Tailor Archive
Thread: (Quick Poll) Tailor Issues in the CU
Blixtev wrote:
7) Cybernetic limbs blocking clothing items. ADDED.
Without them blocking clothing they ended up with some strange looking appearances on people wearing them, so they decided to block all clothing and armor.
In case you didnt already know Blixtev, this is a major problem for Jedis. Why make the enhancments look so robotic anyways. Luke had his chopped off and it looked normal, he even wore a glove over it. Please Fix, or this will cause a big upraor in the future, trust me.
Blixtev wrote:
NJ62 wrote:
1) Ineffectiveness of certain BE tissues
Rewrote these today, all but 2 of the Tissues were altered to new skill mods.
2) Clothing decay or lack thereof (still unclear what's going on with that)
Have heard mixed reports on this haven't had a chance to see whats happening. With a majority of crafters saying this, don't you think this should be one of your TOP things to look into?
3) Inability to tend harvesters/survey without getting killed
Global crafter issue we are looking at, we have a few suggestions on the table for it.
4) Possible hide shortage considering the re-scaling of combat levels
Hope this is not the case, if so we can look at the harvesting of organics rate.
5) BE's unwilling to make tailor tissues with new role of medical crafter (assuming BE tissues do end up being somewhat effective).
Hopefully they would rather use their milk and eggs on tissues rather than on medical supplies.
6) Inability to bioenhance a good variety of clothing - TKA's are now wearing clothing, but if they want their clothing enhanced in a certain way, they are very limited two a small subset of available clothing. THis is most severe for the RFP options, but synth cloth options are also limited.
We can look at this in the future, will more than likely not happen before CU ships.
7) Cybernetic limbs blocking clothing items. ADDED.
Without them blocking clothing they ended up with some strange looking appearances on people wearing them, so they decided to block all clothing and armor.
Message Edited by NJ62 on 04-24-2005 05:54 PM
Im an MBE (been one since Jan 04) on the Farstar server.
Ill definately be making tailor tissues, and Im really chuffed that Blixtrev has re-written them to perhaps make them more useful now.
As it stands, all BE experimentation has changed to med experimentation, so I suspect there will be load of ex-Doctor dabblers with 0/0/0/4 BE and skill tapes making medical items.(they will have as many experimentation points as an MBE!!) I will put some of these on my vendors but I intend to continue with my core crafting of pets / petstims / chef & tailor tissues.
at the moment, tailor tissues are the worst of my selling items, Im hoping that if theyve changed to mods to comething useful, then this change will beenfit both communities.
p.s just realised this is probably in the wrong thread , very sorry for that. just happy to see some Developer do soemthing for the crafters in the CU.
Message Edited by Blueblooded on 04-25-2005 07:52 AM
2) Clothing decay or lack thereof (still unclear what's going on with that)
3) Inability to tend harvesters/survey without getting killed
4) Possible hide shortage considering the re-scaling of combat levels
5) BE's unwilling to make tailor tissues with new role of medical crafter (assuming BE tissues do end up being somewhat effective).
6) Inability to bioenhance a good variety of clothing - TKA's are now wearing clothing, but if they want their clothing enhanced in a certain way, they are very limited two a small subset of available clothing. THis is most severe for the RFP options, but synth cloth options are also limited.
7) Cybernetic limbs blocking clothing items. ADDED.
Message Edited by NJ62 on 04-24-2005 05:54 PM
Blixtev wrote:
NJ62 wrote:
1) Ineffectiveness of certain BE tissues
Rewrote these today, all but 2 of the Tissues were altered to new skill mods.
2) Clothing decay or lack thereof (still unclear what's going on with that)
Have heard mixed reports on this haven't had a chance to see whats happening.
3) Inability to tend harvesters/survey without getting killed
Global crafter issue we are looking at, we have a few suggestions on the table for it.
4) Possible hide shortage considering the re-scaling of combat levels
Hope this is not the case, if so we can look at the harvesting of organics rate.
5) BE's unwilling to make tailor tissues with new role of medical crafter (assuming BE tissues do end up being somewhat effective).
Hopefully they would rather use their milk and eggs on tissues rather than on medical supplies.
6) Inability to bioenhance a good variety of clothing - TKA's are now wearing clothing, but if they want their clothing enhanced in a certain way, they are very limited two a small subset of available clothing. THis is most severe for the RFP options, but synth cloth options are also limited.
