Tailor Archive

Thread: Brainstorming: How to make tailoring advancement better

RandDarkstar
Fri Mar 26, 2004 2:47 am
#14

Any of us that started on release were lucky. No one had exquisite dance leotards, no one had stacks of 100k fiberplast to grind through, no one had the luxery of 10 deep crust harvesters and heavy mineral miners with a 13 BER. We worked hard to get there. And I know how long it takes when you cannot grind. I got my master tag after about 5 months. I don't think the xp is fair, as almost everything in the higher skill boxes use more and more subcomponents, and you don't get xp from using them.... the crates give you 5% of the xp you would have gotten by hand though, and you are forced to wait and wait and wait to advance, or grind ribbed shirts and belts to get anywhere.


The xp gained by crafting can't be changed, but the requirements for each skill box could be lowered. We DO get uxp if someone uses our components. Have another tailor use a crate of synth cloth and watch your xp rise! Any aspiring BE knows this. Make tissues, hand them to a tailor, and when they turn it into an enhanced synth cloth, the BE gets about double the xp for making the tissue. That's an awful lot. I have been capped on xp for so long I forgot what it's like to see an xp gain message. But Try it and see for yourself how much more you get for letting other people use your components.


5% decay and 1% decay on death are absolute killers for clothing. if it was 50 condition and 10 condition, then that would mean something. We could experiment on clothes and make them better, but so what? We get to worry about experimentation process, the tedium and extra time. We have to start collecting resources with good quality again. I know that every other profession has experimentation, but they also have one other fact: They use schematics for most things. We craft every item by hand.


Everytime someone puts on an item to gain xp would be nice, but then you'd have people running macros to switch 24 shirts over and over again. Is this any worse than tumblers/healers, or afk meatlump killers, or the crowds of holotainers in coronet cantina? Not really.




Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

Kwee
Fri Mar 26, 2004 8:11 am
#15

As someone who mostly progressed naturally, I do feel it takes a heck of a long time to get Master Tailor. Nowhere near the 1-2 months SOE wants it to take a casual player. One little suggestion would be to make the silly metal fasteners give Tailor exp once you hit Novice Tailor I qualify for Novice Architect many times over from crafting those silly things by hand, hundreds and hundreds of them




Kwee Glitterwing of Starsider
Ex Image Designer Correspondent ~ Elder Tailor
& Kwee-kwee ~ Master Image Designer
Gamer Girl Columnist ~ swg.warcry.com
Ivory & Topaz of TC ~ Elder Dancers, IDs, Musicians

RandDarkstar
Fri Mar 26, 2004 9:09 am
#16

time-based dacay may be ok, so long as it was long enough to not be painful to the owner, and quick enough that it actually meant something. But either way, any expensive skill tape is going to be cause for major anger if they do this. So I would respectfully suggest that the skill tapes be able to be removed from the clothing.



Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

ArthurDentOnBria
Fri Mar 26, 2004 12:07 pm
#17

Hmm, I guess I can't argue with the logic that when you make an item by hand you shouldn't be penalized for the crated components that you are using (if that is in fact the case). You obviously ought to get more xp for making a luxurious gown then a ribbed shirt. And the cost alone would seriously discourage this to be exploited in any major way.


However, I would really hate to see the skill tree changed such that it requires less xp to get each box. I really think the tailor tree is pretty balanced as it is.I think one way to look at it is this:


how many master tailors do you see vs how many novice tailors? I'd say the masters outnumber the novices at least 4 or 5 to 1 right now. Which says that if anything the road to master is too short.




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Songe
Fri Mar 26, 2004 3:04 pm
#18


I would say...


-Usage experience. BEs get 150 exp if we use one of their tissue in clothing, we should get as much when our fiberplast panels, synthetic cloths, trims and reinforced panels are used by other crafters - which requires fixing factory exp and displaying object creator name properly. Then, we should get 100 exp or so when our clothes are worn (maybe 1 exp/hour or something?)


- Items should give tailor exp depending on how many resources they use. We should get proportionally more exp when wemake an item that uses 150 resources than when we just make ribbed shirts. (I have no idea what the formula is currently though, so if it's already the case you can laugh at me hehe).



Message Edited by Songe on 03-26-2004 05:05 PM



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Novice Lekku Stomper
Mordyth
Fri Mar 26, 2004 7:48 pm
#19



For some reason I always thought decay was wear decay, not just death decay. I just didn't think it was implemented yet.


Death decay... er, ok, whatever... not sure why that makes sense. Usage decay (actually time based would be better to keep the market going for new things)and wear XP for the tailor makes mucho sense. Please do that! For some dopey reason I had assumed those were already in the works.


Right now clothing decays so slowly (basically not at all, and even at 0 keeps working) that it is near impossible to have much of a market in clothing. Making components for those other professions that are grinding, yes, but not really a market in actual clothing. Not enough to survive or prosper on as a profession. So there is little motivation to go to the effort to market or vendor clothing as things are today imho. Which is sad, and makes the tailor profession pretty ... anti-climatic ... after all that work to get master.


I can't imagine how long it must take to reach master without doing some grinding. Giving wear XP seems like a good thing. Although, I'm not sure how much it would help out beginning tailors since the color choices there suck so badly and not many people will want to buy them, but I guess other poor beginning players might.


