Tailor Archive
Thread: Tailor Progress Report (What We've Accomplished So Far)
Arthur Dent, I am inclined to go along with you at the moment. I sold quality clothes knowing that decay would eventually become a part of the game. When they took away experiment, they put us all on a more equal playing field. One with no challenge, just crank the stuff out and sell it regardless of its quality. This means that we don't have to comb the galaxy for the best fiberplast anymore.
In a way it has made me very lazy when before I spent a large amount of time looking for the best of everything. But it also demoralized me and disenchanted me with the Tailor Profession. I loved the challenge. I thrive on competition and loved looking for what might give me a competitive edge if decay was announced.
With what they did by doing away with experiment, it made me believe that they wanted to just sweep issues under the rug, forget about them and move on putting in features that combatants wanted mainly. Getting rid of experiment was not a possitive move into the future for Tailors but something that caused more of a negative impact than anything else.
If you are a Master Tailor, you know that we are already one of SOE's major money sinks. I am sure that Armorsmiths, Weaponsmiths and others pay dearily just to keep their vendors around also and to be able to do business in the game. While players that are combatant classes are loaded and have no way to get rid of all the money they have.
What has the Californian populous done recently? They are repealing a governor that has run the state into the hole and is over taxing the people and businesses too. Our tax on our automobiles is about to triple and it has been said that the average tax that will go with licencing will be 1 thousand dollars! So when things go wrong, we the people of the state take matters into our own hands and work to correct it.
But when it comes to something like this onliner, if things don't get fixed, I guess all we can do is leave. We have given Q a list already. He knows that those things need to be fixed and also the current list just adds to the things that are wrong when it comes to being a Tailor. Put it all together and the list is enormous. The big question here is, are they going to be fixed orare we all praying for rain on Tatooine andonly wasting our time here?
I have also noticed that the original list to Q is no more. It is nolonger on this forum. I can only wonder if this means that we have to tell them about those problems all over again too! I would really like to see a Q3PO rebuttal as to what is going to be done and it that happens, is there going to be another Holocron follow up canceling all of our dreams and aspirations again.
Vandessa wrote:
1) Wookiee Colors Pallets Repaired
I'm just going to take a bit of exception to this one - I sell a LOT of wookiee items - I devoted the entire upper room in my shop as the 'wookiee room'.
Yes, it's better - no, it's not fixed -and they broke the sigiled waist wrap (my all time best seller - along with some other pieces).
I know - yes, technically not a pallet problem - but it IS a problem and a large one. That piece in particular needs either 3 shadeable areas - or revert back to inner and outer skirt. The brown leather flap I can live with - the puke green outer skirt I can't.
I actually have two areas of concern with wookiee wear.
1. They are stuck in the limited leather pallet and I get asked for colors a LOT.
2. More importantly - it seems the shading on the pieces themselves is off and most have a green undertint that makes color selection still all but impossible.
I know these were all added in at the end of beta (or most of them) but there is only like 19 pieces - someone needs to actually sit down and look at all the aspects of each piece and at LEAST make sure all the colors come out somewhat true. The Sage's hood is the least offender here - and even it has this problem.
I guess I'm just afraid they think wookie colors are 'fixed' - and they are far from it.
Sheylara: "They spend tons on weapons and armor and stimpacks and the more fashion conscious types spend tons on clothing. "
Weapons and Armor degrade. Stimpacks are gone after they are used up. Clothing is there forever unless they player wears them into a frag fest that he loses in which is most unlikely because they have armor for that. There are fashion conscious types. I have them come into my store and buy scads of clothes. And even make repeat visits but once they have everything they want, what reason do they have to come back?
Durek, you are right. I do agree decay has to be in, but that topic has been discussed to death so I won't say anything about it.
I was just trying to make a more general pointthat we are not the only money sinks. I was comparing tailors with combat people and not tailors with other kinds of crafters. The point is, combat peeps have things to spend money on, too, although I do have to agree they generally have more money than us poor tailors. ![]()
Uhhh guys, one small point - when a player says money sink - they mean they spend money.