We can look at this in the future, will more than likely not happen before CU ships.
7) Cybernetic limbs blocking clothing items. ADDED.
Without them blocking clothing they ended up with some strange looking appearances on people wearing them, so they decided to block all clothing and armor.
Message Edited by NJ62 on 04-24-2005 05:54 PM
Global crafter issue we are looking at, we have a few suggestions on the table for it.
May i point out that this would be a good time to give crafters a higher level command ability over droids, making it so that they are more effective in combat for personal defense reasons. I understand the concern is that it would over power the combat game play but if you put it up high enough in the crafters skill boxes for command of droids then you won't need to worry about it because of the leveling system now with weapons and what not.
RandDarkstar wrote:
2. BE tissues will mostly focus on medical purposes, even though the benefits are marginal, the doctors are the ones that have the money to afford the massive pricetag on them. (Some BE items take up to 2000 units of resources with 27 subcomponents... meaning a crate of these would sell for up to 500k credits) No BE is going to waste time on tailors if the market calls for a large demand of medical components, which it does already.
Blixtev wrote:
NJ62 wrote:
1) Ineffectiveness of certain BE tissues
Rewrote these today, all but 2 of the Tissues were altered to new skill mods.
2) Clothing decay or lack thereof (still unclear what's going on with that)
Have heard mixed reports on this haven't had a chance to see whats happening.
3) Inability to tend harvesters/survey without getting killed
Global crafter issue we are looking at, we have a few suggestions on the table for it.
4) Possible hide shortage considering the re-scaling of combat levels
Hope this is not the case, if so we can look at the harvesting of organics rate.
5) BE's unwilling to make tailor tissues with new role of medical crafter (assuming BE tissues do end up being somewhat effective).
Hopefully they would rather use their milk and eggs on tissues rather than on medical supplies.
6) Inability to bioenhance a good variety of clothing - TKA's are now wearing clothing, but if they want their clothing enhanced in a certain way, they are very limited two a small subset of available clothing. THis is most severe for the RFP options, but synth cloth options are also limited.
We can look at this in the future, will more than likely not happen before CU ships.
7) Cybernetic limbs blocking clothing items. ADDED.
Without them blocking clothing they ended up with some strange looking appearances on people wearing them, so they decided to block all clothing and armor.
Message Edited by NJ62 on 04-24-2005 05:54 PM
Message Edited by Dakaar_Halycon on 04-25-2005 08:47 AM
Decay: You can get more details from Gyopi about this one, as it seems to be inconsistent and unclear what is going on in combat. It seems that clothing is decaying upon being hit, which is generally good for us, but with a 1000 max clothing condition, it is decaying too fast to be reasonable. Apparently, not all pieces are decaying, either.
BE tissues and BE unwillingness to make them: My point was on that front that BE's won't bother to spend the time collecting milk, eggs, etc for tailor tissues when it is much more lucrative to specialize in medical items.
Cybernetic limbs: My concern there is twofold.
1) Indecency. A female is wearing a longsleeve shirt, gets a cybernetic arm, and suddenly she's in a granny bra.
2) Lack of compatible clothing. There is currently no male tank top (which would allow a cybernetic arm) except for the ubese shirt, and the female sleeveless items may not appeal to all females (generally the skimpy tops). Simply put, we need tank tops.
Message Edited by NJ62 on 04-25-2005 07:06 AM
Blixtev wrote:
5) BE's unwilling to make tailor tissues with new role of medical crafter (assuming BE tissues do end up being somewhat effective).
Hopefully they would rather use their milk and eggs on tissues rather than on medical supplies.
One problem I see is that we have a few tailor (and chef) tissues in the master box, but since there are no experimentation points or meds in the master box I feel that a majority of BEs are going to be taking a single line in order to take advantage of the lucrative meds market. This might make some of the tissues pretty rare. After all, who wants to spend an extra 43 skillpoints to make a few items that don't necessarily make a lot of money?
Sakura-Ikari wrote:
have any of the awesome testers i've seen posting their findings checked what these rewrites the Dev posted about are? I am curious to say the least!
I don't think they are pushed out to the servers yet (I haven't seen them), but if they do get pushed out in the next few days I will be trying them out! ![]()