Tailor Archive
Thread: Sign this to show support for idea. Tailors should have fair share of attachment economy.
/sign
I'd also have to disagree with J-J which happens to be on same server as myself. Only the top few crafters of a certain profession make tons of money, most make meager profits and there are quit a few that struggle to break even. Looters make more far and away on average. 3 hours a night farming high end mobs can yields millions upon millions in credits in the time it would take a crafter to make enough of his/her item to pay for the resources used to make them, then start making profit.
Top 3% crafters > looters
looters > all remaining crafters (and by looters I mean non-noobs that are looting for the purpose of making money)
I'm not /sign'ing, but I have to agree with this:
FeloniousBC wrote:
/sign
I'd also have to disagree with J-J which happens to be on same server as myself. Only the top few crafters of a certain profession make tons of money, most make meager profits and there are quit a few that struggle to break even. Looters make more far and away on average. 3 hours a night farming high end mobs can yields millions upon millions in credits in the time it would take a crafter to make enough of his/her item to pay for the resources used to make them, then start making profit.
Top 3% crafters > looters
looters > all remaining crafters (and by looters I mean non-noobs that are looting for the purpose of making money)
Botmaster5 wrote:
I wouldn't believe that any tailor would pass up being able to do something without having to go to their local BE with an order, or like me, create their own BE toon.
Its been a long time since tailors have gotten anything new except for bugs. I would like to see some new things brought into the profession. It would be good for the whole community.
Maybe you wouldn't believe it, but it's true - because I would pass on this one. Basically the crafting professions are delicately interwoven and, for me, that's a good thing. Chefs need Tailors to provide them with trim, Armoursmiths buy synth and RFP from us; Artisans supply parts to Architects; Architects supply factories and harvies; Droidsmiths and BEs provide parts/tissues to Tailors.... and so on. So it's a complex thing that actually works rather well. On top of this you have Rangers and Merchants supplying raw materials andCombat types providing loot items (schematics, HD leather and the like). So if I have to go to someone else for items then so be it.
I'd like more BE to be available (or at least as good a variety as there was pre-CU) but I don't see why Tailors should be able to do BE stuff without any BE involvement.
Cheers,
Gawgax
(*G Cubed*, Infinity)
For (1)Combat Rings and (2)Non Combat bracelets I cant think of a looted item in the game to be crafted into the items, so maybe to make this intresting and more exciting for the tailor, these mods could be random each time one of them is crafted? Also, the keep these items from overwhelming the bazzars, maybe a tissue would be needed from a bio engineer or some type of crafted component would be needed to create these items. However, I feel strongly that the tailor should not have to rely on a looted item in order to make the rings or bracelets.
petitions are bad, mmkay (With link)
This isnt a petition, I'm asking the community to sign if they support the idea. I'm in no way trying to force this idea on anyone, or starting a petition list to force the devs to implement somthing into the game.
I'm also asking everyone to add way they think, and expand on this idea. I left alot of ??? in the post on how these items should be created, Im hoping that other community members have some good ideas and that hopefully, a dev notices this post and replies with his/her thoughts on this.
Message Edited by Botmaster5 on 08-15-2005 06:42 PM
/sign
I need to find some way to make a profit from Tailoring!
:-)
Vilifier wrote:
Thanx for the reply Pappi
petitions are bad, mmkay (With link)
This isnt a petition, I'm asking the community to sign if they support the idea. I'm in no way trying to force this idea on anyone, or starting a petition list to force the devs to implement somthing into the game.
When the title of the thread says to /sign, most people just come by and /sign without adding any of their own thoughts. I suggest editing the title....erm just noticed how many posts you have, I don't know if you have the ability to do that yet...
Vilifier wrote:
Thanx for the reply Grreeta. With this idea there would be BE and/or other crafters involved, if you have a minute, read my post again![]()
For (1)Combat Rings and (2)Non Combat bracelets I cant think of a looted item in the game to be crafted into the items, so maybe to make this intresting and more exciting for the tailor, these mods could be random each time one of them is crafted? Also, the keep these items from overwhelming the bazzars, maybe a tissue would be needed from a bio engineer or some type of crafted component would be needed to create these items. However, I feel strongly that the tailor should not have to rely on a looted item in order to make the rings or bracelets.
We already have sockets, I honestly don't need another random thing for customers to nag me about, and as for it making my life more exciting ......... ![]()
Seriously, I can see where you're coming from - my answer was a direct response to the person who suggested that no tailors would turn down the opportunity to craft BE items without going to a BE for tissues. I appreciate that you weren't suggesting this. I certainly think the useless mods should be replaced with something that actually has value but I can't get excited about adding the mods to rings etc. There are things I want to see before any changes to jewellery (better colours for boots spring instantly to mind).
There is a thread Top5 Submitted that discusses the changes that Tailors most want to see. There's lots of really meaty stuff in there and, to be honest, my vote goes with that set of changes/enhancements.
Cheers,
Gawgax
Message Edited by Grreeta on 08-16-2005 04:02 PM