When a DEV says money sink - they mean it leaves the circulating funds and back out into the world.
Tailors aren't money sinks, harvester fees, factory fees, vendor fees, insurance fees are money sinks.
And we were told that when a player is killed in a fight, their clothes will take damage? Doesn't happen.
On the good side of things: I don't know if this was just luck or what, but a musician came to my store yesterday and bought a jacket and also wanted me to make him a belt. I told him that I call those "Waist Donuts" because they are so big and just don't fit unless youhave a pleasently plump character. Well, either my eyes were deceiving me or maybe the devs fixed that problem? This skinny wasted guy's belt fit just right. If that is the case, I guess maybe we might start selling belts again.
Durek wrote:
And we were told that when a player is killed in a fight, their clothes will take damage? Doesn't happen.
If I'm not mistaken, this hasn't been implemented yet (and may never be... last I checked, it was still in the "we were thinking" stage, which is one step removed from idle brainstorming).
Ill_Omen wrote:
My theory on the removal of the experimentation for durability is that they were getting a lot of support calls and CSR tickets wondering why expirementation didn't do anything, or what exactly it did. Since it in fact did nothing, they saved themselves a lot of customer service hassle by removing the option.
I think if this was the case, they would have also removed it from architecture, where it is even more pointless.
Sheylara wrote:
Durek, you are right. I do agree decay has to be in, but that topic has been discussed to death so I won't say anything about it.
I was just trying to make a more general pointthat we are not the only money sinks. I was comparing tailors with combat people and not tailors with other kinds of crafters. The point is, combat peeps have things to spend money on, too, although I do have to agree they generally have more money than us poor tailors.
Yea, this is important to realize. I'll give you an example. I am both tailor and BE. For tailoring, if I have a "regular" customer, they ask me about new clothing every couple of weeks tops (if I'm lucky). They get tired of their old clothes and want something different, good for them! I guess I'm not fortunate enough to have any customers who discard their clothingmore frequently than that, and who can blame em? Heck, I'm a tailor and my clothes are virtually "free" and even I don't change my woredrobe more than once a week or every other week. Another big problem is sockets, if you think about it. Once someone drops a skill tape enhancement into a piece of clothing guess what... they are NEVER going to replace that piece of clothing. Never, ever, ever. No way in heck. You'll have to pry that piece of clothing away from their cold dead hands.
BE on the other hand is very different. I can make pet stimpacks and pet vitality packs by the bushel, sell them for 1k each (or more) and a regular customer will buy handfulls of them every few days. I'm not suggesting that clothes should wear out that fast, lol, that would not be fair, and would harm us much more than help us, but it's something to think about when comparing different goods. The "everlasting clothing" thing really is outrageous and unfair.
I see alot of complaints about fixing things in beta. Well, welcome to MMORPGs. The only way to please hundreds of thousands of people while still maintaining balance in the game requires adjustment periods. Combine that with the fact that Sony wants a profit sometime in the near future, and you get fix after fix. Notice that we are playing the game and most of us are having fun.
As a software developer, I know that people rarely if ever congratulate programmers on a good job. What they do is two things. If they don't like the product, they stash it in their old software dustpile and never say a word. If they do like the software, they ask for enhancements and upgrades. Which category do you think this discussion board is in?
As an MMORPG player, I have been in the mix since EQ started. This startup is better than any MMORPG startup ever. I know you don't appreciate it as much as I do, but SOE does it as well as any profit-motivated corporation'scompany can do.
Vandessa wrote:
Yah know.. it might be kind of neat if Tailors could make certain medical supplies like sutures or bandages... to like stop 'bleed shots' and stuff.
With bioengineered tissues, we can (well, we will be able to, once they work) make garments that stop bleeding, resist stun, and enhance the ability of medics to heal. Much more than that and all the Doctors will take up Tailoring