Tailor Archive

Thread: (Quick Poll) Tailor Issues in the CU

ArkonPhoenix
Sun Apr 24, 2005 11:21 pm
#14






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.








I just hit a bunch of buttons and hope everything works out.

Click here for "Arkon’s Ideas and Suggestions for SWG".
Liamo
Sun Apr 24, 2005 11:41 pm
#15






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














I support removing combat classes if keeping them in results in a "dumbed down" game
- I support Devs that know how to design a game
Blueblooded
Sun Apr 24, 2005 11:51 pm
#16

Hi tailor type people :-)

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



Always remember . "a pig with lipstick is still a pig"
NJ62
Mon Apr 25, 2005 12:34 am
#17

1) Ineffectiveness of certain BE tissues

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



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Sakura-Ikari
Mon Apr 25, 2005 1:49 am
#18

guys... how often do you see a dev take the time to post in a thread on any forum other than "in concept" or one of the other major dev forums? Please... try to be polite, respectful, and constructive and atleast say thank you to this person for taking the time to try to answer some of our quesitons. Remember the old saying - don't shoot the messenger!!!


I tell everyone I know that the Tailor forum is the nicest, most helpful, and most respectful forum on these boards. Despite our concerns and frustrations, lets strive to keep it that way please


/hugs and /encouragements to all of us






Sakura Ikari
..:::[ My RP's ]:::..
Master Tailor / Imperial Public Relations Chic / Black Eyed Beauty


Sakura-Ikari
Mon Apr 25, 2005 1:53 am
#19






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










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!




Sakura Ikari
..:::[ My RP's ]:::..
Master Tailor / Imperial Public Relations Chic / Black Eyed Beauty


Rizzaka
Mon Apr 25, 2005 2:55 am
#20

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.




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.






Drrty · Bothan of DOOOOOOOM
Zabuza · Demon of the Mist
· Prince of Endor ·
learn to adapt to the situation you have put your character in. i do not need to adapt my proffesion to accomodate yours.

Dormax
Mon Apr 25, 2005 4:26 am
#21






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.







The unfortunate truth is that without the highly powerful/effective buffs we have now, us docs are certainly not going ot get 10k for a buffset like we used to. So I have a fealing that the only docs that will be buying any enhancement meds at that price are going to tbe the ones who have stockpiled their credits. Realisticly, whoes going to buy a 300 point buff? And if they do, they certainly not going to pay that much.


I havent sen the resource list for the BE's meds, but BE's that think making meds will be the end-all / be-all may be in for a shock. Stimpack sales will be through the roof, no question, enhancements will do well enough if the price is right, tissues may still have some sales (if they are not broken) and creatures may be close to no sales, depending on the number of CH's that come out of the respec. Not discouraging BE's at all, its still a highly utilitarian profession with a wide range of abilities, but I'm thinking that a "re-think" on resources may be in order.






Oshal To'Vu
Sub Inquisitor of the Imperial Inquisition
Commanding Officer for the 420th Fighting Wing
Captain of the IID Hydra Flagship

Dakaar_Halycon
Mon Apr 25, 2005 4:29 am
#22






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












After reading your post I was thinking about how many crafting characters are upset because they will get owned after the curb and it got me to thinking. Ifyou implemented a system that gave all players 3 types of skill points it would make the game alot more interesting.


Those 3 skill point types would be.


-Combat Skill Points 150- Useable only in brawler/marksman/medic skills and elites (also jedi)

-Trade Skill Points 150- Useable only in entertainer/scout/artisan professions and elites

-General Skill points 100 Useable in all professions.


This would allow crafters to use there 150trade sp+100 general to master their crafts and 150 combat sp to master 1.5 elite so they have a combat level of around 60.


This would allow a dual elite combatant to use there 150combat sp+100 general sp to master their combat proffesions +150 trade sp to take some non combatant skills. (Creature handler could be classed as a combat profession if this is seen as unbalancing)


This would also set up an interesting side effect, the pure ranged bh would be the only possible triple mastery. Makeing them more sought after also. (Again this could be tweaked if it was seen as unbalancing. IE- Remove the scout line requirementsfrom BH, and make them master marksman.)


We'd see a greater combanations of characters Full combat ready BH who can craft there own weapons, Jedi/Rangers and the crafters will be able to defend themselves, but will not be overpowered.

Message Edited by Dakaar_Halycon on 04-25-2005 08:47 AM



Just my 2 credits
Akaara
Mon Apr 25, 2005 4:45 am
#23

At the top of my list is Becoming a one-hit wonder, and all the problems that this will bring. It's NOT FUN to try to load a factory, while being attacked or killed. Most crafters are busy and don't have time for this, it adds alot of frustration.


I am very concerned that I will no longer be able to buy BE tissues at a decent cost. It seems like BE's are going to be super busy now and they will be able to set any price they want for their services. I feel that BE's may end up being the UBER crafter in SWG... and able to control the market of their goods.




_____Chiana_________________________
JEDI ELDERCL 90

Sying ~ Master Entertainer

Nikeesha YMaster Tailor

NJ62
Mon Apr 25, 2005 5:06 am
#24

Thanks for answering, Blixtev.

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



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Gyopi
Mon Apr 25, 2005 5:10 am
#25





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?







Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

Gyopi
Mon Apr 25, 2005 5:18 am
#26






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!








Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

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