Tailor Archive
Thread: Tailoring Wishes, Dreams and Screams (v1.1)
Misc Wishes:
- Give men the ability to go without a shirt at all.
Why not women too? This is an age old question and can not be answered in this game. I agree that the underwear that is forced on characters is pretty lame but it serves its purpose and forces the men to buy clothing.
I tend to agree here, if I'm stuck wearing a sports bra, then I'm happy the men are stuck wearing a tank top. They can wear an open vest just like we can. Besides, bare-chested isn't very "star wars".
While we must see decay or we'll soon be out of business - I don't couple this with experimentation. I look on NOT having to chase after materials as a godsend.
I'm a master tailor - my natural advantage is more colors and more schematics.
I'm a TAILOR - my advantage is always going to be good customer service and communication.
I don't really need a game mechanic throwing more numbers into an already glutted set of variables, there are a ton there already - probably too many in fact.
We desperately need tools for customers to see items and colors. That's not taking a thing away from me - it's a communication aid. It's so needed - I'm in the process of building a website. I shouldn't HAVE to build a freaking website outside the gameworld to be able to effectively communicate with my customers INSIDE the gameworld.
My personal list of priorities would be.
1. Decay - not necessarily coupled with experimentation at all - I personally think anything new should start at 1000/1000 - it IS new after all - vs. something an NPC drops they've supposedly been wearing and just died in.
2. Tools ingame (even if it's just a glorified - nonproducing crafting tool) for people to view items and colors. Ideally - colors would be notated and and order be able to be generated instead of the item.
3. Consolidate the two leather pallettes. It's confusing - it's annoying, we only need the expanded one.
4. Make another run thru both the wookiee items - and all the items that got broken, the sigiled waist wrap, shorts, etc. - things where color options actually decreased.
5. Not directly tailor related - give us a freaking dimmer switch in our shops! We have starships but I'm stuck using torches that make everything look yellow in my shop?
6. I totally agree a way to 'package' sets would be nice. At one time backpacks took on a graphic of wearable items inside, pretty sure this was the intent of that - not sure why it was ever taken out. Maybe make cargo pockets actually like - HOLD stuff - and add it to those, they would be perfect small cheap packaging material.
7. Bandoliers were supposed to be backpacks - make it so. They require cargo pockets - and prevent people from wearing a backpack - but hold nothing. Belts would be nice as well since not everyone wants to wear a backpack.
Anyway, my pet peeves from where I sit - YMMV.
Yeah, I'd like to see more fabrics/shaders for clothing too. They should apply to the same areas as color 1 and 2 (maybe even color 3). Some of the different fabric/shader types I want to see being available:
- Regular
- Dirty (incase someone wants to look like a potato bag)
- Velvet
- Lace
- Metallic fabric (spandex or whatever)
- Vinyl/Rubber
There's no reason to get picky over database space either. An Int16 allows 4x 4bit, aka 4x 16 choices, so three shader attributes are easily affordable.
If this will ever be implemented, we'll have some more fun in combining attributes to make some nice looking stuff.
And oh, I'd like the full color palette on the leotard ;/
An afterthought: What I dont understand at all is that SWG didn't go this way:
http://www.tomservo.cc/temp/swgclothgen.png
Bad luck I guess. I blame Raph.
The high end 255 colors only available depending on quality percentage
NO NO NO NO NO NO NO
One of the worst ideas I've seen on these boards. Master Tailors should get every color on everything regardless of anything like quality/experimentation. Resource quality/experimenting should determine things like decay rate.
Bio Engineer Crossover Wishes:
- Tissues to actually, like, work and stuff?
This is supposedly fixed in the next big patch.
The rest of the list looks fine though.
I'm sure there are plenty of Armorsmiths, Weaponsmiths, etc, that would love to have resource quality mean nothing, so they could plop down extractors anywhere, and stock up on junk resources, and never worry about most of the crafting system, just like we "are able to".
