Tailor Archive
Thread: Brainstorming: How to make tailoring advancement better
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.
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.
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
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.
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!
Missmaul wrote:
I...HATE...SAURKRAUT!!
OMG, I almost spit out my dinner when I read this.. I was eating saurkraut at the time.. LOL