, the mechanics are there, with the only problem that they still are wearable while basically being destroyed. I understand the logic behind it, that you don't want a game where half of the people are running around naked because their clothes are basically destroyed, but an automatic routine to remove all skill bonuses from clothes the moment their condition is too low would be a nice thing.
I am proud to be a Tailor and see nothing wrong with wanting it in lines with other crafting, and that is my own right to feel that way.![]()
Indeed. And it is my right to disagree and have another oppinion. And i feel that many tailors prefer to be able to work without getting additional limitations and demands superimposed on the profession. (Suggestion, if my above comment on armoursmith was not perfect... add BE to your character and supply yourself with high quality BE tissues. Having a comfortable stock of those available all the time is one of the more challenging ressource parts for the tailor, anyways. Vendor search helps a bit, though.
And both of them lasted, if you didn't replace them for any other reason, exactly 99 cloning processes. The one with 100 condition looses 1 point of condition per cloning, the one with 1000 looses 10 points per cloning.
I enjoyed the first time i was able to experment on clothing, sure it only gave condition but it was still my own choice to turn out 1k cond instead of 100cond items.
and you know all I am doing is laughing, really, because I am not going to spend my time picking apart anothers opinion.
I am part of a community, and I realize my own wants may not be part of the whole, but they are my own, and need not be defended.
Message Edited by GoldMemberBria on 08-24-2005 08:58 AM
Well, I think them being a necessity is kind of the point actually. Just like going to an architect is a necessity at some point, or going to a weaponsmith is a necessity at some point, the entertainers really do (did) need something that made them a necessity.
NJ62 wrote:
I am actually relieved. In the brainstorming thread, the entertainers mentioned additional colors accessible ONLY through buffs. I pointed out that colors are the defining characteristic of a master tailor, and we would want additional colors permanently, not just as additional content available through buffs. Although some might see additional colors as a perk, they would in reality be a "necessity."
I know this sounds selfish, but I would rather have the dancer buffs be useless than for them to be mandatory. I believe that if any significant new content is to be added with respect to tailor, it should be added to the tailor tree permanently.
Message Edited by GoldMemberBria on 08-24-2005 08:47 AM
10% higher condition on clothing made (<- don't underestimate the value of this, the "skill tape junkies", would dig this)
That's what i just tried to explain twice.Nobody in the whole game,not eventhe"skill tape junkies"are the least interested in higher condition on clothes as long as it's higher than 100.
It's really very simple and basic maths, 1% of condition lost means 100 cloning processes to destroy the item. And clothes take damage from cloning only, nothing else affacts them at all. (Weapons and armours loose durability in combat on a continuous basis, not on a percentual one. These mechanics make condition matter on them, but they do not apply on clothes.)
Message Edited by Sylow on 08-24-2005 05:53 PM
Sylow wrote:
10% higher condition on clothing made (<- don't underestimate the value of this, the "skill tape junkies", would dig this)
That's what i just tried to explain twice.Nobody in the whole game,not eventhe"skill tape junkies"are the least interested in higher condition on clothes as long as it's higher than 100.
You can explain it all you want, but you're wrong on this. If I have a +10 experimentation tape or a +15 defense tape, I care very much what the condition of the clothing is. These tapes are worth many millions and are not easily replaced at any price. I would not even dream of putting such a tape into an item with less than 100/100 condition, and if I could pay 100k more to get something that has 110/110 condition, I'd do it. Yes, I know that deaths only cause 1% decay if insured (I'm pretty careful, but alas I'm not *always* insured). Yes, I know that things are wearable at 0/0 but that is very likely to not always be the case in the future. As I like to say "Sith happen" and I'll take the extra condition on my clothes anyday.
Message Edited by GoldMemberBria on 08-24-2005 09:07 AM
well this could have something to do with the upcoming expansion to.. maybe they will gave tailors back experimentation if we get to make the "clothes with toughness" that are listed in the things coming with Trials of Obiwan *shrug*
*curses now for losing a bid on a +17 clothing exp tape* lol
You can explain it all you want, but you're wrong on this.
Then please explain the difference to me as i am obviously missing it.
Edit: I removed the rest of my posting. I am not a maths teacher, perhaps the system of percentage changed the last two weeks... ? ![]()
Message Edited by Sylow on 08-24-2005 06:15 PM
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GoldMemberBria wrote:
Sylow wrote:
10% higher condition on clothing made (<- don't underestimate the value of this, the "skill tape junkies", would dig this)
That's what i just tried to explain twice.Nobody in the whole game,not eventhe"skill tape junkies"are the least interested in higher condition on clothes as long as it's higher than 100.
You can explain it all you want, but you're wrong on this. If I have a +10 experimentation tape or a +15 defense tape, I care very much what the condition of the clothing is. These tapes are worth many millions and are not easily replaced at any price. I would not even dream of putting such a tape into an item with less than 100/100 condition, and if I could pay 100k more to get something that has 110/110 condition, I'd do it. Yes, I know that deaths only cause 1% decay if insured (I'm pretty careful, but alas I'm not *always* insured). Yes, I know that things are wearable at 0/0 but that is very likely to not always be the case in the future. As I like to say "Sith happen" and I'll take the extra condition on my clothes anyday.
Message Edited by GoldMemberBria on 08-24-2005 09:07 AM
I know how you feel GMB, I have several folks who will not wear decayed items.
They want the condition as well, knowing it means nothing more then you take care of your items.
I actually do have several who repair clothes {well they ask me to, even knowing the outcome is identical if they did it}
I am glad to see that there are others who do plan on the incase rather then the mechanics as is. ![]()
TheNola wrote:
TinuviielSatura wrote:
And yes, I do agree that this may be a step towards making experimentation and assembly count. I would love having a little bit of control over how many sockets my clothing has.. I'm tired of getting no-socket items as a master with a +25 clothing assembly mod.
I am all for "having control" over the amounts of sockets we get. Perhaps that could come with the quality of the hide we use or something, say... the OQ& DR along with Clothing Assembly +'s.
Ibelieve that all crafting professions should have the quality of the resource matter. Tailor (because it is just normal clothing w/ no stats or bonuses except for condition which doesn't even really mean anything) resource quality doesn't have to be as much a consideration when crafting, but I'd like to see it have at least a little matter in making the clothes.
FWIW, we do know that tailors greatly desire to have some sort of influence over how many sockets. The thing is that it isn't an easy thing to change. We have discussed it with the dev team, but I don't have any additional information about it at this time.
Kurt "Thunderheart" Stangl
Community Relations Manager