More schematics, more control over the finished product (name the colors something descriptive other than color1 and color2, etc. please, like trim color, main color), fix the necklace bug (shift the viewpoint down), wear xp, decay would all be great.
Kwee
Sat Mar 27, 2004 1:50 am
#20

The road to master is always too short for those who powergrind




Kwee Glitterwing of Starsider
Ex Image Designer Correspondent ~ Elder Tailor
& Kwee-kwee ~ Master Image Designer
Gamer Girl Columnist ~ swg.warcry.com
Ivory & Topaz of TC ~ Elder Dancers, IDs, Musicians

PerilousWish
Sat Mar 27, 2004 1:03 pm
#21

I think kareena had a good idea with the xp granted through someone wearing the item you make.




Lamia La'RueProprietor of Corellia Outfitters
Master Tailor Shop & Costume Emporium
Corellia: 1150 -4630
"Never tempt a woman with that which you wish to keep"
PerilousWish
Sat Mar 27, 2004 1:04 pm
#22

Doh!


Karenna, I mean.





Lamia La'RueProprietor of Corellia Outfitters
Master Tailor Shop & Costume Emporium
Corellia: 1150 -4630
"Never tempt a woman with that which you wish to keep"
Gyopi
Sun Mar 28, 2004 10:36 am
#23






RandDarkstar wrote:

5% decay and 1% decay on death are absolute killers for clothing. if it was 50 condition and 10 condition, then that would mean something. We could experiment on clothes and make them better, but so what? We get to worry about experimentation process, the tedium and extra time. We have to start collecting resources with good quality again. I know that every other profession has experimentation, but they also have one other fact: They use schematics for most things. We craft every item by hand.






I think that experimenation might work for tailors, but we should experiment on the subcomponents, not the clothing itself. We make most of our clothes one at a time, and I don't think that most of us want to experiement every time we make something. I think that most of us make our subcomponents by the crate, though. Using better cloth (or fasteners, or whatever) should make better clothes.








Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

Missmaul
Sun Mar 28, 2004 1:46 pm
#24

My name's Missmaul, and I'm a casual grinder.

Oxymoron? Not really. At first I didn't want to grind, but all those pretty clothes just seemed sooo appealing I couldn't wait anymore.

So I pulled out 7 clothing crafting tools and went to work. Ribbed shirt after ribbed shirt after ribbed shirt...yick! I ground my way into Formal Wear I- yay! Rejoicing time! At that point I'd run out of Fiberplast. Time to run 50 missions to fund my harvester for a few more units of Fiberplast. It then occured to me I could get more from the bazaar. So I spent up all of the 30,000 credits on me in Fiberplast. Yup, 30,000 credits. Count em. I'm SOOOO RICH!

Grind grind grind grind and I'm finally to Field Wear I and Casual Wear I. I was STILL lusting after Casual Wear II. And I had all of 930 credits to my name and 12 Fiberplast left.

It was at that point I said 'Well boy howdy, this sure takes a LOT of work.'

Not all of us have a stack of 100k Fiberplast and Steel to grind out of. I work my butt off killing plasma thief after plasma thief (I have -4000 plasma thief faction now) just to buy a few more units of 'plast to grind off of, using whatever I can spare to design outfits.

So uh, after that ADD-fueled rant, what I'm really trying to say is...what I'm really trying to say here is...uh..

I...HATE...SAURKRAUT!!

...Ok, not really. But I do hate grinding. We hates it, we wantss the preciouss clothesss. It's tricksssy and falsssse. So I guess what I'm actually trying to say is we need clothing usage xp. Perhaps it starts at 1 xp an hour per item of clothing being worn at Novice Tailor. Then maybe when you've got, say, 1-1-1-1 across the board (encourages not grinding to field wear IV! yay!), you get 2 xp an hour per item worn. It raises like that until Master Tailor and you've got 6 xp an hour. Wheee! Ok, that's probably a terrible idea. Feel free to flame me.

So in cunkluzhun, we need usage xp in some shape or form. Thanks! ^_^

-Krystine Landgher, Theed/Naboo, Radiant.
Drinking ritalin since a long, long time ago for your amusement!



Krystine Landgher, Naboo, Radiant Galaxy
Drinking ritalin for your amusement since a long, long time ago!
Master Tailor, Krysalis Productions
MasterJian
Sun Mar 28, 2004 10:26 pm
#25


Missmaul wrote:
I...HATE...SAURKRAUT!!


OMG, I almost spit out my dinner when I read this.. I was eating saurkraut at the time.. LOL



*--*--*--seki---*--*--*---Master Tailor---*--*--*---Master Merchant---*--*--*---Master Artisan--*--*--* -- Valcyln
Fashions by seki-*-Officially Closed -*-
-Hanging out on the forums until I see enough improvement to make me want to play again, or I get pissed off enough to cancel-//Thunderheart said: So for the cost of two skill trees, players are getting full pet access. That bargain is too good to be true and it demeans the CH profession because they work through the whole tree without being rewarded much of an advantage.BLAH! TELL IT TO THE MERCHANTS!






PerilousWish
Sun Mar 28, 2004 10:53 pm
#26

What is saurkraut, precious?





Lamia La'RueProprietor of Corellia Outfitters
Master Tailor Shop & Costume Emporium
Corellia: 1150 -4630
"Never tempt a woman with that which you wish to keep"
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