You might consider us lucky to have a barely-implemented crafting system that ignores the majority of the code that the developers put in for crafting. The developers seemed to think that resource quality and experimentation add quite a bit to the game, as they obviously spent a lot of time implementing them. And I agree, the pursuit of those fantastic resources, and the ability to experiment to enhance the quality of the item, to make the very best items, are vital parts of the crafting system that we are simply locked out of.
I say add color brightness, sockets, decay rate, and anything else that makes sense, to the item quality. Put rare resources in any new schematics that get added. Add rare schematics from quests and loot. Do anything and everything to help Tailor #5423 make themselves different from Tailor #3364. Do anything and everything to give us something to do besides mindlessly click the exact same buttons as every other tailor, with no thought or options. People that enjoy being nothing more than clothing conveyor belts, can still do so. But people who want more, get it, just by plugging us into the code that already exists for the other crafters...
Okay I dont usually post here but I guess what bothers me the most is that you cant wear a jacket over a flightsuit. I don't see why I cant wear my Pilot's Jacket over my Fighter's Flight suit and so on. It would make the master tailoring gear much more sellable in my opinion, since very few people want to wear just a flight suit. It seems like it would easily work if they just allowed it to.
-Seego "The Rodian without a colorful signature"
--Also Master Tailor of Coronet on Starsider--
I haven't read this whole thread, but I have found myself wanting a way to have a list of my customers that is seperate from the Friends list. I think this could be accomplished simply by adding a second friends list? I just find it time consuming to have to either type in my customers names into emails or to have to search through my existing friends list for my customers...This feature would be most helpful with group emails announcing sales and/or new items that are available. Thoughts? Comments?
Kinda new to this board but I have a suggestion:
Can we get belts to go UNDER jackets??
I mean, they are used to hold up my pants, not to keep my jacket closed.
Bereave - Lowca
NatiraSun wrote:
People who don't want resource quality or experimentation to affect the finished item, are valuing convenience over having more options, things to do, and ways to differentiate yourself from every other Master Tailor.
Well, I guess I'm doing something 'wrong' then, as I often play 6 - 10 hours a day, and if they see me on - I get pretty much nonstop tells. Believe me - I have PLENTY to keep me busy without throwing another variable into the mix.
I'm telling you, clothing isn't the expense that weapons and armors are - decay rate isn't going to be on most customers top priority list when clothes shopping. Availablity and color/schematic selection and customer service and reasonable price are the things folks look for when clothes shopping - and ideas.
We ALREADY have ways to seperate ourselves and decay has never worked. Are you saying that everyone has been the same since launch? I have folks that travel several planets distance to return to my shop once they've been there the first time.
Ours is a service heavy craft. Weapons and armor there are only so many variables - true there is some customization available - but nothing in comparison to tailoring.
As for expense, I commonly have people spend more in my shop than I spend at other crafters' shops. If the Devs really want more money sinks, they should be implementing the ideas given here for differentiation... give us a reason to travel, to seek out new schematics and resources.
Unfortunately, return customers do come around less often w/o decay. There's a finite number of outfits someone will buy, because of limited space and styles. Not many people will destroy a 10,000+ cr outfit to try out another color scheme or a slightly different style. So the value of our customer service is reduced by the fact that our best customers eventually have little need for us.
How you treat the customer is not a class feature. Giving the Devs a pass to not create an interesting class because you like dealing with people is not necessarry. Every crafter profession deals with service, selection, and pricing. Armorcrafters can color their outfits as well. There is absolutely nothing in the game to seperate us. Picking from the same palette as everyone else is not customization.
What we bring to the class is not the issue. The issue is what the class brings to us. And currently that is: nothing to think about, nothing to make our items special, nothing to give us anything to do besides sit in our homes and churn out identical items to everyone else.
Currently the only reasons to Tailor are money, and that giving people what they want can be rewarding. I don't think it's too much to ask that Tailoring itself might be the slightest bit interesting as well.