Tailor Archive

Thread: Tailoring Technical Issues (v2.2):

Xelene
Thu Oct 30, 2003 1:40 am
#14



Mihoko-Tailor wrote:
Necklaces : necklaces [specfically the Plated and Elegant Gemstone] when equipped with a formal gown or Elegant gown only show on the front of the necklace model, the entire back half of the neclace dissapears. This is on a twi'lek player, i do not know if this effects other races.


This appears to actually be how all necklace models behave with all dresses. I've seen it with Striped Pendant and Emerald Pendant on the Loose Dress also (this was on a human character).
NecroSanct
Mon Nov 03, 2003 6:26 pm
#15

7) Graphical Glitches. These items are glitches visual appearance in some way


Dress Robe - on a male character at a specific zoom distance it appears as if he has a female chest popping out of the top front of the robe


I hate this as I play a character that is from a world where oriental style is the norm for both sexes and it just makes me not wear it due to this glitch.




Necro Sanct - Ranger / Rifleman
Nato Freemoon - Master Tailor / Master Droid Engineer

NecroSanct
Mon Nov 03, 2003 6:31 pm
#16

Cold Weather Gloves may not be worn with a Cold Weather Jacket? (have not tested with other jackets)



Necro Sanct - Ranger / Rifleman
Nato Freemoon - Master Tailor / Master Droid Engineer

Dex1138
Wed Nov 05, 2003 12:04 pm
#17

6) Certain Items are erroneously placed on the sort, lumped into a 'miscellaneous’ category instead of having their own.

Oddly enough Robe (Formal 2) isn't listed under Robes!! That's like not putting gloves under handwear...oh wait...



Tol "the Travelling Tailor" Doneeta
* Threads N' Things *
Fine Clothing and Furniture
Master Tailor | Kauri
(no relation to Tott Doneeta)


Dite
Wed Nov 05, 2003 4:27 pm
#18






Ill_Omen wrote:
An issue with bio-clothing...

If you crit-fail when making an item with bio-cloth, and then, without closing the tool, you remake the item using a different bio-cloth, the output clothing will come out with the enhancement from the first cloth.




I've seen this with the tissues from BE's when making synthetic clothsor reinforced panels, if I crit on one the next one will hold the stats of the tissue I critted on.



A-Ti




A-Ti Lesnas
Master Tailor
Valcyn Server
SWGTailor
BioDroid
Fri Nov 07, 2003 11:36 pm
#19

I have one on bio-clothing: I would like to see the ability to put certain BE mods on clothing that doesn't use Synth Cloth or RFPs. Mainly I'm thinking, why shouldn't we be able to put Dancing or Musical healing mods on things like fleshwraps?



Ma'ara Kiel(Corbantis) Master Tailor - Master Chef- Master Merchant
Formerly Master Artisan - Master Marksman - Master Architecht

Bri'anne Mala(Corbantis) Master Entertainer - Master Dancer - Musician 4-0-4-0 - Image Designer 4-1-4-4

"This above all, to thine own self be true."
Bluude
Sat Nov 08, 2003 11:14 pm
#20

how about capes and eyewear?


There aremenu categories on the bazaar for them yet eyewear is still untradable/sellable, and capes aren't in the game at all.


Will they be added anytime soon or not?




RENDAR BLUUDE

MASTER TAILOR
MASTER RIFLEMAN
Colonel in the Imperial Army
Dite
Sun Nov 09, 2003 4:26 am
#21






David665 wrote:

I also have a couple of issues:


1: Quite a few times, not all my schematics appear in my crafting tool. This is very annoying, as I am experimenting with differing clothes to come up with a guild uniform, and when 1/4 of my schematics don't show in the tool....I'm borked.


2: Also, I cannot experiment at all with clothing, only get prototype and manufacturing schematic. Can you evenexperiment with clothing?






Possible Answer 1: You may need to stand by a personal crafting station or a crafting droid to see all your schematics. If you look at the datapad and click on a schematic it will tell you what you need to have, generic crafting too, clothing and armor crafting tool, and/or personal crafting station.


Answer 2: Experimentation has been removed from the game for tailors. It only effected durability and since there was no decay and it never really worked and CSR was getting a lot of questions about it they just removed it. Note; It is questionable if it will be brought back with decay coming back, especially considering that the decay isn't actually based on the durability of the clothing, but instgead on whether or not a player is insured when killed.







A-Ti Lesnas
Master Tailor
Valcyn Server
SWGTailor
Naufragus
Sun Nov 09, 2003 9:50 am
#22

this isnt really a technical issue but probably the biggest facing tailors....


THE WAY XP IS GRANTED


we all know you get xp based on the amount of reources used. for atilor, every thing above noob clothing takes componets so high level clothing gives virtually no XP....this is why we have to grind ribbed shirts and belts. it just seems like if i am building a level 4 garmet that takes metal fastners and synthetic cloth and reinforced panels that it should give you more xp than builing a noob level shirt that only takes raw petro chem!


I have been a masterfor 2 months....i basically have made 100s of garmets since then ...nearly all tier 4 and master....i know only have about 86K xp.....that is 2 months of crafting and i have less XP than if i had made ribbed shirts for 2 days.....


I dont rreally need the XP but i am think about players trying to level.


XP has to be changed across the board....it should be based on an items difficulty level and quality rather than just the number of resources used

David665
Sun Nov 09, 2003 1:41 pm
#23

I also have a couple of issues:


1: Quite a few times, not all my schematics appear in my crafting tool. This is very annoying, as I am experimenting with differing clothes to come up with a guild uniform, and when 1/4 of my schematics don't show in the tool....I'm borked.


2: Also, I cannot experiment at all with clothing, only get prototype and manufacturing schematic. Can you evenexperiment with clothing?

Dite
Sun Nov 09, 2003 2:27 pm
#24

If the difficulty level's weight could be increased and the actual number of ingredients used weight decreased, it might make the experience more along the lines of logic.


I could see keeping the experience is equal to units used if they added in a modifier for items that contain more than one crafted component.


Yeah, that was one thing I didn't really understand when I was working my way up to Master, why were the items with the lower complexity number granting me more experience than those with the higher complexity number? Even when I added in theexperience from components crafted as prototypes, it was still less than that infamous cartridge belt.







A-Ti Lesnas
Master Tailor
Valcyn Server
SWGTailor
Xelene
Mon Nov 10, 2003 8:55 am
#25

we all know you get xp based on the amount of reources used. for atilor, every thing above noob clothing takes componets so high level clothing gives virtually no XP....this is why we have to grind ribbed shirts and belts. it just seems like if i am building a level 4 garmet that takes metal fastners and synthetic cloth and reinforced panels that it should give you more xp than builing a noob level shirt that only takes raw petro chem!

Actually, the idea behind this I think is that, since you get exp for constructing the components, giving exp for the finished product that uses them would be rewarding you double.

Except... Factory exp has been broken for over a month with no response, so I've failed to get thousands of exp for the thousands of components I've made. So, as it turns out, they *could* give us more exp, at least for items containing factory-only components (identical items). Or, they could just fix it so that factories give exp again....
Xelene
Sun Nov 16, 2003 2:07 am
#26

Actually, that is a more complicated bug... because it only affects *some* people.

I don't have it...
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